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Everything posted by praetarius5018

  1. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event most importantly - a New Game Plus mode!
  2. Current Version: v1.050, 2019/04/01 Sister thread (probably down forever) Major features: Equipment offers various bonuses instead of a simple attack and defense progression Rebalanced classes, stats and spells, almost everything is usable now Modified formulas that keep even high level techs useful Expanded inbattle options with running, regular strong attacks and counter techs Passive MP regeneration with high cost spells: be smart with your magic Extensive boss AI changes Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Increased inventory capacity to 20 per item type instead of 9 Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud" Roadmap until v1.0 Potential ideas towards v2.0
  3. Seiken Densetsu 3 Sin of Mana - Discussion

    yes they are
  4. He is an exception for exactly 3 things his special type of max HP damage absorbed damage is increased to 999 (because of the max HP thing he needs a low damage multiplier which would would make natural absorbed spells give him like 100-200 HP, pointless at that stage in the game) fire absorb gets reset when he takes an action (otherwise his gimmick would kill him after anti-magic) That might actually even be the highest number of special hacks a boss specifically for themselves got, not sure. Final bosses don't count since they recycle most of the stuff.
  5. Well, it can at least be an issue vs Xan Bie if he hits you before you can heal that damage because of the way his maxHP damage works.
  6. Character/Job Party Recommendations

    Just as a warning/reminder, if you are significantly higher levelled than the monster the chance for rare items is cut drastically (1/8 of base chance). So that might get frustrating as a farm.
  7. Character/Job Party Recommendations

    this only applies to this mod, so you are excused
  8. Character/Job Party Recommendations

    regular attacks don't count as spells so 3-6 are out. it should be 1) but in typical SD3 fashion it might just be a coin flip every time between 1 and 2
  9. Character/Job Party Recommendations

    In vanilla it was (25-target's luck) times some amount of frames, the same value is used for half vanish for some reason which obviously makes that buff really useless at high levels. Since I couldn't really separate those two instances at the time I just changed it to a constant value. The caster isn't known anymore at the point where the effect starts so that was no option either. The reflect physical routine only cares about the last spell used on you, it doesn't matter how long ago, it just needs to have been the last one.
  10. Character/Job Party Recommendations

    Sleep ends when taking damage or after a fixed amount of time - lag and the other usual culprits can extend that though.
  11. Breath of Fire 2 - Defiance of Fate

    There was no real way to boost spell damage; it was fixed damage with chance to deal +50% damage based on WIS and maybe a terrain bonus before elemental resistance and percentage magic defense. Spell damage starts now much lower but scales with WIS and the +50% chance is based on the LUCK stat instead of WIS. I've currently no idea what to do with township. The 3 base styles are heavily leaning towards one being strictly better - exactly as you said, for cooking - 80%+ of the tenants are also useless, like really... +4 def for ONE battle. That'll be a lot of work to fix...
  12. I've no idea where the ideas came from this time but... 1) Each spell can be used once per battle but cost no AP (exception: dragon skills cost a fixed 3) With some form of scaling damage/healing power this should make more spells relevant than the newest 2-3 out of a potential 32 spell slots you have per character. Implementation is easy since one unique enemy skill can seal spells until end of battle, so the same mechanic can just be used. 2) LP replaces AP; this is kind of a secondary HP bar. If taken HP damage exceeds 50% of remaining HP you additionally take some LP damage relative to the HP damage. Fatal HP damage deals more LP damage; if at least 1 LP remains the death is avoided and some HP is recovered (this replaces the chance to survive fatal damage via guts stat). Overall this should lower the risk of getting randomly one shot just from AI roulette choosing the right/wrong action while putting a limit to how long you can get by with just taking 90% damage hits and spamming full heals while ignoring (de)buffs. 3) The condition stat (tired/fine/great, measured on a 0-255 scale) gets a bit more involvement. By default it only seems to go up (neither many battles, day/night changes nor death did decrease it in my tests) and it is mainly responsible for a massive crit rate (both weapon and spells) at the end. Resting would now increase condition to 160 if it was below. Taking damage would decrease it by 1, more if LP damage is taken. Having a bad condition would reduce the received healing, at most -30%. Not sure if any other events should influence condition tbh. 4) The whole shaman fusions feel a bit underdeveloped; half of them come only near the end of the game and besides stats and maybe changing the character's unique skill not much happens. So once you unlock fusions at all you can already use all 6 shamans for fusion but until you find the real shaman the relevant stat bonus is halved, e.g. without earth shaman you'd only get +10% defense if the real bonus was +20%. Additionally you receive a small bonus to damage dealt with attacks of the same type as a fused shaman (fire shaman boosts fire weapons and spells, dark shaman would apply that to non-elemental) and resist attacks of the element (non-elemental only -25%, other shaman -50%) but take 25% more damage from the weakness (fire shaman gives weakness to water/ice). 5) Stat growth is half fixed by character and half determined by the equipped weapon type. To that end most weapons would be equippable by all and instead of sword/bow/etc. we'd work with weapon enhancement crystals or something. E.g. a wind type weapon would give higher AGL growth but less defense and earth type would give more HP but lower AGL. 6) Bleu gets actual stat gains instead of reading from the random encounter table. 7) Permanently stat boosting items get axed; will probably replace them with some tomes that can teach spells. As written above, these are ideas. I've done some work on this already but not enough to be presentable in any way. Feel free to comment on this madness.
  13. Seiken Densetsu 3 Sin of Mana - Discussion

    correct, there's no such intention.
  14. Breath of Fire 2 - Defiance of Fate

    demo v2 added timed hits; this has no visual effect besides making damage numbers yellow or red (perfect timing) instead of white turn order is modified by the action used, e.g. item goes a bit sooner, spells vary depending on the exact spell used added 25 new skills/spells, made rest usable in battle as a small heal changed which spells are learned on level up, some are variable by equipped weapon type similar to how stat growth changes changed a few weapon shops finally a half-decent reason for the one by one handling of attacks against your party..
  15. Character/Job Party Recommendations

