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Posts posted by praetarius5018
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It sounds like you bought no skills at all which affects your stats.
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1 hour ago, Nesouk said:then his Lava Wave is dangerous as it deal over 100 damage to everyone with apparently no way to reduce it
it ignores defense and is non-elemental so I can only think of magic power debuff and evil shamans weapon (well, and difficulty setting). if all else fails you can use the armor that lets you defy death at cost of mp
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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 hitsHawk
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 statCharlie
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 costLise
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 -
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. -
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 consumedalso 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 -
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... -
Did you check the magic tab in the xls?
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Does that apply to the rest of your party too?
Can Faris still gain ABP or is that properly frozen?
If you sum her job levels up does it actually come up to 31?
Might just be a display error there. -
unless I misremember we have
232 skills alone across the new skill sets
18 spells each for white,black,time,spellblade
15 summons
30 blue spells
8 songs
and technically a ton of monster-only skills you can imitate via mimicso yeah, looking up is basically mandatory
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as alternate ids I have:
Bill/Ben: 63, DA
Lugar: 69, D7
Koren: 6F, AF
Deathjester: 70, B4
Jagan: 71, B2
Heath: 74, B5
Dangaard; 78, 107make sure you change the exp value BEFORE you enter the room.
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They should use 110DF6 and 111EB2 for that.
For the human sized bosses there always seem to be 2 full stat version and it is chosen randomly which gets used. -
That sounds way better than trying to meddle with potentially story related triggers.
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I wouldn't count losing access to the item a bad thing; magic reflection can be quite broken or useless with little to no middle ground.
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same, also I don't see the point in fretting over a few chest chances.
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The former.
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chance for chest at all:
1/3, independant of monster typechance for rare item is:
((LUCK+5) x LUCK) / 10 + flat chance from enemy out of 100if 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 reallythere'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. -
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 items47 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?
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5 hours ago, hmsong said:RR~SS: DEF stat (DEF = [VIT x RR] + SS
TT~VV: M.DEF (not sure how this works)
it works the exact same as p.def
T1T2 stat factor for both magic defenses (byte T1 is x int and T2 for pie)
UU m.def (int)
VV m.def (pie)m.def (int) = [INT x T1] + UU
m.def (pie, hidden) = [PIE x T2] + VV -
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.
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only old versions of Snes9x have shown problems, more recent ones were fine.
well, as fine as sd3 can run. -
Sounds like you equipped the undead armor, all items have effects, not just stats, check the xls sheet for details.
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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. -
4 hours ago, Animebryan said:I don't know why you didn't just allow the player to erase skills individually or at least expand the skill slots.
My original design idea was 20 skill slots and no reset at all.
So the only change I'd go for is exactly that. -
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.
Lufia 2 - Age of the Sinistrals
in Development Discussion
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Lets see... readme? changes overview list? the second sentence of the description of the hack? not enough?