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Posts posted by praetarius5018
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None of the trap spells have an element, neither do summons, they are just progressively stronger non-elemental damage spells.
For extra fun most of the boss spells are STR based.
The relevant defense depends on the stat used; INT = m.def(INT), PIE = m.def(PIE, hidden stat), else p.defNo guarantee for your sanity here:
Spoilerid1: Diamond Missile
119941 = icon related
119943 = 2bytes for icon color?
119944 = 2nd byte for icon color?
119946 = targetting related, 5C targets enemies
119947 = MP cost
119948 = addition to cast time
119949 = spell type flag, e.g. 08 on buff, 05 on debuff and 04 on saber spells, 18 for exorcism, 0 damage spell, 1 for heal, 27 death roulette, 25 anti-magic
11994A = element; 01 - earth, 02 - air, 04 - water, 08 - fire, 10 - dark, 20 - light, 40 - moon, 80 - leaf
11994B = STAT1
11994C = STAT2
11994D = STAT3
11994E = power multiplier (max 0F !!) and which stat is used (the x in the xy number pair here)
11994F = power addition (max FF !!)
119950 = status effects 1; 20 - mute
119951 = status effects 2;
01 - snowman
04 - transform
08 - poison
10 - moogled
20 - stone
40 - sleep
80 - death effect (999 damage NO level check!!! buggy vs targets that have more HP left than that)17 bytes per spell
what exactly a spell does depends on the combination of spell type and 3 STAT modifiers. e.g. status effects may only be applied with damage spells or debuff types.
it'd be best to compare to other spells that do similar to what you want to achieve.consumables are 100% the same as spells and are just ids 0x101 (paladin proof) through 0x160 (dreamsee herb)
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Should be 119B78.
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What exactly do you want to achieve?
Making damage spells useful? Sorry you'll have to get comfy with a debugger, there's a lot of mechanics that make them useless. -
7 hours ago, Nesouk said:Yes.
In vanilla magic shield was only increasing Magic Defense.
I meant the part where it stacks with mind up for heal power.
Heal light should only check for the +m.def part of mind up which is identical to the magic shield version.2 hours ago, Serafie1999AD said:This just shows how buggy the vanilla game is. The reason for the bug is that in the original game, Mind Up reduces the damage you take from spells, and since Heal Light is technically a damage spell, Mind Up also reduces the "damage" inflicted by Heal Light. For the same reason, Mind Down makes you take more "damage" from Heal Light.
I mean this would make some sense if vanilla allowed you to use heal light as a damage vs undead spell.
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1 hour ago, Nesouk said:-Increase the power of Heal Light (this is a different buff than Mind Up and so it statck with Mind Up)
you sure about that?
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15 hours ago, Juub said:Also, don't know if you were aware but there is a power-leveling area in the Molebear Highlands. Enemies there are level 50 but as early as lv 30, you can kill them easily for quick xp and they can't do a thing to you because they're on an unreachable side of the map. Just spam magic and lv up fast. Dunno if it was intentional and if you do intend on updating it, you might wanna have a look at that place.
not sure I could do much about that one
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13 hours ago, ECLECTRIC said:even on wuss you have to check the docs.
I don't see why you'd have to check the docs below tough difficulty.
Just put something in every equip slot and you should be fine.
You don't need to upgrade gear at set intervals like vanilla SD3.
Attack and defense scale with levels, the only real changes of equipment are side effects.2 hours ago, Juub said:As far as I know Praetarius also doesn't intend to update this anymore.
Since when do intentions and reality agree on anything?
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21 hours ago, Juub said:I was reading the weapons excel file and in the "Attack" section they are classified as "light, low, medium, medium-heavy and heavy". What does that mean?
how much attack value they give. all weapons with e.g. "heavy" give the same attack power but have different secondary bonuses.
21 hours ago, Juub said:Also what do things like "preparation, simple or alpha strike" mean in the Strength and Weaknesses category of bosses?
just cryptic hints of what they do and don't or you should do/exploit.
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1 hour ago, Holy2tack said:On the Shaman Timing. Did you see a possible way to lock some of them away and not others? Say for example, you unlock the basic shamans right off the bat, but after some story events unlock the rest? Such as expanding township. Then as you find their physical counterparts they get full strength?
Dunno, sounds pretty arbitrary.
There'd be no notification for the player that he suddenly has unlocked the rest of the feature.1 hour ago, Hapanpappa said:That's a really tragic limitation, holy shit. Both options are bad but there's something even more fundamentally unsound with unlocking every fusion, the gut feeling it gives is akin to suddenly getting every spell in the game, only rebalanced for earlier use, or like getting every summon/limit break at the same time in a FF game but the better ones are watered down until later. Personally I'd rather just not have them at all and wait for endgame proper to earn the good stuff like in any game. Well, if the code really doesn't offer a decent solution to it, guess you'll just have to make the hard choice and it's gonna heavily define the mod.
