BTB

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  1. Celes Chere Dog of the Empire BASE STATS Vigor: 36 / Magic: 36 / Speed: 36 / Stamina: 36 HP: 120 / MP: 30 BatPwr: 32 / Def: 42 / M.Def: 30 / Blk%: 12 / M.Blk%: 6 EQUIPMENT Weapons: Swords, Maces, Thrown Weapons --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Helmets, Veils, Crowns, Hats Body: Heavy Armor, Medium Armor, Dresses, Robes, Vests SKILLS Runic - nullify the next black, gray, or white spell cast by any character (friend or foe) and absorb its MP cost ??? - Stamina/HP ESPERS Ramuh - Vigor+2 ----------------------------- 32 MP: bolt damage (Magic) on all foes Siren - Magic+1/Speed+1 ---------------- 16 MP: sets Bserk on all foes Shiva - Magic+2 ----------------------------- 32 MP: ice damage (Magic) on all foes Phantom - Vigor+1/Stamina+1 ------- 16 MP: sets Vanish on party Seraph - HP+30/MP+15 ---------------- 80 MP: sets Rerise on party Crusader - HP+60 ------------------------ 80 MP: dark damage (Magic) on all foes Alexandr - Stamina+1/Speed+1 --- 99 MP: massive holy damage (Magic) on all foes SPELLS Ice (lv. 6) Ice 2 (lv. 12) Ice 3 (lv. 24) Bolt Bolt 2 Bolt 3 (lv. 30) Holy Merton Demi Quartr (All of Celes's black spells except Demi/Quartr scale with Magic) --- Rasp Bserk Slow Safe (lv. 21) Haste Float Scan (lv. 9) Dispel (lv. 15) --- Cure (lv. 1) - Magic Cure 2 - Magic Life Rerise Remedy - Stamina Regen - Stamina
  2. Updated for 1.10. Sabin is seeing a LOT of changes here, most obviously that Aurabolt is learned much earlier now, pushing back Fire Dance and Mantra and reverting him to the classic "vanilla" Blitz order. Since Sabin's stamina-boosting esper doesn't also raise his HP like Cyan's does, he wants the offensive benefits sooner rather than later, and for the first half of the game Stam-WOW Sabin will hit just as hard on average as Slap-Chop Sabin does with Suplex. However, Sabin was initially designed as a high-strength character who likes his physical options regardless of build, and the changes to Aurabolt now push that: it no longer ignores defense as his physical blitzes do and it no longer ignores row so that he will never be in a position where his physical blitzes are doing half damage to Aurabolt's full damage. He does eventually pick up a ranged stamina attack with Sonic Boom, but it's more of a sweeper than a viable single-target damage option. Perhaps most importantly for Stam-WOW Sabin, the Mantra formula has been greatly improved to favor stamina over HP growth, and is now on par with other "big" healing attacks (on a stamina build, at least - it's serviceable on a vigor build, but noticeably weaker). Vigor Sabin, on the other hand, sees something of a nerf in that Suplex no longer sets Slow since he has regained access to the spell (Suplex setting slow was *nice*, but confusing to most players who didn't know what it was doing and OP to veteran players who did). On the positive side of things, however, his endgame claws are stronger (namely the Stormfang), and he gets earlier access to both the Spirit Claw (now for sale by the travelling merchant - and necessary to slow the Phantom Train) and Poison Claw (now for sale at Nikeah). The changes to Sabin's spell list are fairly uninteresting because he's, well, Sabin. He loses Mute (which he wasn't supposed to have in the first place - Stray having it was a bug) in favor of Sleep and loses Bserk to get back Slow. While this is an overall reduction in his status coverage, it's worth noting that he retains control over three very debilitating statuses - Imp, Stop (now on Suplex), and Sleep - that are relatively uncommon on other characters.
