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Grimoire LD

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Re: New FF4 Hack Announcement
« Reply #255 on: May 04, 2011, 11:12:31 PM »
Alright, taking another crack at this. Leveling up outside of the caves is nearly unbearable, the most Exp. there is to be had is 100 for the three characters and the battles themselves take upwards to a minute due to what nees to be done.

Cecil is currently at 17 and Rydia at 14. Now I've gone back to fighting OctoVamp. Things I've learned...

Only when you first start the fight (and whittle down his arms) will he not counterattack Everything with Drain (but Lit which he counterattacks with several deadly Lits himself than a Drain). Though at that time the only things that can even pretend to damage him are Magic Fists and the Shadow sword (strangely enough) everything else does 1 Damage and ordinarily ends in a bad counterattack.

When you've "whittled him down" is when the fight is basically lost. With Blink on everyone he can't easily get through physical attacks but that doesn't matter when everything you do is met with Drain.

With the Darkness Sword Cecil does 53-100 damage to him, which is drained back up for anywhere from 80-120 damage. So Bacchus Wine is a necessity. When applied Cecil does anywhere from 70-205 damage, (205 being crits and the like) but the drains still seem to make that a largely futile effort.


And why is it exactly that Cecil continues to miss so much against this guy? As far as I'm aware the Darkness Sword's Accuracy is still pretty good and I saw that weird move that OctoMammoth does when you get rid of all of his Tentacles but it doesn't seem to do anything, just to be safe I used Eyedrops and a UniHorn, but to no avail. Why exactly at this point in the battle is OctoVamp this untouchable?

As I said before, I made it much further than this once upon a time and had little qualms with this particular part. Are you certain this fellow is acting as intended? Or am I just missing something so simple?

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Re: New FF4 Hack Announcement
« Reply #256 on: May 04, 2011, 11:59:51 PM »
Alright, taking another crack at this. Leveling up outside of the caves is nearly unbearable, the most Exp. there is to be had is 100 for the three characters and the battles themselves take upwards to a minute due to what nees to be done.

Tip: Tellah is not worth gaining levels for. Gaining levels for Rydia is worth your time outside. It helps a lot if you grind Cecil solo before getting Rydia (if possible)

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Cecil is currently at 17 and Rydia at 14. Now I've gone back to fighting OctoVamp. Things I've learned...

Only when you first start the fight (and whittle down his arms) will he not counterattack Everything with Drain (but Lit which he counterattacks with several deadly Lits himself than a Drain). Though at that time the only things that can even pretend to damage him are Magic Fists and the Shadow sword (strangely enough) everything else does 1 Damage and ordinarily ends in a bad counterattack.

Chocobo is a better solution. It has a stronger magic power base. Rydia needs to be @ level 15... she'll then have a chance to evade Drain (Rydia gets the magic defense multiplier). At some point Chocobo won't be an option, so you are better off trying to get Rydia to straight up heal.

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When you've "whittled him down" is when the fight is basically lost. With Blink on everyone he can't easily get through physical attacks but that doesn't matter when everything you do is met with Drain.

With the Darkness Sword Cecil does 53-100 damage to him, which is drained back up for anywhere from 80-120 damage. So Bacchus Wine is a necessity. When applied Cecil does anywhere from 70-205 damage, (205 being crits and the like) but the drains still seem to make that a largely futile effort.

Cecil needs the levels. If his attack multiplier doesn't get where it needs to be (somewhere around level 15 or above), then it's not going to be pretty.

Quote
And why is it exactly that Cecil continues to miss so much against this guy? As far as I'm aware the Darkness Sword's Accuracy is still pretty good and I saw that weird move that OctoMammoth does when you get rid of all of his Tentacles but it doesn't seem to do anything, just to be safe I used Eyedrops and a UniHorn, but to no avail. Why exactly at this point in the battle is OctoVamp this untouchable?

