praetarius5018

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Posts posted by praetarius5018


  1. 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

    • corpses of allies no longer block enemies
    • reworked castspeed to affect spells with long casttimes more
    • castspeed is now instant if only NPCs are near
    • added misc. patch that makes all enemies scale to player level
    • counterattacks now ignore physical resistance/immunity
    • knight type mobs take increased damage from counter attacks, physical resistant mobs in general take slightly more damage from counters
    • critical hits have now priority over misses
    • Byzel's black market adds some items to their inventory after defeating 4 godbeasts
    • Pedan's weapon trader now visits Wendel already after 2 godbeasts are defeated instead after 4
    • enemies that deal non-physical damage with their base attack ignore thorn/curse damage reflect properties
    • added a mini-boss fight to Seashore Cave
    • reduced damage modifier of strong attack from (127+STR)/117 to (135+STR)/128
    • weapon/armor seeds should now produce final class weapons ~70% of the time if all 3 party members have their final class
    • fixed rune staff, it now properly ignores immunity on Lv2 spells again
    • fixed/clarified that Ancient Coat and variants should NOT pierce reflect and absorb, only resistance, weakness and immunity
    • altered AI of Jewel Eater, less prone to back to back skill spam
    • altered AI, stats and gimmick of Gildervine
    • reordered AI of Lightgazer in hopes of it despawning less
    • flagged Gorva as undead, i.e. heal light harms him
    • Gorva now uses dark force instead of death spell
    • changed which monster Genova summons and his AI
    • fixed Bill/Ben's weakness element
    • Xan Bie now cancels Life Booster with his attacks
    • increased gold drops from regular monster
    • switched price of Bunny Egg and Thief's Armband
    • switched Kerberos Claw and Moon Coin in drop table for Bound Wolf
    • reduced Lv scaling for attack items
    • halved damage bonus for elements by day
    • increased base crit rate by 3-4%
    • increased flat crit damage bonus by luck by about 50%
    • increased Giga Flail heal aura max from 12 to 15
    • old x2 tech gain weapons instead now grant increased Lv2/3 tech damage (not stacking with helm)
    • old x3 tech gain weapons now only grant x2 tech gain
    • reduced Dragon Lance from medium to light attack
    • reduced bonus effect of Sigmund from 25% to 18.75%
    • increased HP cost of Rune Earrings from MP cost x5 to (maxHP x MP cost)/32
    • Ironsword type weapons can perform strong attacks without increased cooldown by consuming 5 MP
    • Broadsword type weapons heal some HP on dealing yellow damage, amount increases with luck stat
    • increased Flamberg type weapons' crit damage from 20 to 40
    • Colichimarde type weapons gain additional crit rate based on TP x3
    • increased Ragnarok's crit damage from 17 to 25 and crit rate from 12 to 18
    • increased accuracy increase from Leather Neckband (x2) and Thief's Armband (x5)
    • Lamellar type armors additionally grant +2 TP on evasion
    • Reflex type armors additionally grant +1 MP regen
    • Fencer's Armband crit rate reduced from 5 to 3, added 15% crit damage
    • changed effect of Beastman Collar to spells using TP to reduce cast time (4 = 30%, ..., 7 = 70%, ..., 9 = 100%)
    • changed effect of Red Moon Horn to spell casting generates 2 TP; does not stack with itself
    • changed effect of Earth Bracelet to "spell upgrade: leaf coat"
    • changed effect from Skull Disect to can't throw and lowers target's p.def&m.def after Lv2/3 techs
    • Kevin/God Hand learns Def Down instead of Saint Saber
    • Kevin/Warrior Monk learns Mind Down instead of Mind Up and can also learn Analyse
    • Kevin/Death Hand replaces his old spell list with: MT Dark Saber, MT Speed Up, Magic Shield, MT Body Change, Aura Wave and MT Lunatic
    • Kevin/Death Hand has no longer stronger damage on his Lv3 tech
    • Kevin/Dervish learns Power Up and Firebreath instead of Dark and Leaf Saber and can also learn Anti-Magic
    • Hawk/Wanderer learns Magic Shield instead of Mind Up
    • Hawk/Ninja Master can additionally learn Transshape
    • Hawk/Nightblade can additionally learn Silver Dart
    • Charlie/Bishop learns MT Power Up instead of MT Def Up
    • Lise/Starlancer now learns Saint and Dark Saber
    • Lise/Fenrir Knight now learns Leaf Saber
    • changed minimum spell attack power after defense from 0 to 10
    • despawned one exploitable enemy pack in the Molebear Highlands until at least one godbeast is beaten
    • code optimizations

  2. 7 hours ago, hmsong said:

    would this work with vanilla?

    no x3

    7 hours ago, hmsong said:
    1. "super_happy_funtimes" -- I can't really tell what this does.  The description wasn't very... descriptive.  And would that work with vanilla?
    Spoiler

    You 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.

     


  3. 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.

    Spoiler

    that is cure status effects

     

    16 hours ago, RetroNutcase said:
      Hide contents

    I did kind of spoil myself by watching the other god beasts and they do seem a lot more straightforward, except for a couple where I couldn't figure out what their special mechanic/gimmick was. Those being Zable Fahr and Lightgazer. What should I know going into those fights?

     

    Spoiler

    Zable: Watch your HP%.

    Lightgazer: those green numbers seem awfully off, don't they?

     


  4. 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?


  5. 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.


  6. 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?


  7. 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.


  8. 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.


  9. 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 damage

    Special 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).


  10. 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.


  11. 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