No, this is like having one ring slot per character but only 1 ring for half the game.
Having more shamans is not automatically more power, it is just more options which enemies can easily take away with rng based focus damage on one character. -
2 hours ago, Hapanpappa said:Dunno if this is still in the works, but gonna chip in anyways
It's currently on hold but will be continued later.
The way enemy specials "calculate" their damage (they don't) bummed me out a bit.
They are just burried deep in their AI and set damage to a fixed value.
So I have to grind out every single enemy type and hope that I don't miss a 10% chance for a random hobo to use a special...For extra fun I can't just exchange enemies in a single encounter since the graphics are somehow linked to the specific encounter - e.g. I can't just put a skeleton rider in a battle where normally rocks are, the game doesn't like that at all.
2 hours ago, Hapanpappa said:Torn on the single-use spell system; depends on how it feels in practice. Another idea for something a little less drastic would be to just rebalance the spells by tinkering with targeting, power and elemental properties; for example, flare would do more damage than fireblast because it's single target so you have situations for both spells, and just kind of expand from that basic idea. The spell system as a whole would benefit greatly if elemental properties were made far more relevant and many more enemies were completely resistant to one element and weak to another, and mix the enemy formations so that you have more of an incentive to use the single target spells for sniping rather than just spam AoE's.
That would change next to nothing.
Random encounters can be up to 6 monster so aoe spells are clearly better.
Bosses rarely more than 1 so single target spells are clearly better.Any attempt to make elements matter much more would nerf Sten and Spar since they only have 1-2 elements - and those 2 are already less appreciated characters.
It would also cut into how much freedom you would have with character/stat customization;
if you want the fire type stat growth you need to equip a fire type weapon and are in an area with mostly fire immune mobs weapon attacks are out which would suck a lot for mostly physical attackers.Atm I'm more looking for a gimmick on what to do with excessive spell charges in random fights; when you later have your up to 30 spells 20+ will see no use in a random battle as they shouldn't last more than 3-5 turns at most.
2 hours ago, Hapanpappa said:I like that there's some customization you can do via equipment or whatever. Is the guts stat "gutted" completely or does it still do something? That's one less stat to play with in terms of customization if it's removed entirely... But the general direction seems promising.
Guts/will still exists - it now handles magic defense and how much HP you restore on "death" while having > 0 LP.
2 hours ago, Hapanpappa said:Probably what I'm most opposed to as an idea is allowing every fusion right off the bat - I think it's important to save some of the more prestigious fusions until later to maintain a sense of excitement & progression; the tried & true gist of getting the good stuff little by little.
I understand where you're coming from but since I can't move NPCs to different maps I only see 2 main options:
1) as late as vanilla so you barely can play around with the fusion system at all
2) all at the start when fusions unlock but with stat penalties until you find the real shamansI prefer 2 on the grounds that it lets you actually do something.
It might also help some of the otherwise less useful characters; Jean is basically dead weight until you can give him a good fusion.And its not like you don't gain anything as you progress through the game; increased stats from the "complete" fusion and elemental resistance might shift the preference from fusion A for just the ability to fusion B for the better survivability or something.
Also because the fusions are more "safe" now with the protection from LP I have to nerf them anyway. In vanilla 90% of the endgame mobs can just take them away with death spell whenever they feel like it.
I'm not sure I feel about "sealing" the major fusions until you get the required shamans; if I require all involved shamans we're back to the late gain of vanilla. If only one is required it is basically the same as not needing them for a good amount of the fusions. Just take fire+devil, it is either available only for the final dungeon or right of the bat.
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8 hours ago, Kei said:Someone correct me if I'm mistaken, but what the Spiral Glove does is leave the enemy in counterable state for a while longer if you hit a successful counter, so the rest of the party can easily counter it as well.
That's exactly what it does
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17 minutes ago, Kei said:But yeah, it doesn't take too long from the first class change to the second one in this hack, thankfully, so I guess it's pretty manageable
With Genova, Gorva and 1-2x Bill/Ben that section certainly shouldn't be underestimated, though.
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I get the same 60 / 120 delay with all 3 armors.
The only "differences" were the old known bugs like cooldown not starting when the second hit doesn't connect.
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that should not be the case, no.
are you certain you're not just thrown off between quick and strong attacks (due to different kind of slowdown in new area)?
or any other change? -
it works on items but not actually by element but by the actual spell used.