Instead of making the monster "get worse" (moving slower), it gets better. The monster gets increasing defensive + agility stats as you change it, minimalizing the damage you are dealing to it. It also gets evasion.. the same stuff used by Cagnazzo (shell mode) + Valvalis (spin mode) in their battle scripts.

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As I said before, I made it much further than this once upon a time and had little qualms with this particular part. Are you certain this fellow is acting as intended? Or am I just missing something so simple?

As I've said before... the earlier version has a greater magic multiplier (2) with the default Drain magic power (64). The current version has a weaker magic multiplier (1) with the FF4ET Drain magic power (80). I'm pretty sure that this more current version had been "nerfed" unless there's some other fact that I had not considered. I could nerf the Drain hit rate if that were the issue, but that would be as far as I'd go with that.

 :edit: I'd probably need to recall which older version had the older stats... to be sure.

Did you at least pick up some Healing Staffs from the Zombies? That is supposed to make the healing-damage issue bearable. Also, Silver Rings are the common drops from the TinyMages. That will help out in the magic evasion... Also... did you remember to buy the Cloth? There's a tradeoff that's probably worth taking.

 :edit:
Here's another thought... the original Octomammoth reacts to change from taking damage.. so you could arguably skip many steps or advance the monster's state by dealing crap for damage. The same concept applies here. The idea is to deal as much damage as you possibly can before he reaches his final state. I get the feeling you may be advancing the monster too quickly.
« Last Edit: May 05, 2011, 12:13:33 AM by Deathlike2 »
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Re: New FF4 Hack Announcement
« Reply #257 on: May 05, 2011, 01:18:59 AM »

Tip: Tellah is not worth gaining levels for. Gaining levels for Rydia is worth your time outside. It helps a lot if you grind Cecil solo before getting Rydia (if possible)

Likely would have been a good idea. Really the SandHag's against Rydia and Cecil should be nothing with the IceRod and Rydia's Ice1. Killing off Tellah would likely be a better option, true.

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Chocobo is a better solution. It has a stronger magic power base. Rydia needs to be @ level 15... she'll then have a chance to evade Drain (Rydia gets the magic defense multiplier). At some point Chocobo won't be an option, so you are better off trying to get Rydia to straight up heal.

It does roughly 75-150 Damage, which is admittedly pretty good against this guy. Once he finishes his tentacle loss though it deals 30-80 at most.

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Cecil needs the levels. If his attack multiplier doesn't get where it needs to be (somewhere around level 15 or above), then it's not going to be pretty.

Hmm, well he's currently Level 17 but if he tries to strike him early in the fight he will always deal a resounding 1 damage, only when he's at that final form can he deal some to him.



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As I've said before... the earlier version has a greater magic multiplier (2) with the default Drain magic power (64). The current version has a weaker magic multiplier (1) with the FF4ET Drain magic power (80). I'm pretty sure that this more current version had been "nerfed" unless there's some other fact that I had not considered. I could nerf the Drain hit rate if that were the issue, but that would be as far as I'd go with that.



 :edit: I'd probably need to recall which older version had the older stats... to be sure.

I can't recall what number the older version was. That computer is a bit on the fritz and getting data off of it is quite a chore.

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Did you at least pick up some Healing Staffs from the Zombies? That is supposed to make the healing-damage issue bearable. Also, Silver Rings are the common drops from the TinyMages. That will help out in the magic evasion... Also... did you remember to buy the Cloth? There's a tradeoff that's probably worth taking.

Cloths have better Magic Evasion than the Leather? I did not know this. Nor did I manage to procure any Silver Rings from the Tiny Mages, probably just unlucky when it came to that. Though yes, I do have 2 Cure staves and without them I would say outright this battle is impossible, but thanks to them you can easily match him blow for blow, only trouble is at the current time it ends up in an infinite stalemate.

