praetarius5018

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Posts posted by praetarius5018


  1. current list of capstones:

    Duran
    STR - enemies spawn with -15 p.def&m.def
    AGL - sword magic +atk gives 20% instead of 10% (party)
    VIT - MP regen tick also restores 15 HP
    INT - gain 10 p.def&m.def and +10 HP per cursed acc. equipped
    PIE - 10 maxMP
    LUK - increases crit rate resistance of party by 20%

    Kevin
    STR - enemies spawn with -15 p.def&m.def
    AGL - when a weapon attack would inflict a status effect (even if immune) subtract another 100 HP
    VIT - draw aggro
    INT - sword magic +atk gives 20% instead of 10% (party)
    PIE - recover 3 MP when using a Lv2/3 tech
    LUK - party takes less damage from critical hits

    Hawk
    STR - enemies spawn with -20 evade
    AGL - successful counterattack shortens the next damage spell cast time by 90%
    VIT - 20 evade
    INT - when a weapon attack would inflict a status effect (even if immune) subtract another 100 HP
    PIE - using a Lv2/3 tech spreads the current saber element to the party and makes pseudo saber real unless resisted
    LUK - ignore monster type specific crit resistance; critical damage +20%

    Angela
    STR - +1 TP gain
    AGL - party casts 20% faster
    VIT - primary elemental (fire, ice, wind, earth) spells heal party by 50 HP
    INT - pierce 60 m.def
    PIE - gain 15 p.def&m.def and +10 HP per cursed acc. equipped
    LUK - weapons use LUK instead of their regular stat

    Charlie
    STR - Lv2/3 techs inflict "wood coat" effect unless fire saber is active
    AGL - enemies spawn with -20 evade
    VIT - 50 maxHP, 10 p.def&m.def
    INT - light&dark elemental spells deal more damage
    PIE - Tinkle Rain recovers 150 HP for target when clearing a status effect
    LUK - spells cost 20% MP less, min 1 (party); does not change displayed cost

    Lise
    STR - 20% more attack, non-critical regular attacks deal half damage
    AGL - weapon cooldown -7 (party)
    VIT - enemies spawn with -15 attack
    INT - can equip any weapon and armor
    PIE - recover 3 MP when using a Lv2/3 tech
    LUK - party takes 1/8 less damage from spells


    current item changes:

    *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

    *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

    *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


  2. I assume you mean Merugene?

    This version is a bit stricter on the element gimmick than vanilla's where you could just bruteforce it with physical.
    But in comparison she always uses a spell of her current "type" after form change instead of fight/wait for 1-2 rounds where you could only blindly guess in vanilla.
    Her forms are fire, ice, bolt and wind - the last replacing a non-elemental high p.def form - each form has one unlisted weakness out of the same elements.
    E.g. if she form changes and then casts ice she is weak to fire.

    Same as vanilla she always starts with the form weak to fire.
    Technically you can bypass the entire gimmick with the pierce passive but she takes 3x damage from her proper weakness so it'd still be worth it to play along.

    On 30.10.2020 at 5:58 AM, windydude said:

    the arcanist, in particular, has a bunch of very specific abilities that seem powerful, but i'm not much of an arithmetician myself so i'm having trouble cracking any "broken" uses. if anyone's got any tricks or tips for using the arcanist, i'd love to hear them :`) 

    !Scan is your friend for L3/4, Odd/Even, Crusher and XXXX.
    If the weaknesses line up, cast the damage+status spells and then follow up with GrimWail.
    For ChainBolt you want 5+ enemies at the same time.


  3. On 30.10.2020 at 9:21 AM, windydude said:

    out of curiosity, i looked to see if any of the other weapons which procced job actions were working with !Fight. haven't made it to the phantom village for the thief knife yet, but Dancing Dagger was able to proc !Dance just fine. Sword Dance and Jitterbug Duet landed as expected in my test as well.

    ok so that more or less proves my suspicion, only x-fight and twincut use the variable. and the later is on no weapon.

