praetarius5018

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Posts posted by praetarius5018


  1. 1 hour ago, Nesouk said:

    I'm not sure if I can go Magitec as I think it won't trigger his PIE Capstone effect.

    magitech changes it to a spell in every sense (except the MP/TP cost part), so it wouldn't

    1 hour ago, Nesouk said:

    The furnace get heal by Poison Bubble for 330 HP base on Anti-Magic's description I would expect it to do about 165, how does it does 8 ?

    are you sure it is 8 damage?
    I got 254 healing to 127 damage + 3mp as pop ups

    1 hour ago, Nesouk said:

    cause Xian Bhe's Lava Wave is really a cheap move even with Mind Down and Lise's LUK capstone it does 127 damage (on Hard it would deal about 254)

    what if I told you that Xan Bie has a flatter damage scaling across difficulties?
    no I don't really have an idea how to handle the boss level based increase of his spell damage with his gimmick...
    as it is he's most of the time just best fought very early before it becomes impossible to reduce his spell damage below 100


  2. 2 hours ago, Nesouk said:

    Honnestly I'm in a position where I would like to mix both, the mobs fight are actually balance on Normal they still pack up a fight but are more manageable, while they tends to be on the ridiculous side on Hard, meanwhile however the bosses are for the most part much more fun on Hard, while on Normal they feel a bit to much on the easy side. Also Hard's 100% chest spawn rate makes the grinding for Seeds more bearable.

    I don't know if that means mobs are too strong or bosses too weak. Eh, lets buff both.

    Also, why grind seeds? Is money that scarce that you can't buy the class change items?


  3. 3 minutes ago, smileless said:

    or you could travel to Wind Stone if you feel you are going to overlevel to 39 after beating the Machine Golems before class change

    level up to 39 is unavailable until you class change

    2 hours ago, Nesouk said:

     I'm actually wondering if Annilhator's MP cost shouldn't be reduce, with 20 MP this is the most costly spell of the game and it has the second longest casttime out of all the spell, I don't know if it was still the guaranteed 999 damage I would be fine with it, but for a LV4 Offensive spell that can only be Single Target this seems quite a lot.

    I should've possible done that when I nerfed it from 999 to mere Lv4, yes...


  4. 9 hours ago, Nesouk said:

    According to Praetarius even with that helm on Hard, you'll still take less damage from tech than Vanilla, so probably not that bad, especially if one play on Normal or lower.

    I think you mixed up 2 things there.
    Usually I say that enemy Lv2/3 techs on hard here are weaker than in vanilla.
    The helm basically "vanillizes" them for normal

    On hard just 326 p.def takes 668 from Lv94 bloody wolves doing their sky dance or 537 with def up.
    Helm with def up and power down on hard is 999 damage from that - or 548 on normal.

    In vanilla I've never seen enemy Lv3 techs do below 550 even with capped def; lv47+ enemies like nightblade are more in the range of 1000 minus your def (hard capped at 300 after buffs), a.k.a. "you die" damage considering that only Kevin has enough HP+def to take that unless you grind a lot.

    But then I had to try here to get them to use the techs in the first place while in vanilla they cast it most of the time when I enter their room... this game is just weird.


  5. 2 hours ago, rpschamp said:

    Does the Dream Res. shield protect against the same status effects as the Dream Res. ring? It's in the title, I know, but the spreadsheet indicates moogle/chibikko resistance for the shield and sleep/moogle/chibikko for the ring. Most likely the spreadsheet just wasn't updated when the shield effects were changed....

    the sheet is actually correct there, shield does NOT resist sleep - probably forgot it back then


  6. v2.060

    • changed castspeed stat for all characters to AGL
    • changed spell bonus damage stat for all characters to LUCK
    • aura wave restores 4 TP instead of 5, cost increased from 16 to 19
    • increased cast time of airblast, diamond missile, ice splash, fireball, evil gate and holy ball by 10
    • reduced cast time of Stun Wind, Coldblaze and Blaze Wall by 10
    • reduced cast time of Unicorn Head, Machine Golem, Ghoul and Ghost by 10
    • reduced cast time of Rainbow Dust from 150 to 125
    • changed Freya, Marduke, Jormungand and Lamian Naga from PIE to INT and their cast time to 150
    • changed Deadly Weapon and Blow Needle from AGL to LUCK
    • changed Jutsus and Fire/Poison Breath from AGL to INT, still deal physical damage
    • changed Shuriken from Lv1.5 to Lv1
    • changed Black Rain from Lv2 to Lv1.5, increased cost from 11 to 13
    • increased MP cost of arrow, axe bomber, spike, rockfall, landmine, rocket launcher, silver dart, crescent, grenade bomb, cutter missile and flame breath
    • increased revenge threshold for Bill/Ben from 65 to 110
    • increased revenge threshold for Lugar from 60 to 90
    • increased revenge threshold for Black Rabite from 111 to 130
    • Bill/Ben and Lugar can perform their tech again when triggering revenge
    • Fiegmund can perform an extra spell when triggering revenge
    • Dark Lich can perform an extra spell when triggering revenge once per battle
    • fixed HP/MP granting capstones
    • fixed exorcism damage