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:edit:
Here's another thought... the original Octomammoth reacts to change from taking damage.. so you could arguably skip many steps or advance the monster's state by dealing crap for damage. The same concept applies here. The idea is to deal as much damage as you possibly can before he reaches his final state. I get the feeling you may be advancing the monster too quickly.

That is what I was doing at first, yes. But it is only 12 hits or so before he reaches his final stage, with an ineffective sword and a continual drain on every hit I am lucky to maintain a measure of damage before we reach the end of it. Though taking your advice into effect may lend me some help.

Sorry if it sounded as if I was ranting before, probably was a little steamed. For the life of me I do not recall having any trouble with this guy before and its that which vexes me.

 :edit: Sometimes I have to remember that an RPG is sometimes just... an RPG. A Level 19 Cecil and Level 17 Rydia both did remarkably better. Chocobo in the early stages of the fight was dealing upwards to 200 damage and when the end part came a Bacchus Wine on Cecil and he was dealing minimum of 75 and upwards to 305 non critical (strangely enough I didn't get any criticals) It took some time but eventually Cecil's raw power overtook his immense healing and it was over and done with. Phew, that was a trip. Maybe he doesn't need nerfed after all.
« Last Edit: May 05, 2011, 02:24:34 AM by Grimoire LD »

Deathlike2

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Re: New FF4 Hack Announcement
« Reply #258 on: May 05, 2011, 08:54:13 AM »

Tip: Tellah is not worth gaining levels for. Gaining levels for Rydia is worth your time outside. It helps a lot if you grind Cecil solo before getting Rydia (if possible)

Likely would have been a good idea. Really the SandHag's against Rydia and Cecil should be nothing with the IceRod and Rydia's Ice1. Killing off Tellah would likely be a better option, true.

Like the original, it served no purpose to gain Tellah's levels... although in this hack, there is an incentive (but, you're better off when he's not actively in the party for a bit).

Quote
Quote
Chocobo is a better solution. It has a stronger magic power base. Rydia needs to be @ level 15... she'll then have a chance to evade Drain (Rydia gets the magic defense multiplier). At some point Chocobo won't be an option, so you are better off trying to get Rydia to straight up heal.

It does roughly 75-150 Damage, which is admittedly pretty good against this guy. Once he finishes his tentacle loss though it deals 30-80 at most.

Quote
Cecil needs the levels. If his attack multiplier doesn't get where it needs to be (somewhere around level 15 or above), then it's not going to be pretty.

Hmm, well he's currently Level 17 but if he tries to strike him early in the fight he will always deal a resounding 1 damage, only when he's at that final form can he deal some to him.

I may have forgotten somewhere that the defensive/magical stats had changed in a CT-like fashion (like those monsters that change from physical<->magical)



Quote
Quote
Did you at least pick up some Healing Staffs from the Zombies? That is supposed to make the healing-damage issue bearable. Also, Silver Rings are the common drops from the TinyMages. That will help out in the magic evasion... Also... did you remember to buy the Cloth? There's a tradeoff that's probably worth taking.

Cloths have better Magic Evasion than the Leather? I did not know this. Nor did I manage to procure any Silver Rings from the Tiny Mages, probably just unlucky when it came to that. Though yes, I do have 2 Cure staves and without them I would say outright this battle is impossible, but thanks to them you can easily match him blow for blow, only trouble is at the current time it ends up in an infinite stalemate.

Cloths have to same stats for the most part (0 magic defense/magic evasion), but give you +3 Agility. I believe you can forgo 1 magic defense point + 1 magic evasion percentage for this.


Quote
Quote
:edit:
Here's another thought... the original Octomammoth reacts to change from taking damage.. so you could arguably skip many steps or advance the monster's state by dealing crap for damage. The same concept applies here. The idea is to deal as much damage as you possibly can before he reaches his final state. I get the feeling you may be advancing the monster too quickly.

