praetarius5018

Modder
  • Content count

    1040
  • Joined

  • Last visited

  • Days Won

    30

Posts posted by praetarius5018


  1.  

    FF1_adamant-0.png.b6dc07f2c5b812456c1bd3c29dc4036b.pngFF1_adamant-1.png.98bdf01f21aba56e25d22666ebb06a6b.png

    FF1_adamant-2.png.ff892a4d94e37f630e89ebc35687f9c6.pngFF1_adamant-3.png.61b875922b2349b0c9608e2148f0aa08.png

    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


  2. Spoiler

    he has the bit of landumber
    a bit of dolan (energy ball)
    lightgazer (max HP down per hit)
    mispolm (status effect on target? more damage!)
    dangaard (an otherwise impossible spell variant in mt deathspell)
    zable fahr (anti-magic on self before hell cross)

    he's only really missing fiegmund
    xan bie is kinda similar to lightgazer with his max HP damage, so he's there in sprit as well.
    unless you want to count the spells he can use, then he's got them all

     


  3. 8 hours ago, smileless said:

     

      Hide contents

    And he annihilated me with multi target death spell. I wonder if that has something to do with the energy ball or magic shield that triggered him to do that. Or maybe the only choice I really have is equip anti death helmets to all 3 characters?

     

    Spoiler

    he is a final exam on several of the godbeast gimmicks, most turned down a bit.

    but yes, energy ball has to be cancelled the same way as in dolan's fight else he gets a high damage bonus on it.

     

    7 hours ago, smileless said:
      Hide contents

    Also btw Turn Undead doesn't work on the Dark Lich.

     

    Spoiler

    were you lv99 as he is?

     