    Yes but that is not a specific effect of anti-magic; that reflection works with the last spell that was cast on the boss - technically that is a vanilla bug I abused here, regular attacks are not supposed to be reflected but I enabled that, reflected "damage" is handled based on the last spell used on the original target; for spells that works fine since the reflected spell is obviously the last used spell, for regular attacks this is naturally not the case since there is not spell involved. That whole process also works for you if you e.g. use thorn armor or the curse effect. If you dare you can combine thorn armor, a petrify immunity ring and a stone cloud cast on your party to have most enemies commit suicide by "reflected" petrification. You can - though if you should is another matter; sabers still boost the damage of spells of their element so it may be more of a detriment depending on the boss.
  16. Character/Job Party Recommendations

    Sorry to disappoint you but enemies don't build tech bars, they treat them as spells and use them whenever they feel like it.
  17. SD3 Spell Balance patch

    these are not codes but the addresses in the rom. 11BF60 - Duran, Paladin skills so you could just put 03 00 00 21 as an entry there, 03 for target one/all and 21 for heal light.
  18. SD3 Spell Balance patch

    as long as you are aware that that changes nearly nothing until you address the bigger problems like Kevin...
  19. Final Fantasy V: Void Divergence - Discussion

    names may not match 100% to the translation L? Holy - Tricker, Elm Gigas, Ixecrator, Bardandels, LevelCheck, Xdeath (bonus phase) Snowstorm - Page 32, Whirl Demon, Blizzard, CrysDragon (there's an enemy special that has the same name so I might have confused an instance or two of it) Crusher - MithrilDragon (alone), Rock Brain, ShieldDragon, BoneDragon, BlandLamia, Tote Avis, Great Dragon (counter), Mind Mage (counter), Gargoyle, Xdeath (bonus phase)
  20. Breath of Fire 2 - Defiance of Fate

    That is the current scenario, yes. Though they'll also deal a lot less damage now. I'll probably increase the cost a bit later. I currently have them at: mob fight damage: POWER x (37+curLP/2) / 37 boss fights damage: POWER x (30+curLP/2) / 30 and then plug the result into the regular spell damage routine so that e.g. the adult dragons now actually have their elements work. The adult dragons are power 40-42, kaiser has 50. So at 0 LP you deal 50 damage with kaiser before randomness, element and whatnot else affects spell damage. I never played those. And in the GB titles there was no LP afaik. nope. At most I played pnp derived cRPGs like Icewind Dale and Neverwinter Nights 2 but never the original stuff.
  21. Breath of Fire 2 - Defiance of Fate

    yeah, that would need a massive amount of ram to hold the character data and moving around like everything in memory. that is more in the realm of theoretically possible. patty is also one of those elements where something is started and then it just ends.
  22. Breath of Fire 2 - Defiance of Fate

    Yeah, that's the plan; once you get access to the fusion hall you can use all 6 for fusions but until you find the real shaman the relevant stat bonus gets halved, like defense for the earth shaman. Some potentially fun stuff that would be possible would be too allow different characters to share the sprite changing fusions; the game has absolutely no problem with giving e.g. Nina Katt's devil form but keeping her own base stats and spell list; the Keep command is added as well and the sprite works. Not really sure what to do with Township - like 80% of the options are just "guide-dang it!!" level of traps. will do - lets see how much my productivity will suffer this time
  23. Breath of Fire 2 - Defiance of Fate

    the translation - the original was very questionable and the translation actually fixed some bugs and added a run button, so less work for me
  24. Breath of Fire 2 - Defiance of Fate

    I'm more at home with SNES asm anyway, so no real loss no matter what the differences would be.
  25. Breath of Fire 2 - Defiance of Fate

    Tbh. I've never even finished BoF2, the high encounter rate just became unbearable for me, which is why I cut it in half already. with everything that recovers AP in vanilla: inns, events, some items and the Will command from unfused Nina, though that may get a different purpose, dunno. Condition influences chances for crit/deathblow, spell crit (some guides call that well-cast since it applies to all targets of one spell and not each individual target) and counter, maybe a few other minor things as well but should be nothing with events. The only event I know that checks for stats is the one NPC that teaches you spells at 1 HP+0 AP - speaking of, what to do with that one... You've already individual base growth rates - I think what happens after that should be up to the player; do you want some more HP/LP for Nina so she doesn't die if someone breathes in her direction? or go for max WIS to play up her aoe clear abilities. There's just some stuff you can't solve via stats; e.g. Rand doesn't really have many spells so building him like a caster won't do much unless you go out of your way to give him all the spells from events/npcs. SNES - there was a GBA version?