praetarius5018

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Posts posted by praetarius5018


  1. 7 hours ago, hmsong said:

    I thought about what you said about making all spells INT based and making M.Def based on PIE.  Hmm.  In addition to it probably being not an "easy fix" (meaning I probably can't do it), it would make Carlie quite useless in fights, even more so than she already is.  Then again, that might be a good thing.

    She has 1 INT less than PIE. And Angela already has to deal with the same split because light spells are PIE based.

    7 hours ago, hmsong said:

    However, not much was tested --  for all I know, one boss may have some absurd AGI or something and just one-shot my party.

    Btw, for the multiplies for spells (ex: 11994E for Diamond Missile), I know that 00 is INT attack, 10 is PIE attack, and 20 is AGI attack.  But what is 30?  Spells like Hypercannon, Spiral Moon, and Hell Cross seems to use it.  I don't think it's based on STR (although I haven't tested on it), but I highly doubt it's LCK based either.  I can't tell at all.

    30 is STR. Every boss aside from Heath and Koren uses Lise's stat base so there is no boss that would have sudden absurd AGL or anything. In fact STR is her highest stat - that is probably the reason boss unique spells are based on STR, they've already used the max multiplier of 15 and that wasn't enough with her other stats.
    On the downside that makes those spells be subject to the higher p.def so that doesn't even help as much as it could.


  2. SPI wouldn't help much, that is 4 damage less taken per point.
    M.def in general is a rather weak stat, imo.
    Spells are rarely thrown at you (boss-only spells are mostly physical even), the best you can get is 8 damage reduction per point (physical goes up to 15), and then half of them are INT other PIE based defense. For a rebalance it might make more sense to make all spell damage INT based and unify the m.def to PIE or something like that, so you are not getting nothing out of your displayed m.def 90% of the time.


  3. I don't think this would be an improvement.
    Considering the lack of mobility in vanilla it would be hard to get out of range.
    And the game has some issues with registering hits sometimes especially at the outer parts of your attack hitbox. There's a whole range where it first thinks the hit would succeed and then at the end doesn't.

    I mean with those cases it would be more consistent if the TP is used up the moment you press the tech button but... still feels like stealing.


  4. 8 hours ago, hmsong said:

    Also, could you please tell me the levels of the bosses that I previously mentioned?  I'd really appreciate it.

    I don't know the exact levels but bosses are either the same level as the mobs in their dungeon or at most 1 level higher.
    So that range should be around L4 to 12.

    Lv1 tech:
    Any specific edit there would be a mess.
    You have the x1.5 multiplier which imo should stay because that is the point of the Lv1 tech.
    Then you have the power up buff, kinda needed to make regular attacks not suck.
    Saber element? if I remember right it uses the same function as spell element so changing that would also nerf spell casting.
    You could remove/nerf the day bonus but that affects spell damage as well.

    Your best bet would probably be moving the defense subtraction to the start when (power up modified) attack is loaded but that changes basically the whole game.


  5. 5 hours ago, hmsong said:

    Hmm.  How do I search for the attack power value?  I can search for things like experience and gold, since there's a specific number that I can search for, but for the attack value, I don't know how.

    On 6/6/2020 at 4:40 PM, hmsong said:

    Seiken Densetsu 3 (J)[Eng][Hack]_00000.png

    The picture offers a different opinion.

    5 hours ago, hmsong said:

    The issue I have with weakening all melee attack isn't because of the end-game -- that makes perfect sense to weaken the melee.  It's the beginning 1/3 of the game (before 1st class change).  The grind takes forever, because regular enemies take forever to kill.  And the bosses are even worse.  I couldn't even beat Full Metal Hugger at Lv6 (that's overleveled in that point of the game, since the enemies only give 3~4 exp).  I had to hack and give myself infinite money to buy 9 chocolates and candies and puipui grass, and even then, I only barely beat it (I only had 2 characters -Duran and Angela).

    I got 2 reviews on the bugfix patch and that is one of the few things they didn't complain about, how come?


  6. 4 hours ago, hmsong said:

    Okay, what is the address on Kevin's attack power value?  I don't think you're referring to the "level stat limit".

    Correct, I'm referring to the actual ingame value.

    You'll have to search for it in RAM since hero data can actually move around.

    4 hours ago, hmsong said:

    That's true.  Okay, then is there a way to make Lv1 tech worse?  I feel like Lv1 tech is the real problem here.  For example, is there a way to make the Lv1 bar be "spent", whether you hit the enemy or not?  It doesn't seem like you used that idea for Sin of Mana, so you may want to make that for Sin of Mana 2.0.