  4. v1.500

    • added field combos, e.g. field with 2 fire + 2 light adds 4 sun icons
    • field combos require the world balance to sufficiently shattered (2 crystals destroyed)
    • reworked !mix to a 8 skill menu
    • reworked !red to 8 unique skills around combining fight, white and black spells
    • replaced !drink with !imbue, a skill menu for Mystic Knight
    • turned !rose from low level white/black spells to its own 8 spells
    • changed some abilities learned by jobs accordingly
    • cover can now also catch certain single target damage spells
    • status effect randomness threshold is increased unless a special moon icon is on the field, 25% with, 80% without
    • void field icons now reduce effective def by 5 each
    • added workaround to status resistance stacking exploit
    • replaced "Row" (left in battle command selection) with "Brv." (!Brave)
    • replaced !Brave ability that was available by default with !Skill, 8 skill menu to get better through the early game
    • changed most damage amplifier effects - incl. weakness, exluding field - to stack additive instead of multiplicative
    • changed most damage reduction effects to incur diminishing returns past 25% total reduction
    • increased rare item drop chance by x2.5 (1/16 -> 5/32)
    • battle auto-reset can be cancelled by holding B
    • battle auto-reset is not available in expert mode
    • Valor/WideShld and Mystic/VoidElem apply now only once per battle but cover all elements and absorb instead of reduce damage
    • increased scaling of monster %maxHP damage skills
    • reduced scaling of barehanded m.atk
    • increased unlock requirements for !Drag-On skills (highest from 1984 to 4032)
    • non-boss encounters now give half ABP relative to exp gain
    • if exp gain is turned off, ABP gain is now also removed
    • adjusted ABP requirements per job level
    • increased max possible ABP gain per encounter from 200 to 250
    • increased STR and MAG growth of monster again; less than previous reduction
    • increased heal power of !Mantra from 30 to 55
    • increased heal power of !Esemte/Recover from 52 to 90
    • increased heal power of !Yin/Vivify from 70 to 93
    • changed targetting of !Esemte/Recover from one/all to one
    • changed !Recover from full status heal to 40 power cure with blind/poison cure
    • changed formula for healing spells
    • fixed outdated tutorial dialog noting about automatic replacing passive skills with active skills inbattle
    • song buffs can at most give +50% to STR/MAG/AGL for damage calculation purposes
    • decreased limit of black/temper and item/powerdrink from +50 to +30 attack; both grant +10 each use
    • increased HP and damage of Sol Canon
    • increased boss monster start-up delay from 30 to 50
    • increased non-boss monster start-up delay from [10..70] to [10..90]
    • potion heal soft caps at 25% user's maxHP, hi-potion at 50%
    • !x-item hp heal reduced to 2/3
    • !x-item can no longer be used with bombs, web, elixirs or feathers
    • !item and !x-item can now use drinks as well
    • giant drink now adds 200~1000 maxHP (based on stack size), can not stack with +50% maxHP buffs
    • speed drink now adds +5 AGL to a max of +15 (shared with songs)
    • might drink replaces protect drink and adds +5 STR&MAG to a max of +15 (shared with songs)
    • replaced turtle shells with panacea, cures status damage and MP sickness
    • replaced dragon fangs with wing, inflicts float
    • replaced dark matter with decoy, creates 1x image
    • replaced !SwdSlap with !DethBlw, 2x damage but subject to cooldown
    • !x-fight, !x-magic and !twincut are now subject to cooldown
    • !x-magic now is a free action that makes the next spell in the current turn act as a free action (=cast ANY 2 spells in one turn, no own restricted spell selection)
    • !x-magic's free action can not be carried over to a future turn
    • increased damage and accuracy of !x-fight and !twincut
    • active !abilities that are subject to cooldown mechanics now show "cooldown" instead of "active" in the ability menu
    • first !ability no longer adds to stats
    • added softcap to base stats at 50
    • reduced HP per job with "HP up" bonus from 50 to 20+total job levels, capped at 50
    • fixed bug that made drain spells heal double the intended amount against targets that survive the spell
    • increased CQC from 20% to 27%
    • increased Y-Magic from 25% to 30%
    • Y-Magic now does not work on the free action spell cast by X-Magic's effect instead of the complete turn
    • increased global cooldown recovery a bit
    • increased item cooldown for softs from 8~1 to 255~7
    • reduced mightamp/rod element boost from 50% to 30% (physical 30% to 20%)
    • increased power of Wind Slash from 90 to 115
    • increased power of Black/Bio from 106 to 120, cost from 18 to 23
    • increased power of Black/Psych from 30 to 70
    • increased cost of Arcane/ChainBolt from 10 to 16
    • increased cost of Bushido/Cleave from 10 to 15
    • increased cost of Bushido/TeraBreak from 17 to 27
    • increased power of Yin/Siphon from 28 to 63
    • reduced power of Zombie Breath from 20 to 12
    • increased power of Icestorm from 99 to 110
    • increased power of Electric Shock from 118 to 132
    • increased power of Mustard Bomb from 90 to 115
    • increased MP drain from psych-like spells from 1/32 to 1/16
    • fixed some issues in the calculation of psych damage
    • on multi element attacks field attacks that oppose one element but boost another ignore the opposing part
    • bosses get 50% damage reduction from armor/shell instead of 25%
    • bosses get +25 power on ground type spells (quake, flood)
    • def piercing spells when used by monster ignore 15/16 def instead of 1/2
    • old status additionally reduces damage output by 20%
    • blind status additionally reduces physical damage output by 20%
    • fork tower (physical) reduces mag. accuracy to 0 and magic power to 25%
    • bomb damage can now be absorbed as fire damage
    • changed formulas for !released monster
    • relic with "catch up" effect increases damage of released monster slightly
    • buffed attack power of Galura, reduced speed a bit
    • nerfed stats of Gilgamesh (dungeon, solo Galuf)
    • fixed some sprite errors on tinker Bartz and tinker Galuf
    • renamed Blue/???? to Minus Strike and made it display in top box when used
    • Tinker/Overload now ignores endure
    • level down spells like Blue/DarkSpark are now subject to status damage, treated as "old"
    • defense down spells like Blue/Guard-Off are now subject to status damage, treated as "berserk"
    • increased base accuracy of Blue/DarkSpark from 66% to 80%
    • changed wounded status from poison to water
    • changed mute status from holy to wind
    • changed mini status from water to poison
    • changed confuse status from wind to holy
    • replaced !aero with !bless, next received cure spell gets +50% power, +2 def until used
    • Bard learns !Bless instead of !Drink
    • Berserker learns !Flirt instead of !Drink
    • Chemist learns !Bless instead of !Drink
    • Magus learns !Sleep instead of !Aero
    • MysticKnight learns !Imbue instead of !Aim
    • Tinker learns !BuildUp instead of !Drink
    • WhiteMage learns !Bless instead of !Aero

