praetarius5018

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Posts posted by praetarius5018


  1. Cali:
    -be undead or drain poison type damage so she kills herself with drain
    -stop or stun her so she can't counter
    -get enough magic evade that she eventually misses with the drain counter
    the issue is a clash of mechanics mostly; when you "kill" her by HP damage she gets to counter with drain which brings her back to > 1 HP

    Gogo:
    you have to get past X turns without hurting him, so... do the most natural thing and put your own team to sleep.
    sleep only wears off when you get hurt, he doesn't do that by himself, so the whole thing takes like 3 seconds.


  2. Dunno, maybe try the README?

    Spoiler

    ===Controls===

    A: attack, confirm, interact
    B: run (even in battle), cancel
    X: open ring menu, skip spell animations (only if "skippable_spell_animation" patch is applied)
    Y: use techs (in battle), invert ally/enemy targetting for selected spell (hold while selecting the spell before starting target selection)
    Y+B: open menu (out of battle)
    L/R: hold to control different character
    START: open inventory (out of battle), toggle control on/off (player 2&3)
    SELECT: switch to different character

     


  3. the correct weapons are simply stronger, or rather the other weapon types get a penalty to their attack power.

    39 minutes ago, Zig said:

    I am experiencing an issue with Faris as a vampire where having her use an ether on herself causes it to remove mp while other characters using it on her restores it.

    and this is not from her using 100 MP to get the extra turn?

    40 minutes ago, Zig said:

    I also had an issue once where it let me scroll up and down the predict window even though one is not supposed to be able to do that, and it showed stuff like white and time magic.  Exiting out and then casting a prediction caused a different spell to be cast instead of the prediction. 

    has someone reproducable steps for this?


  4. Spoiler

    I honestly don't know where the MT deathspell comes from; he could already do that in vanilla (at least I got that twice) but I saw nothing in his AI that suggests he should be able to do that.

    Koren is basically part 2 of the counter training; he gains aggro like everything else but he doesn't get a retaliation move from exceeding a certain value, instead it boosts his damage.
    Counters reduce the aggro value.

     


  5. 13 hours ago, Nesouk said:

    Well I think I can safely say the ennemies does not dissappear I just go back to the Corridor of Wind (and I beat Dungaard before Dolan), and the mobs are there and they are LV59 (I'm LV58) so their LV has increase to.

    strange, no idea why that is but that is not really a problem, imo.

    13 hours ago, Nesouk said:

    On that note I beat Lightgazer and Mispolm not much to say they are among the easiest god beast

    Mispolm is kinda like Dolan - know the 2 tricks or die over and over.
    Lightgazer is more of a problem when he lasts longer since he shaves off maxHP with each spell - or kill you with his opener when you are weak to a certain element that isn't light.


  6. 5 hours ago, Nesouk said:

    Actually seeing this topic I'm interest in the opposite weapon the one that get stronger on Death, I assume it get stronger each you increase the Death penalty, but how much do you with each death ?

    I think it is +127 attack with maxed out penalty.

    5 hours ago, Nesouk said:

    Also does the bonus apply to only normal attacks or does it also include Techs and spells ?

    Let me consult the holy book of armor_elements_stats.xls on that...
    "attack and magic strengthened by death" - yes


  7. v1.100

    • replaced reequip config option with "core rules" option
      -basic = default
      -expert = can't revive, damage multiplier is truncated roughly like in vanilla, enemies get [75..150]% damage variance and scale up when the party is too high levelled
    • on difficulty 1 with expert mode bosses drop 2 void shards instead of 1
    • added diminishing returns to experience bonus from void shards; before ~300% at 99 shards now 150%
    • automatic equip optimize after job/ability change is now always disabled
    • battles get auto-reset after game over
    • magic evade and rod element boost (NOT MightAmp) now affect status chance/damage
    • changed rare steal chance from 10/256 to (AGL-10)/256
    • physical techs now profit from weapons that are more effective against certain creature types; bonus for techs is slightly higher against targets with high maxHP
    • new skill sets now respect memory cursor (though they have to share the position among them)
    • spellblade element attacks no longer auto-miss against greater resistance
    • added new rod "Water" to Karnak escape, replaces an elixir
    • edited typing and m.evade of several bosses
    • fire rune now blocks HP leak status
    • mirage ring no longer provides an image, instead it grants +35 evade
    • reflect ring now refreshes on turn end
    • enemies that reacted specifically to !fight now react to non-magical abilities
    • fixed damage overflow against aegis parry in a multihit spell (e.g. reflected from barriers)
    • fixed some text issues
    • fixed Gilgamesh's exploder against Necrofobe not working properly
    • fixed mimic'd !throw choosing an unrelated item as projectile
    • fixed a bug that made damage often reduce HP by 1 more than displayed
    • fixed a bug that applied the dual wield penalty to unarmed fighting
    • fixed an overflow bug on high level brawl with kaiser claw and elemental amp
    • reduced unarmed attack and m.attack growth
    • unarmed/brawl no longer has damage variance
    • equip menu now shows unarmed attack value for characters with brawl ability
    • equip menu now shows dual wielding again as sum of values instead of average
    • toad status now correctly blocks the new skills from being used
    • Upvote 3