  3. Sabin Rene Figaro "Well don't that just beat all..." BASE STATS Vigor: 48 / Magic: 24 / Speed: 36 / Stamina: 42 HP: 144 / MP: 0 BatPwr: 64 / Def: 42 / M.Def: 42 / Blk%: 18 / M.Blk%: 12 EQUIPMENT Weapons: Claws --- Shield: - Head: Masks, Hats Body: Light Armor, Robes, Vests SKILLS (Blitz) (Note: all Blitzes are untargetable) Pummel (lv. 1) - physical attack (Vigor); sets Sap Suplex (lv. 9) - stronger physical attack (Vigor); ignores defense, sets Stop Aurabolt (lv. 12) - Stamina-based (magical) holy attack; damage halved from back row Fire Dance (lv. 15) - fire damage (Magic) to all foes Mantra (lv. 20) - restores HP to Sabin's allies (Stamina and current HP) Chakra (lv. 25) - restores MP to Sabin's allies (Stamina) Sonic Boom (lv. 30) - Stamina-based (magical) wind damage to all foes Bum Rush (???) - strongest physical attack (Vigor); ignores defense ESPERS Stray - Stamina+2 ------------- 24 MP: revives all fallen allies to 250 ~ 500 HP Golem - HP+20/Vigor+1 --- 48 MP: blocks physical hits for party (durability = caster's max HP) Terrato - HP+60 ------------- 64 MP: earth damage to all does (Magic) SPELLS Quake - Magic Drain - Magic --- Imp Sleep SleepX Slow Safe Float
  4. Updated for 1.10. Strago's abilities see quite a few changes here, most notably a hard focus on X-Dark (which is now stronger and more expensive) as his best single-target damage while Raze loses its "poison" element along with a little bit of its power to make it a more of a general-purpose attack (that's now slightly weaker than Dark) until Dark is obtained. Refract is more expensive - and rightfully so - due in part to Reflect's changed behavior in 1.10, but mostly just because it was undervalued before due to how useful the Image status can be. Blow Fish, finally, no longer has an MP cost: a major boon to you LLG freaks out there, but otherwise unremarkable since its damage is insignificant in a normal game environment and the change was done primarily so that enemies who use it did not need MP (and Mute would not prevent it - i.e. Phunbaba). On the spell side of things, Strago loses Sleep (not that he needed the extra status coverage) and gets Warp back... for what good that will do him. Strago also gets the only EL change in 1.10: an increase in the MP offered by Zoneseek, which previously was of little interest to him since Carbunkl offered more (albeit with no magic bonus). This increase draws a much clearer line in the sand for Strago's EL options: Shiva/Zoneseek for a magic build and Carbunkl/Odin for a stamina one. And speaking of Stamina Strago... the old man loses his ill-advised ability to equip maces in 1.10, but in return gains access to a new weapon that looks like a rod but is basically a 1-handed Mutsunokami. As the random wind damage from such weapons is now stamina-based, this at last gives Stamina Strago an actual offensive option aside from Odin. But perhaps much more importantly is an updated Regen formula that favors stamina over maximum HP, thus resulting in a massive buff for "Viagra" Strago's... *ahem* longevity. (Updated: 09/08/18)
  5. Strago Magus Get Off My Lawn! BASE STATS Vigor: 24 / Magic: 48 / Speed: 24 / Stamina: 42 HP: 18 / MP: 60 BatPwr: 16 / Def: 24 / M.Def: 36 / Blk%: 6 / M.Blk%: 18 EQUIPMENT Weapons: Rods --- Shield: Light Shields, Elemental Guards Head: Crowns, Hats Body: Hides, Robes, Vests SKILLS (Lore) Aqua Rake (18 MP) - water damage to all foes (Magic) Bad Breath (16 MP) - sets Poison/Blind/Mute on a group of foes Black Omen (72 MP) - massive defense-ignoring damage to all foes (Magic) Blaze (12 MP) - fire damage (Magic); sets Sap/Blind, can target multiple foes Blow Fish (0 MP) - 1,000 damage Discord (5 MP) - sets Muddle/Bserk on one foe Holy Wind (30 MP) - restores HP to party by an amount equal to Strago's current HP Raid (15 MP) - absorbs HP/MP from foe (Magic); ignores defense Raze (36 MP) - heavy fire damage (Magic); may set Sap/Poison Refract (25 MP) - sets Image/Rflect on an ally Shield (48 MP) - sets Safe on party Tsunami (64 MP) - heavy water damage to all foes (Magic) --- X-Magic (replaces Magic) - cast two spells instead of one ESPERS Shiva - Magic+2 ------------------------ 32 MP: ice damage (Magic) on all foes Carbunkl - MP+25/Stamina+1 --- 24 MP: sets Rflect on party Zoneseek - MP+20/Magic+1 ---- 48 MP: sets Shell on party Odin - Stamina+2 ------------------ 99 MP: massive non-elemental damage (Stamina) to all foes; ignores defense SPELLS Ice - Magic Ice 2 - Magic Dark - Magic X-Zone --- Osmose - Magic Stop Slow Shell Rflect Warp
  6. Updated for 1.10. Locke... really isn't changing much here. He gets a boost to his base stamina in celebration of the fact that people actually run him as full Kirin these days and he likes the reduced summon costs for Ramuh and Ifrit more than the girls do, but that's about it.
