praetarius5018

Modder
  • Content count

    1040
  • Joined

  • Last visited

  • Days Won

    30

Posts posted by praetarius5018


  1. What I currently intend to do:
    The two bird species get immunity to snowman so they can't trigger the bug.
    Cold Blaze becomes the only source of snowman status.
    Enemy attacks/specials that inflict it get it removed or something else.
    Gear with snowman resist gets other status resist or replaced entirely if that is the only thing it does.

    And the chibikko&petrify weapon probably get on the chopping block as well.


  2. One option would be to make Cold Blaze inflict sleep instead. Same general effect, not (yet) known to crash the game.

    10 minutes ago, rpschamp said:

    Getting rid of it would certainly make Rune Master less of an obvious choice for Angela.

    Really? For general use I prefer Archmage, tbh.
    6 elements instead of 4, and anti-magic to make sure she/her team is never element blocked (combos better for leaf coat purposes).


  3. 29 minutes ago, rpschamp said:

    I get that Snowman is bugged; still I think most players would rather take a bugged Snowman that they can't use on Needlebirds than Chibikko.

    It is not only needlebirds, those are one of two species where I know that it causes a crash.

    If you want to argue that snowman has nothing else that causes it - after that change it would be the same for chibikko being only available via body change.


  4. 7 hours ago, hmsong said:

    You were right.  Criticals are... more than what I'd bargain (not that I doubted what you said).  I wouldn't mind implementing Criticals if the frequencies were significantly less (max 10%), but 20+% by the end of the game is just too much.

    I mean technically you could change it to a fixed rate or change the luck-in-X rate from 100 to say 255.
    And the +50% damage could be turned into +25%, that would be a one-byte change.
    The major issue (for you) would be actually loading the luck value for the crit rate instead of the constant 0. THat would need some bytes of unused space somewhere.

    7 hours ago, hmsong said:

    Btw, you said that TransShape and Sleep SE share the same duration time.  What about Freeze and Petrify?  Does that share that same code?  Or is it different code?

    Petrify doesn't wear off before battle end. Freeze is probably the same as sleep, didn't check that one.


  5. 59 minutes ago, rpschamp said:

    Crystal Ring.

    It gives +2 main damage (i.e. INT) stat, at Lv 90 it got a Lv2 spell from 350 damage up to 365... yeah it could use a buff.

    59 minutes ago, rpschamp said:

    this is also true of the existing spell level +1/neutral element armor.

    That armor gives +20~30% damage and prevents resistance, sure, but hitting a weakness is +50% damage. It isn't optimal for 24/7 use.

    If you're looking for stupid OP spell damage boosts: pierce m.def.
    Explosion damage vs L90 Shapeshifter went up from 365 to 553 when def was set to 0.
    Shuriken vs Dark Lich: 212 -> 446


  6. 18 hours ago, rpschamp said:

    A simple accessory might be +1/2 spell level

    My problem with spell level increases is that it has a relatively bigger on low level spells than on the higher ones.
    Lv1 -> 2 is +30%
    Lv2 -> 3 is +23%
    Lv3 -> 4 is +18%

    And considering cast time differences it would be worth even less on the high level spells.


  7. 7 hours ago, hmsong said:

    @praetarius5018

    In vanilla, all seeds (Item Seed, Magic Seed, etc) heal all your character by 50HP.  Is there a way to change that?  Maybe change the healing amount to 1HP?  I want to include Item Seed in the regular item shops, but its Heal-Everyone-By-50HP effect would make it too powerful in the beginning of the game.  If I can't change the healing amount, then is there a way to target only one character, instead of all characters?

    Items are the same as spells. In case of regular item seeds they are spell id 0x119, amount healed should then be at D1ABE6.

    7 hours ago, hmsong said:

    And as for critical hits... if praetarius5018 is right about how critical hits throw off the balance in the game, then that's all the more reason to AVOID making critical hits exist in the game.

