praetarius5018

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Posts posted by praetarius5018


  1. Vampire is difficult them being undead and all.
    I assume you already use Skeleton to have a "mini golem" guard.

    I'd try some of these:

    • TimeMage for HP regen and their usual CC
    • Lord with Insurance to endure death and healing via Judge (expensive early on)
    • Magus for LifeMark after 480 kills (apply on monster, kill it, get healed)
    • RedMage with Depower to reduce both STR&MAG
    • BlueMage BigGuard and Whitewind would cover most problems but comes super late
    • Chemist with GiantMix and Protect for HP+50%, armor and shell
    • Crusader with Shout (mag down) and Growth (HP up)

  2. as farwell to 2020:

    v2.021

    • missing now generates 1 TP if the equipped weapon can generate TP by itself
    • pressure now affects enemies' revenge healing
    • decreased revenge threshold for Bill/Ben and Fiegmund
    • nerfed Landumber's gimmick damage increase
    • fixed damage table for hard melee damage from monster being 2x tough damage instead of 2x normal damage
    • fixed bug that allowed some bosses to profit from your auto-buffs
    • fixed the yellow damage heal weapon not working
    • fixed the HP up shield bonus not being applied
    • excluded MP up from auto-buff compatible effect list
    • fixed spell learning of Evil Shaman
    • reduced Dolan's frequency of casting his instantkill combo
    • reduced Mispolm's magic damage by 25%

  3. 1 hour ago, Nesouk said:

    I ask Prae on discord sometime ago to get a set you need both Ring slot to be occupy by one of the Rings, which, if I understand correctly, means you can get a set by either equipping the same ring on both slots or each of the 2 rings.

    Or you could check the README:
     

    Quote

     

    ===Set Bonuses===

    Equipping certain combinations of body armors, helms and accessoires can grant special set bonuses.
    All 4 non-weapon slots must be filled with a compatible item.
    Using the same accessoire in both slots is allowed.

     

     


  4. 3 hours ago, smileless said:

    Hm I see Evil Shaman learned Demon Breath earlier than she was supposed too (I didn't even raise her PIE level that's the first spell she learned), while I raised her LCK at 22 but no Anti-Magic yet, or do I have to learn Lunatic first which comes before that regardless of stat?

    d.breath was set as 3 (0x03) not 19 (0x13)...
    you can learn anti-magic without lunatic.
    ...and both check for pie not luck...


  5. 4 hours ago, hmsong said:

    1. So, does that mean that vanilla made maxed out LCK stat if it was 20 or above? (so if Hawk had 20/21/22 Luck, it was equivalent to having 32 Luck, at least during the battle?)  And your patch makes it so that Luck stat is 20/21/22, instead of 32?

    If you have 20+ luck and anything dies the game goes and looks what your class's max luck is and just gives you that as luck stat.
    Which means 1-2 free stat points on Hawk and otherwise only affects cheater.

    4 hours ago, hmsong said:

    2. I honestly didn't understand what that meant.  Did vanilla saber magic boost enemy's attack during enemy's element day?

    If you have e.g. fire saber you'd expect that you deal more damage on fire day.
    The bug was that you take more damage.
    On spells it works correctly; if you inflict fire damage on fire day you get a damage increase.

    4 hours ago, hmsong said:

    3. I'm guessing this means that attacks like Duran DD's Lv3 attack will now do fire damage? (and get boost during the element day)

    They now take your saber into consideration.


  6. 2 hours ago, smileless said:

    In my opinion, tech points =/= items.

    This is not an arguement; WE call it that, the game doesn't.

    2 hours ago, smileless said:

    Maybe limit the amount of items you can carry in battle by turning off TP requirement for items.

    I already said I won't remove it.
    This would just add the hassle of having to take stuff out of storage every 1-2 battles.
    Also it'd get us back to the pay to win level of items; just think how many different damage items you can carry, even if it was only 4 each it is enough to beat bosses before they can do anything, not fun.