    That would only make the game more frustrating.

     


  7. 17 minutes ago, hmsong said:

    Personally, I dislike the decreasing the melee power to that magnitude, since that makes each battles (esp before the 1st class change) take forever.  But you must have your reasons for doing that.

    Because melee damage is stupid OP, especially with "fixed" crits.
    240 attack in endgame vs 220 defense?

    20 damage normal.
    80 damage crit (with the nerfed "25%" increase)
    140 damage L1 tech
    380 damage L3 tech

    with power up (33% increase version):
    100 damage normal
    180 damage crit
    260 damage L1 tech
    580 damage L3 tech

    with power up AND saber vs weakness:
    260 damage normal
    380 damage crit
    500 damage L1 tech
    580 damage L3 tech (L2/3 techs in vanilla have no logic for elements)

    PER HIT, that was Hawk btw.

    18 minutes ago, hmsong said:

    Btw, is there a way to decrease Kevin's werewolf bonus?  I heard vanilla is 1/7 power boost, but I want to decrease its power boost further (1/10?).

    There probably is. I have no documentation on where it happens in vanilla.
    But with what you should've learned about logs recently you should be able to find it.

    Put a write breakpoint on Kevin's attack power value, activate the CPU logging and then have him transform until the breakpoint snaps.
    I recall that it was in the compressed section so prepare to sift through a couple thousand lines.


  8. 8 hours ago, hmsong said:

    When you said, "most enemies follow Lise's stats", do you mean her base class stats?  As in, if I increase stats from D14108~D14167, it would make normal enemies harder?

    I wrote the answer to your question in the part you even quoted...

    8 hours ago, hmsong said:

    Also, because 1.3b was so hard (I was barely doing any damage), so I tried v1.3b and vanilla.  And for whatever reason, v1.3b melee attack is doing only half the damage.  Could you check what's going on?  I feel like instead of halving the critical hit damage, you ended up halving the regular melee attack.

    I did indeed half all melee damage; regular, Lv1 and crits.
    So sounds like it is working as intended.


  9. That would not only be a ton of work, the result would also be grindy as hell.
    You have the same amount of content but need to level twice as many characters - party is limited to 3 characters so you'd need to take your B-team through everything you already did and especially make up for the exp lost from not facing the bosses.

    Even if that was possible, one playthrough would be 70% extra grind and over twice as long as one playthrough now.

    And that ignores the plotpoint of how the fairy has to choose one idiot to survive.


  10. 6 hours ago, rpschamp said:

     

    Also, are you considering putting any other learnable spells on equipment?

    Only the regeneration ring (cursed) so far.
    Since learning a spell should be a big(ger) deal now any item that teaches a spell would have to be cursed anyway.
    And imo no spell is as big a change as healing.

    6 hours ago, rpschamp said:

    Do I have this right? Or are there other reasons?

    More or less.

    For 2.0 I wanted to cut down a bit on mechanics that are "just there".
    Like you technically have a limit of 12 learnable spells but also 12 spell slots max, neither of which really matter in the game; as long as learnable <= spell slots one of those values is meaningless. Same with stat requirements for spell learning, yes it is there but in the end it doesn't really encourage a choice for the player, like most of Angela's spell require INT to learn, a stat she'd want anyway, so the learning "just happens".

    Does this change lead to more viable variants of the same class? Maybe, maybe not.
    Some spells are simply less valueable so it is very possible that for some classes there is an obvious "best".

    Same with the cursed attribute, it is present on one ring and that's it.
    That concept gets a little rework and a few more items that use, plus a potential Lv60 bonus that profits from the number of equipped cursed items.


  11. 22 minutes ago, rpschamp said:

    I love Bashkar (awesome colors, Bastard Slam; I'm actually playing him right now), but Warrior Monk gets Power Up, making him potentially a more powerful fighter

    No, Monk only gets Power Up if you beat the desert area before doing the class change.
    So if at all it matters for one area (desert -> snowfield -> class change).

    24 minutes ago, rpschamp said:

    If you REALLY want to make Bashkar unique, bring back Pressure Point for a 10-20% melee/tech boost after modifications.

    Not happening. There are already WAY too many buffs. Especially since everything stacks multiplicatively.

    26 minutes ago, rpschamp said:

    What if you made Counter Magic self-cast only, but also with an Matk boost so he could have a way to improve his Double Spell?

    So mind up?
    Considering a potential auto-buff armor is still on the table - nope.