  7. 3 hours ago, Nesouk said:

    AH Thanks for the clarification, I thought it was strengthening the spell itself. So I guess this would be better for Duran or Kevin, also while in still on this armor does the 2x Power Up buff apply to Critical Hit or just normal hit (I suppose this include Light and Heavy attack).

    To all of them.
    It is already a 60% damage increase (1.25x -> 2x) having that party wide would be way over the top.


  8. 1 hour ago, Nesouk said:

    For physical you could also pick Magus and equipped the Trials Buff armor to double the effect of her Power Up

    to avoid confusion - it only affects the one that has the armor, not the the one power up gets cast at.
    e.g. you want it on your physical attackers, not on your buffer

    1 hour ago, Nesouk said:

    In any case 2.0 definitly made me less trigger happy with my item.

    I count that as a win, seeing how especially in vanilla certain items replaced entire characters >.>
    who needed heal light when you can throw 20 poto oils, 20 seeds of various kinds, etc. with similar gear to buff the heal potency while completely ignoring mp and cast time mechanics or even learning the spell at all.


  9. v2.040

    • prevented starting inventory check if above lv1 (maybe fix item dupe bug?)
    • disabled revenge mechanic for genova (caused hitbox disappearance), increased HP to compensate
    • DarkLich now starts with light weakness instead of only gaining it when cycling back to the same background, increased his defenses slightly
    • fixed the check for cursed item when equipping, checked vs first item instead of selected item
    • changed paladin's speed up from single target to multi target
    • deathbringer armor HP% changed from 108 to 130, also lessens penalty from deathscore
    • increased high health armor HP% from 142 to 155
    • actually updated the version number on the main screen this time

  10. v2.030

    • fixed a pointer bug related to opening the menu and weapon cooldown that could overwrite random values (e.g. reduces magic defense)
    • fixed a graphical bug affecting e.g. wrong layer for jewel eater's leg
    • lowered damage bonus of status damage capstone from 100/134 to 30/40; was intended to only proc if the status chance succeeds but does always
    • fixed duration of enemy's revenge mode now no longer getting stuck for some bosses
    • Debuff Guard now also protects against maxHP down debuff
    • reduced power of Dolan's spiral moon
    • changed the status effect inflicted by Tzenker's Supersonic from moogle to chibikko

  11. 9 hours ago, rpschamp said:

    I haven't figured out this item ring bug, but I'm paying close attention to it, i.e. checking it before every save. Hopefully something will reveal itself. I have, however, decided to move forward with my fantasy team of Hawk / Angela / Carlie (either Wanderer / Grand Divina / Necromancer or Dark Hawk / Dark Angela / Light Carlie), and I'm thinking about some of the new changes from pre-2.0. A few quick questions:

    1. Does Orihalcon-enhanced Half Vanish damage cut in half mean maxHP/4 instead of maxHP/2 and maxBossHP/64 instead of maxBossHP/32? Has the 320/400 cap been changed?

    2. Annihilator does Level 4 PIE damage. What is the max spell level now for all spells? (I'm thinking of Almighty Magic armor.)

    3. Do the equipment set bonuses require both accessories or just one?

    4. Does auto-debuff effect all enemies for single-target spells?

    5. Does Angela's LUC capstone affect just her or everyone in the party?

    1. yes; still capped at 320

    2. "cap" would be 10, though not possible to reach

    3. readme:
    All 4 non-weapon slots must be filled with a compatible item.
    Using the same accessoire in both slots is allowed.

    4. it affects all enemies when they are "spawned"

    5. only her


  12. 1 hour ago, Nesouk said:

    1) according to the Doc unlike Heal Light, Regeneration can't be made MT

    it should be (one/all) targetting by default

    apart from healing it has the exact same effect as equipping the HP regen accessoire

    1 hour ago, Nesouk said:

    when it happen you might sometime notice you have 2 slots of your ring filled with Round Drops or Puipui Grasses, at one point I decided to remove them from my Ring Menu and the bug didn't reoccur ever so at least you can avoid it that way

    that is actually new info for me... are you sure that you played long enough to say for certain that this random bug seems to require either item in the inventory?