  7. 9 hours ago, Nesouk said:

    In comparison Genova was much easier, I to got that weird glitch, except in my case it happen in the middle of the fight

    did you hear a ding sound as if the enemy was guarding?

    also you make it sound like I need to buff B/B.

    12 hours ago, smileless said:

    same problem I ran with Gorva, my characters missing most of the time I barely could have tech points ready for a puipui grass/a fast item heal, or Stardust herb for his black curse spamming.

    did you try the heavy/slow attack with increased accuracy?

    12 hours ago, smileless said:

    I understand your reasoning behind your ideas but eh

    if you've got ideas how we can tweak it to be more workable we can discuss this.
    but dropping it is at this point right out.


  8. 1 hour ago, smileless said:

    So far, can't say that I am a big fan of the item limitations with Tech Points. I was sceptic about that when I read that feature will be implemented in 2.0 but I still gonna give it a shot and see what to make of it.

    I presented it far in advance and got basically nothing except complaints that I take away their OP toys.
    2x Chibi Hammer and no status matters.
    20 each candies, chocolates, honey, poto oils, various seeds - how much instant healing do you need?
    I have to draw the line somewhere.

    For healing you have a lot of alternatives:
    -Heal Light, Regeneration
    -HP regen via ring or Regeneration spell
    -Bishop's weapon
    -moon saber, hp steal ring/weapon
    -yellow heal weapon
    -the totally not bloodborne set bonus

    Also all that menuing slows the action down way too much, imo.

    Did I forget about moogle state? Well, yes.
    But I did work around mute at least >.>

    1 hour ago, Serafie1999AD said:

    My first question is about the Scapegoat weapon. The description in the documentary is, "draw aggro (minor), def down". Does this mean the weapon reduces the defence of the wearer, or that the weapon causes def down on the enemy?

    Wearer.
    Originally I wanted to keep draw aggro exclusive to shields but people felt it too restrictive since having a working tank is too important to them and only Duran or Lise can take that role.
    So you have now aggro on a high attack weapon that costs you a bit def; needed some form of drawback there.

    1 hour ago, Serafie1999AD said:

    My second question is about the new spell Regeneration. If you teach that spell to someone, will your party auto-heal after a victorious battle, or is Heal Light required for auto-heal after victory?

    It counts for that.

    1 hour ago, smileless said:

    But be aware it's a cursed item I am wondering if it can be unequipped at level 61 or not. Otherwise I may have messed up big time. Or maybe not since the character that has it doesn't have heal light on the final class so it might not be too bad, and it still might be worth if you wont have heal light till your final class change.

    Cursed items can never be unequipped.
    Lv60 is only the last point where they can be equipped.
    Something about synergy with certain capstones or potential abuse if you only equip them to perfectly counter the final boss when half the drawbacks no longer matter.


  9. Since 2.0 makes most of pre-2.0 party plans invalid or at least incomplete/misleading, lets start over with a new one here.

     

     

    So my suggestion as a start:

    Lise
    Vanadise with INT capstone (equip any weapon), take weapon from Evil Shaman (nerf all enemies)
    skip Power Up and Thunder Saber = 3 buffs & heal light; need to get Mind Up asap or the slot might be blocked since the previous spell is only an upgrade
    auto-buff armor

    Charlie
    Evil Shaman with LUK capstone (team uses less MP), also take the class weapon
    skip protect up and transshape
    most importantly learn demon breath asap then anti-magic

    Kevin
    Dervish with VIT capstone (draw aggro)
    skip Anti-Magic (shaman has that) and Half Vanish, so has the 3 missing debuffs, energy ball, analyse and moon saber
    go for auto-debuff set bonus

    enjoy your crippled enemy team - all buffs on auto, all debuffs except mind down on auto, 2x all stat downs beyond that. for proper mind down you have shaman with demon breath.