  12. 32 minutes ago, rpschamp said:

    Since Dervish and Death Hand both learn Rockfall, why not also give it to Bashkar to give him something to do with his MP? With Bastard Slam, Bashkar seems like a guy who could throw some rocks.

    Not sure, it'd kinda ruin Bashkar's uniqueness.

    32 minutes ago, rpschamp said:

    So you're turning Warrior Monk into Dhalsim? Why not give him Fireball instead to bring him closer to Ryu?

    That would change not too much.
    Fireball is INT which is better on a Lv2/3 tech guy, breath AGL for L1 tech.
    Don't care either way.

    36 minutes ago, rpschamp said:

    I still think that something needs to be done with Counter Magic. I don't think many players would ever choose to learn this - God Hand is going to raise PIE anyways to boost his Heal Light, so it's not like he really needs this spell. Plus, no other class can use this. Maybe make it multi-target so at least its not a off-brand Magic Shield?

    He's already Mind Down, Aura Wave, Power Up, Life Booster, Protect Down and Counter Magic which is a lot options for support.
    Mind Down + Counter Magic is already maxed magic defense.
    I don't think he needs more.

    39 minutes ago, rpschamp said:

    If you really want to do this, then God Hand needs multi-target Life Booster.

    Apart from not having a non-crashing spell animation - nope, he already has more support option than I feel he should have.


  13. 19 minutes ago, rpschamp said:

    - God Hand trades Counter Magic for Lunatic or Holy Ball. Being stuck on single-target, Counter Magic is kind of a boring spell, especially with Magic Shield upstaging it. I would just get rid of it all together.

    I don't want Lunatic on GH since he already has Life Booster. And Holy Ball would make him too similar to Paladin.

    21 minutes ago, rpschamp said:

    I don't see why a monk would learn to breathe fire.

    He's a martial artist, OF COURSE he needs a proper breathing technique.

    22 minutes ago, rpschamp said:

    - Death Hand trades Rockfall for Fire Breath. He can learn Demon Breath later, so Fire Breath would be a reasonable precursor; plus, he already has enough elements without Earth.

    Kevin learns Flame Saber. I'm not ok with him getting such a good caster combo (L2 spell based on AGL which helps him in melee AND same element saber).
    For D. Breath you need Anti-Magic way more often and it runs on PIE after you have invested about 10 LUCK, 1/6 th of your total stat gain, just to unlock this one spell.


  14. As I said, I've no idea what to do with Kevin. There's only so little that fits him thematically.

    10 hours ago, Nesouk said:

    Must admit lore wise it's kinda weird seing Kevin get Double Spell.

    I didn't want to give all 4 classes the same spells and "god"hand having say over the elements doesn't seem too far off to me.
    Also its mostly meant as a penalty for going for high heal power early.
    Kevin was imo good enough as he was and with the change he gain up to 4 extra spells for free. I needed some garbage to fill his spell slots, really.

    10 hours ago, Nesouk said:

    Some requirement seems weird, like Death Hand need 22 PIE for Rockfall ? A spell that scales with Luck not mentionning you get Dark Force MT for only 15 PIE which IIRC is stronger. 

    Or Warrior Monk needing 25 AGL for Water Jutsu while he can get Power Down for only 18 PIE, and Power Down unlike Water Jutsu can be make MT with Whitelight Ring and isn't affected by elemental resistance, I don't know like it is I really don't see any reasons to go for Water Jutsu.

    Kevin gets bonus spell damage from PIE.
    But yeah, trading Rockfall and Dark Force makes sense, Power Down and Water Jutsu as well.

    So take 2:

    Spoiler

    God Hand:    29/29/32/28/29/29
    Heal Light (15 PIE), Moon Saber (18 PIE), Double Spell* (22 PIE)
    Mind Down (16 INT), Ice Saber (20 INT), Aura Wave (25 INT)
    Tinkle Rain* (16 AGL), Power Up* (20 AGL), Life Booster (25 AGL)
    Protect Down (15 LUCK), Saint Saber (19 LUCK), Counter Magic (23 LUCK)

    Warrior Monk:    28/30/31/29/28/30
    Transshape (15 PIE), Water Jutsu (18 PIE), Heal Light* (22 PIE)
    Leaf Saber (16 INT), Power Up* (21 INT), Mind Down (26 INT)
    Body Change (16 AGL), Energy Ball (20 AGL), Power Down (25 AGL)
    Speed Down (15 LUCK), Fire Breath (19 LUCK), Analyse (23 LUCK)