  7. Locke Cole Thief "Treasure Hunter" BASE STATS Vigor: 36 / Magic: 30 / Speed: 42 / Stamina: 36 HP: 66 / MP: 0 BatPwr: 32 / Def: 36 / M.Def: 30 / Blk%: 24 / M.Blk%: 12 EQUIPMENT Weapons: Knives, Swords, Thrown Weapons --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Light Helmets, Masks, Hats Body: Medium Armor, Light Armor, Vests SKILLS Steal - steal an item from a humanoid opponent (Speed); turn is free if successful Mug (replaces Steal) - adds a physical attack (Vigor) to Steal X-Magic (replaces Magic) - cast two spells instead of one ESPERS Ramuh - Vigor+2 ----------------- 32 MP: bolt damage (Magic) on all foes Kirin - HP+30/Stamina+1 ---- 24 MP: restores party's HP (Magic) and sets Regen Ifrit - Speed+2 ------------------ 32 MP: fire damage (Magic) on all foes Phoenix - HP+30/MP+15 --- 80 MP: revives all dead allies to max HP SPELLS Fire Fire 2 Fire 3 Bolt Bolt 2 Demi Drain --- Cure Cure 2 Cure 3 Life Life 2 (All of Locke's spells scale with Magic except Demi and Life/Life 2)
  8. Updated for 1.10, and there's quite a lot going on here. Vigor Cyan gets a buff through higher base BatPwr and a Tempest that is now stronger on average (although it no longer ignores defense - that's what Dispatch and dragon are for), while Stam Cyan sees a slight nerf to Dragon's power along with the Kazekiri/Mutsunokami procs now being stamina-based. Eclipse is reverted to being magic-based so that it scales the same regardless of build and doesn't compete with the wind blades for damage (which it shouldn't - the Blinding effect is meant to be its primary draw). Speaking of magic, Cyan's base is now back down to the bare minimum as I effectively shrug my shoulders at the concept of Cyan's attack magic serving any actual purpose (although he does get Merton now in place of Holy and I find the prospect of someone getting mileage out of it hilarious). Cyan's magic is for cure spells, and that's not something he's meant to be especially good with (although Regen can still pack quite a punch on a stamina build). He also no longer gets any magic boosts from his weapons, instead seeing stamina become the common stat on all katanas and his "magical" ones now also offering speed boosts. (Updated: 08/23/18)
  9. Cyan Garamonde Retainer to the King of Doma BASE STATS Vigor: 42 / Magic: 24 / Speed: 30 / Stamina: 30 HP: 132 / MP: 0 BatPwr: 64 / Def: 42 / M.Def: 36 / Blk%: 18 / M.Blk%: 6 EQUIPMENT Weapons: Katanas --- Shield: - Head: Helmets, Hats Body: Heavy Armor, Medium Armor, Vests SKILLS (Bushido) (Note: all Bushidos are untargetable) Dispatch (lv. 1) - strong physical attack (Vigor); ignores defense, 2x damage to humans Mindblow (lv. 8) - MP damage Empowerer (lv. 10) - absorbs HP/MP from foe (Magic); damage halved from back row Flurry (lv. 12) - four physical attacks (Vigor); sets muddle Dragon (lv. 16) - Stamina-based (magical) attack; may petrify Eclipse (lv. 20) - non-elemental damage (Magic) to all foes; sets Blind Tempest (lv. 30) - four powerful physical attacks (Vigor) Cleave (???) - instant death to all foes ESPERS Kirin - HP+30/Stamina+1 --- 24 MP: restores party's HP (Magic) and sets Regen Bismark - Vigor+2 ------------ 32 MP: water damage (Magic) on all foes Crusader - HP+60 ----------- 64 MP: dark damage (Magic) on all foes SPELLS Storm - Magic Merton - Magic Demi Quartr --- Cure - Magic Cure 2 - Magic Life Regen - Stamina
  10. Updated for 1.10. The nerf to his base speed is undone by a +5 speed bonus now on one of his special relics, and I finally went ahead and axed his (completely unused) magic stat. Also, Umaro can now wear the Skull Cap you find in Kefka's Tower.