    If you don't believe me change D0CAE1 to EAEA and see every attack crit.
    The math is quite simple, regular damage is atk-def.
    Crit damage is (1.5x atk) - def, same as Lv1 techs.

    Changing that is ofc. much more involved.

    7 hours ago, hmsong said:

    If anything, I want to make everyone's melee attacks less powerful (since it dominates most of the battle).

    You'll have to get down to asm proper for that.

    The game is programmed around a multiplier to atk before def mentality which makes every bonus super strong when atk is barely above def.

    30 atk, 20 def, 33% power up? 10 -> 20 damage
    250 atk atk, 240 def, same buff? 10 -> 92 damage, 820% extra


  8. 8 hours ago, hmsong said:

    Are you serious?  Jeez.  That's... umm... I'm at loss for words.  I assume Stardust Herb/Anti-Magic dispels that though, right?  It's not some error where the devs misplaced the dispel effect on healing, right?  And I assume healing (2nd time) doesn't affect other Stat Up/Downs or Sabers, right?

    If I remember right it removes all of HP/MP up/down, spell cost double/half and transshape.

    No simple fix.

    8 hours ago, hmsong said:

    Oh damn.  I thought Spirit is the one that dealt with status effect recovery.  Oh well.

    May I please use the TransShape fix on my balance patch?  Of course, it will not be a stand-alone, and I will say that the fix was your work.

    Yes, it is indeed luck, the stat half broken and half detrimental to you.

    Go ahead.


  9. To avoid any confusion what I'm going for with "cursed" items:
    regular items have one medium sized bonus (Dragon Helm: tech damage increase) or several small ones (Headgear: weapon cooldown -10, evade +15, resist knockback from regular attacks).

    Cursed items in comparison should have one huge bonus, a drawback and be unremovable.
    For an example the "learn Regeneraion spell" item gives you basically a healer, the drawback is that it eats up another spell slot so you are very likely to miss out on the "high tier" spells.

    Also I think a few of the L60 capstone should interact with cursed items in some way.
    Something simple like +x def for each cursed item equipped.

    I'm still on the fence whether I allow equipping cursed items past 60, meaning you'd have to choose them by then.
    Reason being that some of the drawbacks might not matter when you only have to face the final boss/dungeon so going for the big bonus then would be abusable.

    30 minutes ago, rpschamp said:

    Have you considered an armor or accessory that increases spell damage, but starts the caster at 0 MP?

    That would be problematic. For bosses it would not matter once you are past the starting phase since by then you have to recover MP in some way anyway. And for most bosses the start is the hardest part anyway (setup of buffs and debuffs) so noone would want that.

    What I could think of would be instead negative MP regen paired with an alternative MP recovery mechanic.


  10. 12 minutes ago, rpschamp said:

    Perhaps strong attacks could be adjusted to require a longer A button depression?

    That is already the case.
    Strong attack is supposed to be hold A until the attack triggers, quick attack release before that.
    The problem is ironically the few situations where lag is absent; I needed frame advance to release A quick enough.
    I must know if it is a heavy attack during an early part of the attack animation where the damage is calculated and that was in a lag free environment almost immediatly.
    Direction button is just a band aid solution for that.

    15 minutes ago, rpschamp said:

    These are good, but what about an accessory to increase spell damage?

    Do Beastman Collar, Red Moon Horn, Magatama and Earth Bracelet not count?
    Also I'm a bit hesitant to give magic another big damage increase.
    It has already primary stat, secondary stat, all kinds of cast time modifiers, weakness, saber bonus, mind up, mind down, ... most of which are multiplicative.
    I wanna say spells are currently at a spot where they are relevant but not overwhelming - basically neither vanilla SD3 nor Secret of Mana.

    1.5 times damage is a lot, and cutting MP in half is at least for Angela trivial. She can reach 40 MP, halved is 20, still enough to cast 3 explosions each at unbuffed 200~300 (300~450 with 1.5x) on a neutral target, not really a drawback.


  11. 32 minutes ago, rpschamp said:

    I think this could be the only exception... unless you want to reduce Honey Drinks to 600 HP or something to limit their usefulness on undead monsters.

