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Posts posted by praetarius5018
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sure go ahead
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7 hours ago, hmsong said:would this work with vanilla?
no x3
7 hours ago, hmsong said:- "super_happy_funtimes" -- I can't really tell what this does. The description wasn't very... descriptive. And would that work with vanilla?
SpoilerYou know how I added a random chance for regular enemies to be replaced with one of two similar tier strength mobs? (effectively which mob types are present are semi random)
This adds the human sized bosses into the pool, so you can run into Eagle, Lugar and Black Rabite just as random encounters. -
that's only half if it
Spoilermain head deals more damage the lower it gets AND adds all missing HP of the target to the damage.
sitting at 500/900 HP? you take +400 damage compared to 900/900 and most likely die. -
16 hours ago, RetroNutcase said:Oh I'm pretty sure I figured out Dolan's gimmick. I'm just wondering how rough it'll be with the others.
tbh. Dolan is one of only two that can outright kill your party if you fail the gimmick.
and the other (Mispolm) you may even not see if you do the obvious.Spoilerthat is cure status effects
16 hours ago, RetroNutcase said:SpoilerZable: Watch your HP%.
Lightgazer: those green numbers seem awfully off, don't they?
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Honestly, once you realise how limited I actually am with making such gimmicks you'll feel silly.
I can't base it around specific spell effects since most parties don't have access to spell X.
I can't really expect the item equivalents since they are expensive; I've like 220k Lucre on a save that is about to enter the final dungeon where I was super stingy with any spendings, demanding use of multiple items worth 3k per use at the start of godbeasts would be super rude then.Specific armors or weapons? Most are just modifying damage output or intake.
And requiring an armor with e.g. at least heavy magic def class independant of actual m.def resulting from it (guy with 15 PIE and heavy armor takes 100 damage, guy with 33 PIE and medium-heavy armor takes 999?) would be plain bullshit to figure out.Doesn't really leave much to use here, right?
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yes, that is all the HP you get from it.
at least it contributes to def in the formula:
VIT x armor factor + armor bonus
body armor gives mostly the factor from 2 to 14, bonus is from all other parts, i.e. gloves suck.
which is more than you can say for magic defense which only gets a factor of 8 at best; or rather there are only 2 types of armors:
factor 4 before diorr, factor 8 from there on. -
vanilla would've been 1% per point in luck or set to 50% if energy ball is used.
my hack works a lot differently. -
25 minutes ago, GHNeko said:EDIT: Another active ability that is missing a description in the misc numbers xls. !Flirt has no description, and there is no spell with that name either. I'm assuming it casts Charm?
It tries to inflict confuse status, there's one check different in that skill compared to the normal charm spell but I'm not sure what that difference does.
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31 minutes ago, smileless said:SpoilerYeah, definitly should nerf that weapon.
The MAIN effect is triggering counterframes, the increased damage was just supposed to be a small extra. -
Oh yes, just imagine every regular attack of any endgame enemy to have 20% chance to deal damage almost like their OP lv3 techs, well half of it, still nuts.
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Lets see how many descriptions I can proof wrong next update
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7 hours ago, GHNeko said:The 2nd line, I'm afraid I can't seem to parse your intentions in what you're trying to tell us lol.
You can ignore that, this was for a type of abilities that no longer exists.
7 hours ago, GHNeko said:Also when a passive is innate, does that mean that simply by owning it; it's active where when a passive says passive, it must be equipped?
Exactly.
7 hours ago, GHNeko said:I'd also like to point out that there was a fairly annoying glitch we've come across where we're unable to pull up the menu until either we get into a random battle or something else happens. What that something else is I don't recall. We've even saved the game, reloaded from sram/save file and the glitch persisted. We use EmuHawk if that matters. I don't expect a fix or anything now; I just wanted to bring it to your attention.
Can you tell me how to reproduce that?
Also how can you save if you can't enter the menu? -
Weird, I thought I corrected the spell name long ago in that file..
the original white,black and time spells are limited to 5 character names.Dia was in FF1 as an anti-undead damage spell, here it is regular holy damage except that it also bypasses reflect like summon spells would do.
If it has a power value it is usually a damage spell, if it has power but type healing it heals HP, everything else is corrected under special. -
Fury is under white magic. It inflicts berserk status: uncontrollable, more damage given and taken.
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2 hours ago, smileless said:After killing one of those lv99 Lesser Demons in Navarre, tried to open the chest dropped and the trap never ended it kept circling around. All efforts to kill them gone to waste, had to restart the game.
why did you even bother with them?
they are not meant to be fought at all... -
Did you really check the tabs in misc_number_madness.xls?
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Level only gives HP and MP in vanilla, and technically helps with the death spell check, that is it.
VIT gives a massive 1.5 HP per point - worth it?
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One of the main issues with that formula is that it has a ton of multipliers, most of which clearly favor physical damage, and applies them before essentially dmg = (atk - def) so it gets out of hand super fast.
If it was the other way around, first dmg = (atk - def) and then the multiplier it'd be much saner.
Also because of the hyper allergic reaction to weakness spell hits the only spells that are really worth it are death spell, turn undead and maybe the ultimate non-elemental spells (only with a fast forward button). Because of the reaction weakness hitting spells are not effectively 150% damage but 75% as you need multi target heal light afterwards most of the time.
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spells work similarly to weapons; the base power is multiplied with the relevant stat, then add some base value based on spell/weapon used.
Damage is pretty much:
(multiplier x stat + base) x weakness x day effect x damage buff x class effect x special - (def x def buff)Class effect is always 1 for weapons
for spells it is:
1.9 if the target is class 2 or a lv40+ monster
1.6 if the target is class 1 or a lv20+ monster
1.0 for base class or lv1-19 monster
that means class changing makes you take more spell damageSpecial is 2.5 for lv3 techs, 2.0 for lv2 techs, 1.5 for lv1 techs, 1.25 for single target spells, 1.0 for everything else.