E.g. Demon Breath does not proc curse despite having dark as element. -
8 hours ago, Kei said:By the way, do you/anyone else know what the Dervish's final weapon effect actually do? Just an attack bonus for the wolf form, or? (Surely it doesn't actually turn Kevin berserk/uncontrollable?)
much more attack than regular wolf form at cost of defenses.
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Chibikko transforms them into an entirely different enemy type, more accurately it removes the original and spawns a shell hunter of the original's level.
I think it gives the same amount of money as most regular enemies.
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I felt like it'd distract from the party building too much since it'd give items even more options to overshadow certain classes if you can afford stuff.
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Instead of our protagonist Metroid being half Samus, half fish*, she is now part energizer bunny... and still can't crawl.
Jokes aside, this mod does basically 2 things:
1. revamp the health system
Spoiler- energy number display is % of total life (99 for full) instead of remainder of e-tanks
- changed starting health from 99 to 300, capped max health at 700 instead of 1499
- suits provide no damage reduction
- on default difficulty direct enemy damage is either 100, 200 or 300 now [old 1-69 => 100, 70-119 => 200, 120+ => 300]
Apart from environmental damage health is essentially more like classic platformer where you have 3-5 health dots and enemies do 1-2 damage.
On easy difficulty enemy damage is halved, on hard increased by 50% - there's now a death counter (and quick respawning) for a reason.
2. add a few additional items
SpoilerBlast Bomb
*bombs and power bombs can remove crumble blocks temporarily and trigger powerup pickups (power bomb in a radius of roughly 3 blocks)Boost Ball
*enable running/speedbooster in morph ball form
*morph form reaches max speed faster than regular speedbooster
*press up+forward+run during boost to stand up with blue suit active for a moment, then down again to store the actual shinesparkChain Spark
*hold jump after colliding with wall from shinesparking to regain charge
*regained charge lasts 120 frames in contrast to the initial 180 from sitting downDetonator
*bombs and power bombs can be detonated earlier than normal by pressing ItemCancelDrain Beam
*killing enemies slightly refills reserve tanks (max 3/+3 restored per kill)Focus Charger
*while kneeling, hold up (default L+R) and charge the beam to slowly restore health and missile ammo
*health restore is limited to ~50%Hyper Mode
*set reserve tank to manual to activate
*beam shots are auto charged and consume 20 energy from reserveIce Missiles
*regular missiles gain ice beam like freeze effect
*increases base damage of regular missiles from 85 to 100Oxygen Module
*allows breathing in liquids
*prevents taking extra damage when submerged in water or lavaParadox Beam
*can equip Spazer and Plasma Beams simultaneously
*the combinations no longer produce bugged beams, the spazer-less counterpart is used but with +50% damageRapid Launcher
*cuts cooldown of all beams, missiles and bombs in halfWeapon Tank
*increase damage of missiles and bombs by 12.5% damage each (max 12/+150%)Just as a heads up, the overworld is mostly intact minus a few item relocations.
So finding all 105 items should be not too hard.And I doubt humanity wants to know what a kaizo version would be like.
*seriously girl, how long can you breath underwater or in acid?
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Alternatively, how about a purchasable health kit item that is automatically used on victory to restore X health to all living party members.
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to me a RM is equally inept with physical (ideally sword) and magic, can heal and knows some status related spells (most often armor buff, poison and mute)
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1 hour ago, Nesouk said:IMO Gran Divina is the closest thing this mod has of the Red Mage class in Final Fantasy series
I think Vanadise fits that bill better.
RM also can handle physical combat which GD clearly can't. -
6 hours ago, rpschamp said:She also gets sabers in the four basic elements which besides being good for offense, could be cast on the enemy with resist gear to decrease melee damage by 45% (half of 110% with the basic saber bonus).
Small to big error here; sabers increase attack power (the stuff before defense is subtracted) not damage, so you'll probably see a bigger increase than just 10%.
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5 hours ago, rpschamp said:I think the AT strategy that was possible in the original game is not possible here.... I seem to remember Praetarius took it out (Somebody please confirm?). Here, the difference between fast and strong attacks is how long you hold down the attack button for each attack. To be honest, the precision is not great on my end.... I think it largely depends on your software setup and controller.
I've disabled AT mode because it causes like 20 bugs just by itself.
Fast attack - tap attack for a few frames, max length varies by lag, may be just 1 frame if you are down to a 1v1 situation; or just hold any direction while attacking
Strong attack - hold the attack button and NO direction button whatsoever
An option to reset a character's job level
in Final Fantasy V: Void Divergence
Posted · Report reply
there's no such option