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Everything posted by praetarius5018

  1. Final Fantasy V: Void Divergence - Discussion

    yes, those have the same cooldown. item, throw and mix vary, though.
  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. Final Fantasy V: Void Divergence - Discussion

    recycle reduces remaining cooldown by 256 points when you end a turn defending reduces remaining cooldown by 25% when you end a turn otherwise cooldown ticks down at a rate of 3:1 per atb unit so for simplicity just say that recycle roughly doubles item cooldown; more the faster you are
  4. Final Fantasy V: Void Divergence - Discussion

    yes all items carry over
  5. Final Fantasy V: Void Divergence - Discussion

    just have a vampire (job, the ability does not suffice) in the party with > 0 HP when the relevant enemy dies
  6. Final Fantasy V: Void Divergence - Discussion

    well, if you had expert mode on you couldn't revive either way, so there it isn't a drawback anymore
  7. Final Fantasy V: Void Divergence - Discussion

    no, there's no such plan. this is more or less intentional and present since the base game, undead party members basically trade the option to be revived for immunity to several death effects. not sure about the phoenix spell, that one may bypass that though. at least you can recycle undead corpses via vamp's Genome/Sacrifice.
  8. Final Fantasy V: Void Divergence - Discussion

    no, that is basically the intended use. the other is sacrificing a relic slot permanently for job combos that are on the overpowered side. you only get the old status if you have a job that the current character either can't get or you have not unlocked yet; sage stone skips those checks and returns "nothing to see here, move along"
  9. Final Fantasy V: Void Divergence - Discussion

    yeah, I got the same bug report 2 days ago but had no time until now to look at it, so.... v1.530 shift now counts as the target using brave, so brave can't be used on the extra turns fixed a crash related to status effects
  10. Final Fantasy V: Void Divergence - Discussion

    I think the option I have that would make the most sense is to treat shift as if the target had just used "brave", so it can't use brave to gain more mp.
  11. Final Fantasy V: Void Divergence - Discussion

    well, you are supposed to get it from killing her, so that is nothing I'll lose sleep over. regen status, sylph, white wind, death effects I take that as proof that I have copied brave/default too well - close to my hero abuse in the original... currently no idea how to circumvent that short of removing the skill...
  12. Lufia 2 - Age of the Sinistrals

    v9 reworked Daos's AI & stats again Unicorn (fish) can now use Meltdown (ATP debuff) to fit with its dropped jewel
  13. 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!
  14. Final Fantasy V: Void Divergence - Discussion

    v1.520 nerfed !recover from target all to target one fixed !throw not being restricted by cooldown fixed after battle recovery setting HP to 0 if under the influence of giant potion corrected text in beginner house regarding run speed on the map fork tower (physical) no longer disables white/black/time/summon/blue/song spells fixed underflow in Minus Strike damage calculation if hidden and trying to use brv. !show is used instead to prevent a game lockup nerfed axe up property of crit up passive from [100..200]% damage to [100..150]% damage fixed bug in damage range of axes giving them > 2x the intended max power reduced the bonus rune weapons get from MAG to 1/4 its previous value increased atk of rune edge from 72 to 92 certain enemies/bosses are now protected against polymorph effects and instead take damage when the status succeeds
  15. Final Fantasy V: Void Divergence - Discussion

    I don't think you really need an optimized team to get everything in time; do you have encounters turned off? The stats listed at the top are just a minor hint, they are worth maybe 2-3 points at base not much by midgame, really. Technically magic would have weapon switching as well once you get your hands on some elemental boosting rods. Also 1.130 is ancient at this point. An update might help with the differences between Faris and the rest a bit.
  16. Final Fantasy V: Void Divergence - Discussion

    sorry, but I disagree - I don't see it as a bad mechanic
  17. Final Fantasy V: Void Divergence - Discussion

    this endure property is only present on difficulty 1 and for a specific few enemies on regular difficulties.
  18. Final Fantasy V: Void Divergence - Discussion

    what makes you think it is out of date? to me it looks like it has the current data
  19. Final Fantasy V: Void Divergence - Discussion

    You couldn't be more wrong about that. +3 stats per job level do not sound much but they add up fast, and I certainly do not want any braindead 99/99/99/99 characters running around. Seriously, stats matter, a lot. You always have the option of still switching a job which gives you that job's main abilities so you can't lock yourself out of those. Hard is supposed to be hard. You don't need an exact setup but planning ahead helps. Dunno why everyone just jumps ahead to the highest difficulty on their first run, 4 is supposed to be the vanilla-esqe normal grade.
  20. Final Fantasy V: Void Divergence - Discussion

    Since you have only a few ability slots to use at a time it is kinda hard to screw yourself over, plus you get a few abilities just for being in a certain job; and if you want to play a caster and then spent all 30 levels on melee jobs that is entirely on yourself, really. Character levels do very little here; a bit HP,MP and damage multiplier, all three you also gain from jobs. And the effect of level on those falls off hard around 30. The final boss iis meant to be fought around 35.
  21. Final Fantasy V: Void Divergence - Discussion

    Depends on what difficulty you want to play; on difficulty 4 (default) you should be fine just going in blind, on difficulty 1 you should have a plan. Who says you can grind to win? The total of job levels is capped at 30.
  22. FF1 - Adamant Edition

    general changes 12 classes selectable class change event instead grants +20 m.def reworked spell list, INT increases spell effectiveness reworked equipment list hit count is now fixed based on class, e.g. fighter has 5, rogue 8 all the bug fixes and speedup modfications including dash button buffed bosses doubled exp gain, reduced early to mid game costs most regular encounter are now runnable (all except those linked to boss formations) some small dungeon changes, mostly ice cave to prevent bypassing the Eye boss via warp spell and to get bats in earth cave out of the way classes: Fighter can use swords, axes and the heaviest armor Rogue dual wields knives, 8 hits, deals highest damage against low def targets Bl.Belt unarmed expert, highest m.def and lv50 damage RedMage can use swords and a good portion of white and black magic but has only mediocre stats WhiteMage can cast every white spell BlackMage can cast every black spell Paladin sword fighter with limited selection of white spells (up to level 5) Ninja dual wielding glass canon, can learn some black magic spells (up to level 5) Druid unarmed brawler that learns some support spells of all levels Shaman can learn every support spell Magus can learn every damage spell Sage can learn every spell but slow gain of spell charges Download
  23. 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