  11. Umaro Hulk Smash! BASE STATS Vigor: 90 / Magic: - / Speed: 24 / Stamina: 90 HP: 255 / MP: 0 BatPwr: 99 / Def: 60 / M.Def: 60 / Blk%: 6 / M.Blk%: 6 EQUIPMENT Weapons: Clubs --- Shield: - Head: Skull Cap Body: Parka SKILLS Fight - just a regular attack (Vigor) Tackle - same as above (Vigor), but ignores defense Rage (???) - throw a random ally at a foe for critical defense-ignoring damage (Vigor) Blizzard (???) - massive ice damage (Stamina) to all foes ESPERS Nope SPELLS HahahahahahahahahahahahahahaNO
  12. Updated for 1.10. Nothing to say here except that Gogo can't wear robes anymore.
  13. Gogo Slave to the Power of Death BASE STATS Vigor: 30 / Magic: 30 / Speed: 30 / Stamina: 30 HP: 0 / MP: 0 BatPwr: 16 / Def: 24 / M.Def: 24 / Blk%: 24 / M.Blk%: 24 EQUIPMENT Weapons: Knives, Rods, Brushes --- Shield: Light Shields, Elemental Guards Head: Crowns, Hats Body: Light Armor, Hides, Parkas, Vests SKILLS Mimic - repeats the last action taken by any ally --- Gogo's command list consists of Mimic and three of *any* other command/skill ESPERS Gogo cannot equip espers SPELLS Gogo can use any spell that anyone else in the current party can use
  14. Updated for 1.10. Not much to see on the surface except for a doubled MP cost for Fenrir; like Setzer, Shadow's major changes in 1.10 are a significant overhauling of his weapons. Of particular note is that the Kazekiri/Mutsunokami procs are now stamina-based and the Kusarigama is now an anti-human "net" weapon available in the Zozo era.
  15. Shadow Real Ultimate Power BASE STATS Vigor: 42 / Magic: 36 / Speed: 42 / Stamina: 36 HP: 24 / MP: 0 BatPwr: 24 / Def: 30 / M.Def: 30 / Blk%: 24 / M.Blk%: 24 EQUIPMENT Weapons: Ninja Daggers, Knives --- Shield: - Head: Light Helmets, Masks, HatsBody: Medium Armor, Light Armor, Vests SKILLS (Throw) Ninja Stars - physical attack (Vigor); ignores defense, may target multiple foes Knives - stronger physical attack (Vigor); ignores defense Scrolls - Fire, bolt, or water damage (Magic) to all foes (split damage; more effective vs. a single foe) Smoke Bomb - sets Image on a party member ESPERS Phantom - Vigor+1/Stamina+1 --- 16 MP: sets Vanish on party Fenrir - Speed+2 ---------------------- 48 MP: sets Image on party SPELLS Haste HasteX Float Warp Dispel --- Regen - Stamina Rerise (???)
  16. Updated for 1.10. Not much on the surface here - just a new option for Sap (and AoE Poison) through his magic and higher MP costs for Shoat and Seraph. The big changes for Setzer in 1.10 are improvements to his weapons, namely the Tarot (now slightly stronger than an Avenger vs. undead bosses) and Viper Darts (now use MP for critical hits instead of being an insta-kill weapon)
  17. Setzer Gabbiani The Angel & The Gambler BASE STATS Vigor: 36 / Magic: 30 / Speed: 30 / Stamina: 24 HP: 60 / MP: 0 BatPwr: 24 / Def: 36 / M.Def: 24 / Blk%: 12 / M.Blk%: 12 EQUIPMENT Weapons: Casino Weapons (Dice/Darts/Cards), Knives --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Helmets, Hats Body: Heavy Armor, Medium Armor, Vests SKILLS (Slots) Solitaire (3 diamonds) - Magic damage to all foes; sets Blind Trifecta (3 chocobos) - Magic damage to all non-floating foes; sets Sap Blackjack (3 airships) - Magic damage to all foes; ignores defense Roulette (3 bars) - summons a random esper Jackpot (3 7's) - revives all fallen allies; Magic determines amount of HP restored Go Fish (losing spin) - restores HP to entire party (Magic) --- GP Toss (replaces Slots) - throw GP at one or multiple foes (Stamina); ignores defense, damage is reduced for each additional target ESPERS Shoat - Magic+2 --------------- 48 MP: sets Stone on all foes Seraph - HP+30/MP+15 --- 80 MP: sets Rerise on party Starlet - Stamina+2 -------- 80 MP: restores party's HP to max & lifts *all* bad statuses SPELLS Sap - Magic Poison - Magic Doom --- Cure 2 - Magic Cure 3 - Magic Rerise Remedy - Stamina Regen - Stamina RegenX - Stamina
  18. Updated the changelog again. Clarified some of the tentative/unclear points about enemy stats and behavior, finalized all of the rage changes (hopefully), and swapped around the Poison/Bio (now "Sap") spells.