Weakness is 1.5, resistance 0.5, immunity 0, absorb -1.
Also hitting weakness makes 90% of bosses cast an extra spell outside of their regular AI loop asap.Day effect 1.25.
Of course lv2/3 techs ignore weakness and day effect.Damage buff is 1.33 for weapon, 1.25 for spells or 0.67 / 0.75 for the debuffs.
Def buff is 1.25 for physical defense, 1.2 for magic defenses.
In case it happens, cap the value before subtracting defense at 999.
I think weapons gained on the ghost ship have 6 multiplier, so they already match tier1 spells.
By the time you reasonably get tier2 spells with their 8 multiplier weapons should be at 9 or 10, cat weapons are 12, pedan's 14, seed weapons 15.Just to make it clear, even Angela gains more damage per point of STR on her weapon attack with buffed endgame weapons using a Lv1 tech (15x1.33x1.5x1.5=45) than hitting a weakness on tier2 spells (8x1.25x1.5x1.9x1.25=35.625) and that is before we get to the fact that stick hits don't provoke a ton of extra spells.
I had no problem with setting spells to have 0x40-0xFF additional power, there were no new side effects just ever increasing damage output.
In total I highly doubt they had any idea what they did with spell scaling.
A lot of spells ("throw items", summons) are the same with basically a difference of 1-2 stat points of the caster.
After SoM they were probably so afraid of any form of magic damage that they overestimated the power of spell damage here (bosses always getting extra spell castings in) and grossly undervalued buffs (power up can turn 20 damage strikes into 100 damage). -
1. The level up calculates the attack stat and saves it in the current attack power slot, so far so good.
But when Kevin transforms he saves his actual attack in a backup value which is then reloaded when he untransforms.
So say he has 100 atk at 8 STR. Transform into wolf, atk is now 116 or something.
Get a level up, pick any stat - doesn't matter which, his atk drops to the untransformed value of the new stat, say we pick STR so we have 105 atk.
Battle ends, Kevin untransforms and gets 100 atk at 9 STR because 100 was in the backup value.
To fix this you just need to reequip a weapon or visit a weapon shop where Kevin looks at the weapons or get a level up in human form.2. You need any area where you can call the dragon basically and night time for wolf form.
1) Have Kevin transform (e.g. attack near an enemy)
2) Do NOT get the victory message - there must be at least one enemy alive in the room!
3) End battle mode; e.g. by switching to a different party member that is far away from enemies or just run away from the enemy or kill the enemy that is close.
I repeat, end battle mode but do NOT get a victory!
4) when out of battle mode (weapons are put away) but Kevin is still in wolf form call your dragon.
Do NOT walk out of the room or use a rope!! it MUST be via dragon.
Congratz, he keeps his wolf power bonus in human form.
Repeat a couple times to stack this up to a maximum of 370 attack power.
The glitch ends when he levels up in human form or you change his equipment or have him as the active party member in a weapon shop.It is OK to level up in wolf form, that resets the attack only until the next room.Pressure point is just power up but self-only, not stacking.
3. Saber gives +10% atk but does not stack with +33% from power up, whichever was used last counts.
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After conversing between the whole team of me, myself and I, we've come to the following conclusion:
Not happening.
Last time I took up such a venture it turned into a total shit show thanks to some people and I have neither the time nor the will to put up with that again. Got better stuff to do.
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14 hours ago, hmsong said:Okay, I took a look at the codes, and I learned a lot. Thank you. Few observations (and some questions based on those observations):
- Does Holy Ball and Saint Beam uses PIE instead of INT for its damage output? It seems to use something other than INT for damage output, but I can't tell what that is. I'm simply guessing it's PIE.
- Demon Breath is actually Fire elem [and is supposed to have Burn SE]. I thought it would be Dark elem.
- As you said, none of the summons nor traps have elements. You were right.
- Hawk's ninjutsu uses INT for damage? Aw man. That sucks.
- Apparently, Poison Breath and Flame Breath are non-element. Since there's no Burn SE (not even in Sin of Mana), this makes Flame Breath absolutely inferior to Poison Breath.
- Apparently, some of Duran's Lv2/3 special melee attacks have element properties.
- Crescent is apparently Dark elem, and Axe Bomber is non-element.
- Black Rain uses AGI for damage.
Seriously, thank you so much. I learned so much.
Oh, so the defense against spells that use INT (such as Diamond Missile) is also dependent on INT stat? And the same for PIE spells (such as Holy Ball)? Then spells such as Mind Up raises "magic attack and defense", whereas Magic Shield only raises Magic Defense. How does that work?
Then what about AGI skills? (such as throw items) Does the defense use AGI stat?
-holy ball and saint beam use PIE
-vanilla jutsus are INT based, shuriken AGL; no idea why square thought that was a good idea, Hawk already needs every single stat except luck...
-Lv2/3 techs don't use the flags for elements or status
-flame breath is actually set to inflict "burn" status but the status does not exist, so flame breath actually removes any present status ailment
-AGL skills work against p.def
-mind up(atk) increases spell damage, doesn't matter which stat is involved
-mind up(def)/magic shield directly modifies both m.def stats -
if you have a list of cheat codes to changes who knows what spells, the ids are listed there and all in order, just proceed by 17 (0x11) bytes per spell id.
Seiken Densetsu 3 Sin of Mana - Discussion
in Seiken Densetsu 3: Sin of Mana
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So considering the remake is supposed to launch today, I though it'd be only appropriate if both halves of the fandom - especially those like me how can't/won't pick games day 0 - get some new toys to play with.
v1.200