That is what I was doing at first, yes. But it is only 12 hits or so before he reaches his final stage, with an ineffective sword and a continual drain on every hit I am lucky to maintain a measure of damage before we reach the end of it. Though taking your advice into effect may lend me some help.

Sorry if it sounded as if I was ranting before, probably was a little steamed. For the life of me I do not recall having any trouble with this guy before and its that which vexes me.

 :edit: Sometimes I have to remember that an RPG is sometimes just... an RPG. A Level 19 Cecil and Level 17 Rydia both did remarkably better. Chocobo in the early stages of the fight was dealing upwards to 200 damage and when the end part came a Bacchus Wine on Cecil and he was dealing minimum of 75 and upwards to 305 non critical (strangely enough I didn't get any criticals) It took some time but eventually Cecil's raw power overtook his immense healing and it was over and done with. Phew, that was a trip. Maybe he doesn't need nerfed after all.

I forgot what my projected Cecil's level had to be... it was like 16-17 (when you got an attack multiplier increase in addition to a defense multiplier due to being @ level 16). It was probably like level 17 (to match Tellah's starting HP). If there is some frustration about a boss, I suggest you analyze it since the battle script is fixed in a sense. Unlike FF5/FF6 where there is some RNG work at play, nothing like this happens in FF4.

Also, Magic Fists is supposed to bridge the gap between the level 1 elementals and Chocobo so you can pick and choose the spell of choice for your own amusement... (it's the same spell that's used in the Rod, so it should be better when powered by Wisdom).

BTW, the Lightning attack by the boss is designed to tell you that Lightning was pointless vs the original boss. His magic defense originally is so damn high, Tellah barely makes a dent whenever he casts Lit-1... which can be a blessing or penalty...
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Re: New FF4 Hack Announcement
« Reply #259 on: May 05, 2011, 02:46:21 PM »
I had thought since Magic Fists was in White Magic that it would have been powered by Will? If it's in White Magic and powered by Wisdom... does that mean that Holy's damage in the end is powered by Wisdom and not Will as well? I never thought about that.

And Cloths now have 3 Agility on them? Wish I would have taken notice... I trekked back to Kaipo while grinding didn't see any change to their Magic Evasion and sold them right back. Well with the Hovercraft it'll be easy to pick some up then.

Though as for the original boss Octomamm... I recall Lit doing upwards to 105-150 damage depending on whether Rydia or Tellah cast the spell. Even against this guy at the early goings he dealt 70 or so damage, but was hit with that massive Thunder attack.

All in all, back on track, just about to face the Antlion and see if he's any more difficult than I recall him from my first time through.

Deathlike2

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Re: New FF4 Hack Announcement
« Reply #260 on: May 05, 2011, 04:12:05 PM »
I had thought since Magic Fists was in White Magic that it would have been powered by Will? If it's in White Magic and powered by Wisdom... does that mean that Holy's damage in the end is powered by Wisdom and not Will as well? I never thought about that.

Any magic slotted in the first 24 slots (after the no-spell slot) are considered White Magic (by the spell animation) and depend on Will Power. Everything else is Wisdom based.

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And Cloths now have 3 Agility on them? Wish I would have taken notice... I trekked back to Kaipo while grinding didn't see any change to their Magic Evasion and sold them right back. Well with the Hovercraft it'll be easy to pick some up then.

Most poor defensive armor will have boosts whereas the solid stuff usually won't get additional help.

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Though as for the original boss Octomamm... I recall Lit doing upwards to 105-150 damage depending on whether Rydia or Tellah cast the spell. Even against this guy at the early goings he dealt 70 or so damage, but was hit with that massive Thunder attack.

I did some math on this once, but here's the quick breakdown.

Octomammoth has 25 magic defense.

Tellah has 16 Wisdom by default, so that means having a magic multiplier of 5 (= 16/4 + 1).

Lit-1 has a spell power of 16. Since the squid has a weakness to lightning, then Lit-1 has an effective spell power of 32.