  19. Updated for 1.10. Loses Bserk/Rasp and gains Stop/Mute, but that's about it.
  20. Terra Branford The Power of Love BASE STATS Vigor: 30 / Magic: 42 / Speed: 30 / Stamina: 30 HP: 60 / MP: 45 BatPwr: 32 / Def: 30 / M.Def: 36 / Blk%: 6 / M.Blk%: 12 EQUIPMENT Weapons: Swords, Maces, Thrown Weapons --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Helmets, Veils, Crowns, Hats Body: Heavy Armor, Medium Armor, Dresses, Robes, Vests SKILLS Morph - 50% bonus to all damage/healing output, double damage taken (Stamina reduces incoming damage penalty to a minimum of 25%) ESPERS Maduin - Magic+1/Stamina+1 ----- 48 MP: defense-ignoring wind damage (Magic) on all foes Unicorn - HP+30/Stamina+1 ------ 36 MP: restores HP to party (Stamina) and lifts most bad statuses Carbunkl - MP+25/Stamina+1 --- 24 MP: sets Rflect on party Bismark - Vigor+2 ------------------- 32 MP: water damage (Magic) on all foes Tritoch - Stamina+2 --------------- 64 MP: fire/ice/bolt damage (Magic) on all foes Phoenix - HP+30/MP+15 ------- 80 MP: revives all dead allies to max HP Ragnarok - MP+40 --------------- 99 MP: 9,999 damage to one foe SPELLS Fire (lv. 4) Fire 2 (lv. 10) Fire 3 (lv. 20) Ice 3 Bolt 3 Break Storm Ultima (All of Terra's black spells scale with Magic) --- Muddle (lv. 6) Mute Imp (lv. 8) Stop Slow (lv. 16) Shell Rflect Scan --- Cure (lv. 1) - Magic Cure 2 - Magic Cure 3 - Magic Life Life 2 (lv. 20) Remedy - Stamina Regen - Stamina RegenX (lv. 30) - Stamina
  21. ...and that is why we don't do superbosses. @Reiker RE: Stamina Sabin, it's basically Chakra/Mantra, to be perfectly honest. The new Mantra formula is a fairly notable buff.
  22. The answer to this one is pretty easy: working with smaller numbers is exponentially easier than larger ones, and balancing within a smaller range of possible levels is easier than with a larger one. I didn't "lower the cap" so much as I just shrank the total range I was working with - consider level 50 in BNW the equivalent of 99 in vanilla. Although the level cap is advertised as 50, players will generally never see it. I'm a firm believer in that the player should never *see* the invisible boundaries, so to speak, so you're generally not going to get very far into the "soft" cap that starts at the late 30's.
  23. ROM expansion isn't necessarily the magic bullet that everyone thinks it is. Practically speaking, the primary tool used to accomplish it only creates more space in the enemy AI bank (which I presently just freed up 500 bytes and counting from in script rewrites) and the dialogue bank. I have refused to expand the ROM needlessly because I'm a firm believer in that restrictions breed creativity and I can assure you that a lot of what's currently in Brave New World would never have been thought up if infinite free space gave me carte blanche to shit up the AI bank with anything I wanted.
  24. Both of the things that Ecclesiastes mentioned are known bugs with no way (as far as I'm aware) to resolve them.
  25. Updated the changelog again, most notably with some more rage changes (which have been affected by me working on - and also renaming quite a few - enemies) and put in mention of a few new hacks courtesy of Seibaby and Think. Also put in a note about a little save point we added before a certain optional boss fight...