    12 hours ago, verninater said:

    So just to be clear any boss can be afflicted with any status ailment now if you try hard enough and mess around with the element board?

    technically yes, but elementally resisted status effects require a ton of effort and high magic stat so it is most likely never worth bothering. status effects work less on rng now and more on a status damage variant. if your magic is too weak and they resist the status the damage may be in fact 0 making it impossible.

    12 hours ago, verninater said:

    Also i am horrible at the game probably but i always die any more from the sap caused by the element bored and i dont know how to remove it after makeing the board in my faver...pure doesnt work on that verson of sap so i dont know what to do to prevent it

    if you mean the sap from:
    2 water + 2 earth = 4 poison, set swamp effect
    try praising the sun:
    2 fire + 2 light = 4 sun, removes swamp effect, dot vs undead units, heal user if consumed

    also the dot from swamp is poison element so units weak to poison take much more damage from it.

    if instead you mean the sap from:
    2 wind + 2 void = 4 vacuum, massive dot
    get the icons ASAP out of the field. that one is basically "you die" level of damage


  4. do you have access to normal !x-fight? does the same happen if you use that with the bow?

    current theory:
    skills procced by weapon don't carry over the hit count value or set it to 0 (a value only used by meteo in vanilla).
    so it pre-calculates hits until hit attempts equals 0 and if you start at 1 and only increment... a lot of stuff gets written to memory where it shouldn't be...


  5. chance for chest at all:
    1/3, independant of monster type

    chance for rare item is:
    ((LUCK+5) x LUCK) / 10 + flat chance from enemy out of 100

    if it results in a rare item it is simply 1/6 for each of the possible rare drops
    if it results in a common drop instead, 1/3 for each common drop, straight forward really

    there's a routine in the game that runs every so often (after every kill?) and if it sees that you have 20+ luck it just randomly decides to max your luck out.
    I don't know why it is there but it is.
    Combine it with the above and you get a rare drop rate of "yes" or at least very close to it.


  6. 47 minutes ago, hmsong said:

    I shall mitigate that, as soon as I figure out how (shouldn't be a problem).

    11C3E0-area one row per enemy
    11C3E0   - base chance rare drop pre luck
    11C3E1-6 - all 20? seem unused
    11C3E7-C - rare items
    11C3ED-F  - common items

    47 minutes ago, hmsong said:

    It may give me ideas on new things that I never even thought about.

    Like it being impossible to get the "common" items once you get 20+ luck?


  7. On 15.8.2020 at 4:49 PM, Highandry said:

    Also I found a bug, I'm not sure if it is in the vanilla rom or not.. but when you cross over the waterfall with the fairy early on and cross back over to back track to jadd (I was low on supplies) there are lvl 17 enemies there.  Since I had Kevin + Duran I could dispatch them pretty easily and was getting 2k exp per kill.  Needless to say I abused it to get over leveled for the area and went back to face the boss haha.

    Going by the code this would be more a sequence break than a bug.
    Maybe that is the reason the rabite family gives so pitiful exp - they might have known of this and lazily patched it that way.

    Well, there's not much I can do against people that love to grind.


  8. that has got nothing to do with each other at all;
    you go and demand I change the hack even further away from what my vision for it is and I say no to that,
    but that doesn't say anything about me working around how BSNES handles mirrored rom sections different (fucking LoRom), the specs I have disagree with the behaviour of BSNES, in older versions it worked, so dunno. not a concern atm, got other stuff that has priority.


  9. 3 hours ago, rpschamp said:

    I think Praetarius plans to nerf these by taking away the heal on Level 1 tech, though, which should nerf them by up to 50%, depending on how you use your double-hitters. This might be sufficient.

    It will only proc on crits and counters.

    3 hours ago, rpschamp said:

    While this is not a debilitating problem for high Luck builds (which happens to be my entire current team), I can imagine this would really hurt casters that ignore their Vitality and Luck stats. Maybe this is intended?

    From what I've heard noone ever skimps on VIT and half the caster have luck as secondary damage stat.

    Overall I think the threat of crits is overstated; I had a test Angela with 15 VIT (never put a point there) take a measly 100~120 damage from lv90+ Nightblades on a non-crit.
    She'd still need 4-5 crits to die - and I'm not a fan of facetankable content.