    Dervish:    29/30/33/29/28/29
    Fire Breath (15 PIE), Power Down (18 PIE), Anti-Magic (22 PIE)
    Moon Saber (16 INT), Protect Down (21 INT), Half Vanish (26 INT)
    Poison Breath (16 AGL), Energy Ball (20 AGL), Power Up (25 AGL)
    Speed Down (15 LUCK), Rockfall (19 LUCK), Analyse (23 LUCK)

    Death Hand:    30/31/32/30/27/28
    Rockfall (15 PIE), Leaf Saber (18 PIE), Dark Force* (22 PIE)
    Magic Shield (16 INT), Flame Saber (20 INT), Aura Wave (25 INT)
    Body Change* (16 AGL), Thunder Jutsu (20 AGL), Lunatic* (25 AGL)
    Speed Up* (15 LUCK), Dark Saber* (19 LUCK), Demon Breath* (23 LUCK)

     


  15. 8 hours ago, hmsong said:

    Heh, it seems like that vanilla's 33% power boost was more like an error than anything else.

    I'm quite certain it was done on purpose.
    They knew that magic was OP in Secret of Mana so they tried to be cautios here, too much really.

    8 hours ago, hmsong said:

    I'm gonna take down the No Skill Counter and TransShape fix from my patch, since your bug fix patch is simply better.  But may I have your permission to include the Aura Wave mod for my balance patch?

    Go ahead.

    8 hours ago, hmsong said:

    I don't know how complicated the "cast time in menu" fix is, but if possible, could you include that in the next fix only patch?  I feel like that's one of the more obvious glitches in the game.

    Very complicated, and it stays where it is.


  16. 4 hours ago, hmsong said:

    For vanilla, did Protect Up/Down and Mind Up/Down also change their stats by 33%?  (You already insinuated that Speed Up/Down didn't change anything, even when Agi/Eva were enabled, so let's put that aside)

    Def change was 25%, magic I think 25% for damage, 20% for defense.

    4 hours ago, hmsong said:

    For other spells and items that changes Powers (such as Hawkeye's Water Jutsu, Black Curse, and various magic items), would that also be reduced to 20%?

    They all use the same value, so yes.


  17. Kevin

    Spoiler

     

    base:        10/9/10/8/8/8
    no spells

    Monk:        15/14/18/13/14/14
    Power Up (16 CON), Heal Light (11 PIE)

    Bashkar:    16/15/18/14/13/13
    no spells

    God Hand:    29/29/32/28/29/29
    Heal Light (15 PIE), Moon Saber (18 PIE), Double Spell* (22 PIE)
    Mind Down (16 INT), Ice Saber (20 INT), Aura Wave (25 INT)
    Tinkle Rain* (16 AGL), Power Up* (20 AGL), Life Booster (25 AGL)
    Protect Down (15 LUCK), Saint Saber (19 LUCK), Counter Magic (23 LUCK)

    Warrior Monk:    28/30/31/29/28/30
    Transshape (15 PIE), Power Down (18 PIE), Heal Light* (22 PIE)
    Leaf Saber (16 INT), Power Up* (21 INT), Mind Down (26 INT)
    Body Change (16 AGL), Energy Ball (20 AGL), Water Jutsu (25 AGL)
    Speed Down (15 LUCK), Fire Breath (19 LUCK), Analyse (23 LUCK)

    Dervish:    29/30/33/29/28/29
    Fire Breath (15 PIE), Power Down (18 PIE), Anti-Magic (22 PIE)
    Moon Saber (16 INT), Protect Down (21 INT), Half Vanish (26 INT)
    Poison Breath (16 AGL), Energy Ball (20 AGL), Power Up (25 AGL)
    Speed Down (15 LUCK), Rockfall (19 LUCK), Analyse (23 LUCK)

    Death Hand:    30/31/32/30/27/28
    Dark Force* (15 PIE), Leaf Saber (18 PIE), Rockfall (22 PIE)
    Magic Shield (16 INT), Flame Saber (20 INT), Aura Wave (25 INT)
    Body Change* (16 AGL), Thunder Jutsu (20 AGL), Lunatic* (25 AGL)
    Speed Up* (15 LUCK), Dark Saber* (19 LUCK), Demon Breath* (23 LUCK)

     

    I'm not entirely sold on this.
    Since most Kevin classes have like 6-7 spells currently going up to 10 (out of 12) is a major buff.
    So I made his stat requirement much steeper than anyone else's, like usually it is 2-3 point between each spell here it is up to 5.

    And anyone that sees the sets of Godhand/Deathhand or W.Monk/Dervish as obvious counterparts is surly imagining things.