  5. 52 minutes ago, Nesouk said:

    AH Good old Dolan's insanity when you fight him for the first time ^^

    ftfy :D

    53 minutes ago, Nesouk said:

    How the fuck did you get LV99 at that point ? O_O 

    the only half sane (and non-cheat) way I can imagine is all other 6 gbs beaten and then max monster level up gear - though as with fmh above I expect something to be amiss tbh.
    when getting stopped by a single obstacle the first thought should never be to just go max level >.>


  6. the intended method to differentiate between quick and strong attack is if you hold the attack button or only tap in short.
    this worked ok as long as there is sufficient lag; but if you are facing only 1 single small sprite enemy and have 2 dead allies (way less lag) the time between you pressing attack and the game needing to know what attack type it'll be is about 1-2 frames - 3vs3 is more like half a second.
    lets say normal player wouldn't be able to get quick attacks under that circumstance with 100% success rate.
    getting quick attacks via direction button is just a crutch for that situation.
    and inverting the direction thing wouldn't work in that scenario:
    hold direction? get strong attack
    press attack for more than 1 frame? also strong attack
    how to get quick attack? yeah, good luck with that.

    could I get that switch to work by removing the original design? maybe but if I want to do that is a different question.


  7. Dunno about that version of SoM but I'd say here it makes imo more sense the way it is now;
    the units that move around the most would probably be tanks and those need more frequent stabs to knock enemies back from your allies - and not infrequent but stronger attacks.
    So if you had to always let go of the dpad when you want to attack with a quick jab you'd be more prone to accidentally get the strong attack and then leave your party open for attack.


  8. 5 hours ago, Nesouk said:

    Sometime in the middle on Pattern 1 and 2 he put himself into a guard stance but isn't actually protected, also cast Moon Saber at around 20-25% HP left, but that doesn't matter it's really just to indicate you that you're almost done.

    actually this fake defending is his aggro reaction - theoretically meant as a way to buy some time before spiral moon

    5 hours ago, Nesouk said:

    EDIT : Have a question about the armors that revive at the cost of all your MP, when your character survive an attack this way, does he keep the buffs he had before the fatal attack ? Cause I think of giving this kind of armor a shot especially for my Necromancer since I give her Rune Earring she doesn't use her MP for spell casting, but I would like to know if getting revive this way still require to rebuff or not.

    status effects, buffs and debuffs should still stay active


  9. 26 minutes ago, PFTM said:

    Blocking techs you're talking about is the shield from duran character?

    no, Lv1 techs, the thing that requires 4 green dots (tech points) - you're invulnerable to regular attacks during most of it

    28 minutes ago, PFTM said:

    So how do i kill   full metal hagger  anyway? it's keep casting magic on our team and healing 100hp a lot, i don't know how to  kill him before my team got killed.

    what is your team composition? I can't imagine any that require > lv8, though.
    do you use healing items? sounds like you just let the poison ticking.

    27 minutes ago, PFTM said:

    There is lv15 mob below the jad location. Of course i've to hit to run all day !

    oh right, the spawn changes once you enter the waterfall cave.