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Everything posted by praetarius5018

  1. well, you can defend, equip relics with poison element resistance, put fire element icons on the field, etc. to lower poison status chance and then cast pure before too much status damage piles up and the chance gets up to 100% anyway.
  2. 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!
  3. pure cures HP leak and status damage not status effects directly. status damage is what you take when it status spell or skill hits but does not yet inflict a status effect - it makes follow up status attacks more likely to succeed.
  4. 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
  5. ftfy the only half sane (and non-cheat) way I can imagine is all other 6 gbs beaten and then max monster level up gear - though as with fmh above I expect something to be amiss tbh. when getting stopped by a single obstacle the first thought should never be to just go max level >.>
  6. hint 3: it is not a spell also Dolan is not weak to tree element
  7. the intended method to differentiate between quick and strong attack is if you hold the attack button or only tap in short. this worked ok as long as there is sufficient lag; but if you are facing only 1 single small sprite enemy and have 2 dead allies (way less lag) the time between you pressing attack and the game needing to know what attack type it'll be is about 1-2 frames - 3vs3 is more like half a second. lets say normal player wouldn't be able to get quick attacks under that circumstance with 100% success rate. getting quick attacks via direction button is just a crutch for that situation. and inverting the direction thing wouldn't work in that scenario: hold direction? get strong attack press attack for more than 1 frame? also strong attack how to get quick attack? yeah, good luck with that. could I get that switch to work by removing the original design? maybe but if I want to do that is a different question.
  8. Dunno about that version of SoM but I'd say here it makes imo more sense the way it is now; the units that move around the most would probably be tanks and those need more frequent stabs to knock enemies back from your allies - and not infrequent but stronger attacks. So if you had to always let go of the dpad when you want to attack with a quick jab you'd be more prone to accidentally get the strong attack and then leave your party open for attack.
  9. actually this fake defending is his aggro reaction - theoretically meant as a way to buy some time before spiral moon status effects, buffs and debuffs should still stay active
  10. well, you can use anti-magic first. the thing is, any change I make to the "pressure" effect would also affect the lightgazer godbeast
  11. no, Lv1 techs, the thing that requires 4 green dots (tech points) - you're invulnerable to regular attacks during most of it what is your team composition? I can't imagine any that require > lv8, though. do you use healing items? sounds like you just let the poison ticking. oh right, the spawn changes once you enter the waterfall cave.
  12. there's already something very much like that for a very broad definition of blocking Lv1 techs take the same role - and I have no intention to mess around with sprites to get a proper block animations how the hell did you reach lv18 before full metal hagger? past lv12 you get 2 exp per kill from the lv6 mobs at best, emm... I don't even... first chance for class change is still right before tzenker
  13. lightgazer, fmh refight, heath, archdemon, a couple random mobs - honestly, it is less useful than curse
  14. that sounds less like gameplay and more like pure work..
  15. Light Lise has a massive mp+casttime problem - yes, she can fulfill all of that alone but she has to sacrifice a ring slot, needs mp support and time; while she prepares to cast a heal she can't prepare a buff. Needing that one accessoire slot for multitarget could be taken by a more dedicated healer for a heal power ring. Plus if she is your only healer you have to suffer about another 30% of the game with just item healing where you could have already a healer - you're mostly discussing endgame setups but what about the journey to get there? And giving her a shield for aggro on top of that might actually be detrimental because she has to stay still to cast for some time. She basically does a lot of different things at the same time several of which kinda contradict each other. Need to cast buff <-> need to cast heal (can only cast 1 spell at a time) Need to stay still to cast <-> need to run around to manipulate mobs. etc. some alternatives to cover that with 2 chars (and get some other extras): Lord + Warrior Monk Lord + Magus (w/ whitelight ring) Necromancer with invert armor + any healer
  16. you can bet people would've cried bloody murder if I had taken stuff away from Lise. also not sure what I could've really done with her; debuffers usually have the full set of debuff effects and giving her light classes only 2-3 main buffs while the dark classes have the full suit would be weird.
  17. I guess he meant the other half as well - W/A seeds have many possible outcomes and those are harder to save abuse. And no, I've no idea how to reduce that.
  18. yes I switched rooms but I didn't create new ones - I've nothing that has a save statue and fits into the room progression and interior. and I can't add further "npcs" to existing rooms
  19. sorry, that exceeds what I can do with SD3
  20. which is not accurate either I tried it with higane-accurcy build at one point and afaik some even played it on actual hardware via sd2snes carts. so now what? "may not work on emulators unsuited to properly reproduce original snes functionality" well, noone will get what that means either "Will not work with ZSNES, SNES9x 2005 or earlier." would be the most accurate restriction we know of atm
  21. Major features: added around 70 new spells, including some physical-like techs that even Guy can learn learning new spells gives slight increases to stats modified base stats and growth of characters stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving added a true final boss fight with "Guard Daos" after Daos major overhaul of AI for final Sinistral fights Retry and Gift Mode are now always available Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action) rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates CM level is now tied to Maxim's exp/level modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured class 4 and 5 CM are much less likely to use regular attacks CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5 (S) Witch Ring now increases MP as advertised 25% of ATP bonuses from equipment get also added to INT 25% of DFP bonuses from equipment get also added to MGR note: NOT compatible with vanilla savegames!
  22. is there even any hack out there that runs on zsnes and is not 100% dependant on its false implementations? if not I don't see a point to add a note like "requires adhering to common sense like not using super-outdated zsnes"
  23. it has to come from somewhere but I looked for several hours and didn't find it - at which point I declared it not worth the search: there's accessoires to defend against it for the routes I tried to stick with the general consensus on the difficulty level in vanilla; as for which enemies are present - that is mostly a wash since enemies can get randomly replaced with different enemy types from a certain pool and the endgame pools are relatively similar. and which enemy types are the most dangerous can actually vary by team setup.
  24. neither should have that; maybe you confuse it with saber which gives +10% atk on top of the element?
  25. fireblaze modifies physical defense only but directly, repeatable until it hits 0 -25% for regular enemies -STR/2 for bosses -1 for bosses that are "immune" to this effect I've no idea what he meant by the -10; def up/down just slaps a x0.75/x1.25 multiplier on the damage saber only