  10. so to sum up the changelog for 2.0:
    tl;dw

    Spoiler
    • added Lv60 capstones
    • inbattle item use now costs 4 TP
    • changed damage color logic:
    1. red = regular attack damage
    2. purple = tech damage, spell damage
    3. yellow = critical attack damage, counter tech damage
    4. green = healing
    • characters can now only have 10 spells instead of 12
    • changed spell loadouts of all classes (all classes have 12 spell options)
    • increased variety of needed stats for spell learning
    • prepatched with english translation to cut down on patching error related issues
    • renamed some spells and items to better reflect their effects
    • added misc. patch that disables messages for status ailments and (de)buffs
    • added initial inventory of 5 candies and 2 puipui grass
    • increased damage of critical regular player attacks and Lv1 techs by 28%
    • reduced damage of non-critical regular player attacks by 8%
    • increased damage modifier of strong attack from (atk x (135+STR)/128)+6 to ((atk+AGL) x (150+STR)/128)+4+STR/2
    • can now only gain TP once per weapon swing (in case of lag the TP gain may only happen after the weapon is ready again so it blocks the TP gain for that 2nd swing)
    • as long as a helm is equipped, evade/4 reduces Lv1 tech damage%
    • made the monster scaling patch work even before getting the 3rd party member
    • sign posts no longer count as monster for the sake of cast time calculation
    • some bosses can now land critical hits with their spells and have 25% less base damage; crit rate and damage adjustment identical to regular attacks
    • enemies no longer try to perform extra actions when their hate value reaches 100% instead they receive a small heal (relative to total damage taken, capped at 300) and deal ~32% more damage for a short duration
    • reduced HP curve growth for monster&bosses (~20% at max)
    • reduced damage reduction of high level enemies (~20% more damage against lv90+ enemies)
    • reduced monster crit rate with high luck advantage (most extreme: 200% -> 150%)
    • reduced monster expected luck curve slightly (at Lv90: 29 -> 28)
    • reduced attack spread for regular mobs by type (strong mobs a bit weaker, weak mobs a bit stronger)
    • physical resistant enemies now take +25% damage from counters, was +20%
    • high level enemies deal a bit more damage; higher multiplier after defense making defense more worthwhile
    • made needlebirds and cockabirds immune to snowman status as removing the status from them crashes the game
    • increased HP of Bill/Ben slightly
    • increased defensive stats of Tzenker
    • increased HP and defense of Gorva
    • increased attack and defense of Lugar, reduced HP and aggro limit
    • added one aspect of Fiegmund to DarkLich to complete the set of godbeast based powers on him
    • Dark Lich now uses Ghost Road instead of Geyseblast
    • increased strength of Gildervine's gimmick
    • Frost Dragons no longer inflict snowman with their attacks, instead get slightly increased attack power
    • Sea Dragon's breath attack no longer inflicts snowman
    • Death Machine's laser attack no longer inflicts snowman
    • Full Metal Hagger no longer inflicts poison with his default attack
    • Dangaard now gives 0 exp (level up lag of phase change can crash the game) but double the previous money reward
    • buffed Dolan AI, replaced Energy Ball with Focus Charge
    • Spiral Moon now pierces defense
    • Zable Fahrs left head inflicts now poison instead of snowman
    • Archdemon's Jutsus can no longer be reflected via thorns armor or curse
    • reduced INT based bonus monster get on L2/3 techs
    • reduced HP of seashore cave miniboss by 25%
    • when enemies use buffs they are now subject to counters just like with damage spells
    • fixed a bug that made the "not affected by thorns" property check on the wrong character
    • fixed a bug that made attacks in mini status have unpredictable results, including crashes
    • increased base exp gain rate
    • increased HP gain for the first 15 level ups, decreased post Lv50
    • adjusted maxMP by INT curve
    • cursed items can no longer be equipped on characters of Lv61 or higher, equipped cursed items still stay equipped
    • added some armor set bonuses