    Eh, worst case I can up the price of honey.
    I'm currently changing the heal items to scale a bit with level; I've candy at like 70~300 currently and seeds top out around 200 without any +heal power gear.

    34 minutes ago, rpschamp said:

    Do you have any ideas for the weapon you're replacing?

    Gain superarmor during heavy attack cooldown (immune to knockback, 25% dmg reduction vs regular attacks).

    34 minutes ago, rpschamp said:

    I once thought a weapon that could hit against magical defense instead of physical defense would be cool

    Doesn't sound too useful, most mobs have relatively similar p.def to m.def.

    38 minutes ago, rpschamp said:

    unless you want to use them for separate purposes.

    I'm not entirely set on what I want to do with the stuff.

    For one armor I was thinking:
    cursed, 1/2 maxMP, one map transition apply to party known buffs out of: power/def/speed/mind up, magic shield, counter magic, energy ball

    For the rest I have candidates like:

    1. cursed, learn Regeneration (one/all), qualifies for after battle heal; if all 10 slots are full overwrites first spell known
    2. cursed, -30% HP, 2x MP, +1 MP reg speed (+25% INT based regen value)
    3. cursed, during cast MP regen is NOT stopped
    4. cursed, bloodborne like HP recover mechanic, LAST damage taken 1/2 stored, degrades over time with MP tick check, normal attacks restore HP by half the damage done at moon saber step
    5. strong attack attack power increased by level x1.5
    6. can use Lv1 techs without TP but for each missing TP it costs 3 MP
    7. MP reg tick gives +1 TP

  12. 18 hours ago, rpschamp said:

    Could the Y-button effect just be blocked on certain items?

    Technically possible but that would be arbitrary, I want to keep the number of exceptions to a minimum. The mod is complex enough as it is.

    15 hours ago, Soul Knight said:

    Even his icon (of Duran) is stressing.

    That is a facepalm.

    15 hours ago, Soul Knight said:

    I'll just say that I agree with the Title having the hack name.  Esp with "adding at the end" thing (so that it'd be compatible with all sorts of titles).

    Me too, but the compression of that graphic is beyond me; same for text editing in SD3.
    I tried to reach out to some folks on rhdn that have messed with that but no replies so far.

    15 hours ago, rpschamp said:

    Sorry, I was just trying to help generate ideas; I thought that was the point of the forum topic.

    It is.

    7 hours ago, smileless said:

    "inbattle item usage requires 4 TP"

    Hm I think with that feature it would be nice to remove the restriction to switch ring menu to other characters if they are in the middle of attack.

    With how frail the game engine is that is a thing I don't want to mess with, sorry.


  13. 5 hours ago, Serafie1999AD said:

    BS boss gimmicks that you have to guess out of nowhere (such as Dolan and Mispolm)

    I take offense at that one.

    5 hours ago, hmsong said:

    Also, a question.  Do Stat Up/Downs, Saber, and Counter Magic have time limit?  I know Life Up/Down has time limit, but I couldn't tell if other buffs have time limits (or in Counter Magic's case, # of times of reflection).

    None of them do, HP Up doesn't have one either.
    Are you ready for what actually happens?
    Yes? Good.
    Healing cancels the HP Up buff (flag) but only healing a second time forces a recalculation of your maxHP.

    5 hours ago, hmsong said:

    Thanks to Soul Knight, I realized that vanilla TransShape is really crappy.  You obviously made the fix for Sin of Mana, but could you tell me how to make the TransShape have your logic, instead of the vanilla logic?  I would love to put that in my balance patch (with your permission, of course).  Is there some sort of quick fix for that?  Or is this one of those, "gotta expand the codes, and therefore incompatible with Trials of Mana" thing?

    There is a reason why they made it that way.
    The timer calculation is shared between TransShape and sleep status.

    If you want to remove the -Luck part change D0/D8D8 to EAEA
    D0/D8D3 holds the base duration.