    • reduced flat +atk bonus from countering
    • Gladius tier weapons now draw aggro (only melee) and penalize defense
    • Molebear Claw and Roundel Dagger heal (maxHP x (luck+10)/512 + (luck+1)/2) HP instead of (maxHP x (luck+10)/256 + (luck+1)/2) HP
    • Bastard Sword type weapons are now regular heavy attack instead of low scaling; additionally they grant super armor during power attack cooldown
    • Colichimarde type weapons now gain additional crit rate based on TP x2 instead of x3
    • Defender type weapons now increase p.def and set p.atk = p.def instead of inflicting chibikko status
    • Dragonbane type weapons no longer inflict petrification, instead they make Lv2/3 techs deal damage like non-elemental INT-based spells and spell casting generate 2 TP; does not stack with same effect
    • increased crit rate bonus of Flamberge type weapon from 7 to 18
    • decreased crit rate bonus of Gladius type weapon from 0 to -100 and increased their hitrate from 10 to 20
    • cut damage from Orihalcon improved Half Vanish in half
    • Leather Visor tier helms now are pure physical defense instead of mixed
    • Protection Helm tier helms now give x1.25 p.def but defenselessness against L3 techs
    • Hero's Crown tier helms now allow MP regen ticks during casting and spell animation but provide 1 MP less per MP regen tick
    • Visored Helm tier helms now resist chibikko, moogle and silence instead of having 2 resistances that vary by character
    • weakness cancelling helm for base class weakness now removes all weaknesses
    • increased damage bonus from counter helm from +25% to +35%
    • Pegasus tier armors now resists petrify, sleep, poison instead of having 2 resistances that vary by character
    • Swordsman Armor tier armors are now medium level defense instead of light-medium; bonus changed to spell dodge for half damage
    • the spell power increase from Skeleton tier armors is no longer capped at Lv 3.5
    • Hero's armor tier armor now empowers the power up buff for standard, critical and L1 tech attacks to x2 instead of x1.25 and disables counter
    • fixed Lammelar tier armor breaking techs if too much TP is gained before the user lands his first real hit
    • Knight armor tier armor now provides auto-buff spell upgrade instead of its previous effect
    • Dragon Ring now gives immunity to standard debuffs instead of HP steal
    • Protect Ring freezes death score at 1 (no HP loss but disqualified for deathless) on battle victory
    • Ancient Talisman and Marble Ring now teach a spell when equipped instead of their previous effects
    • Leather Neckband now gives HP steal instead of 5 accuracy&evade
    • increased base defense increase from Blackshade Ring from 7 to 10
    • the elemental resistance accessoires now also cancel weakness to the same element
    • increased regeneration of Mad Beast Fang but made it non-stacking
    • effect of healing items now scales with user level
    • some more item changes that were forgotten by time...
    • helms can now give up to +4 maxMP
    • added the six primary L1 spells to the list of spells affected by Whitelight Ring
    • switched order of Death Hand and Dervish in Bashkar class preview (D/L <-> D/D)
    • changed Puipui Grass to work like Tinkle Rain
    • changed healing items and heal spells to scale with level
    • changed dummy skill Regeneration to a heal spell that also adds same regeneration effect as Mad Beast Fang
    • Regeneration also sufficies to qualify for victory healing
    • Replaced Countermagic spell with Resistance which removes weaknesses
    • fixed cast time in menu again
    • adjusted cast time values
    • Charlie's elemental summons are now based on INT
    • increased cost of Black Rain from 8 to 11
    • increased cost of Aura Wave from 10 to 16, made it cast much faster
    • Deathspell behaves like a Lv4 dark spell against mobs; against player it now ignores level difference
    • Turn Undead no longer checks for level, cost increased from 15 to 17
    • increased duration of sleep status on player
    • can now again gain TP while silenced, instead tech damage is drastically reduced
    • if somehow a spell is cast while silenced (e.g. Magitech weapon), damage is halved
    • casting state no longer protects against status effects

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