(32-25) * 5 = 35 (worst case scenario)

(32*1.5 - 25) * 5 = 115 (best case scenario)

(32*1.25 - 25) * 5 = 75 (average case)

Comparing this to Chocobo should be a slam dunk... since the summon has a spell power of 40.

Without doing the math, you can figure out that Tellah is/has/always will be worse than Rydia.

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All in all, back on track, just about to face the Antlion and see if he's any more difficult than I recall him from my first time through.

Did you get as far as Fabul the first time around? Man... I have to get around to redoing one monster (for the Land of Summoned Monsters) and thinking one adding another...
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Re: New FF4 Hack Announcement
« Reply #261 on: May 05, 2011, 04:46:20 PM »
Yep, first time around I made it past Kainazzo. I can't recall why I stopped playing at the time, likely something dealing with college, if I had to guess.

Antlion's Den - Cecil 20/Rydia18/Edward 10

Alright Antlion was rather simple. Edward Dead, Cecil on Heal-bot, and Rydia chucking Chocobo's at every turn. Sharp Claw dealt a healthy chunk of damage, but nothing that the many, many Hi-Potions on hand couldn't cure.

The dungeon however was rather interesting. I Love how useful you have made Edward in this hack and I have noticed this going forward. Charm/Sleep wth a near 100% hit rate on his weapons makes him a perfect support character. Cecil is powerful, but he's no longer invincible, you actually need to watch what you do with him.

As an aside... I thought I read somewhere in this forum that the chance to apply status ailments is purely based on Agility. If such is the case why would the Harps with Edward's game start agility have their Status hit nearly 100% of the time?

Though the Weeper enemies were surprisingly brutal. A nice touch there. Normal hit can cause Toad, Spell cast will result in Piggy and a physical attack will result in Mini. It was a rough time defeating them and as far as I'm aware they don't drop anything spectacular.

I've said it before, I'll say it again, I love the Coward/Edward battle. Played out pretty much exactly as I remember it. If you know the trick to the fight it's quite easy, just a bit long, the award is quite nice as well.

Training Rosa to Level 15 before we ascend Mt. Hobbs. I went in and wasted a good amount of my White arrows not thinking, then decided it would likely be best to grind for another Silver Ring for Rosa. Even got the Thunder Rod at the end of the battle which yielded it. So now I have each of the Elemental Rods. I like that you made them available so early in this hack, it really shows their usefulness and versatility.

Went back onto the mountain and trained Rosa up to 14 currently and snagged the Roc and Bomb summons while I was at it. The Lamia Harp is a Godsend here, if you're not careful against the Cockatrice's and you whittle them down without thinking you may be looking at a gameover. The Bombs and friends are similarly nasty with Fission dealing upwards to 100 damage at times (though I think that's based on how much HP they have remaining) and Explode nearly outright killing a member of the team.

Mt. Hobbs - Cecil 21/Rydia 20/Edward 16/Rosa 15

I had a rather strange glitch happen to me when I accidentally used Hide as Edward, when he came back I could select the blank spot beneath Item. Used a savestate, tried it out, nothing seemed to happen, except Edward's turns seemed to stop coming up in that battle. Reloaded and continued on.

Alright Rosa is at 15 now and I am ready to begin the ascent.

Deathlike2

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Re: New FF4 Hack Announcement
« Reply #262 on: May 05, 2011, 05:19:41 PM »
The dungeon however was rather interesting. I Love how useful you have made Edward in this hack and I have noticed this going forward. Charm/Sleep wth a near 100% hit rate on his weapons makes him a perfect support character. Cecil is powerful, but he's no longer invincible, you actually need to watch what you do with him.

Well, in the original, he was already this good (well, I gave him a little crack). People hate his offensive output when that is not his primary role...

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As an aside... I thought I read somewhere in this forum that the chance to apply status ailments is purely based on Agility. If such is the case why would the Harps with Edward's game start agility have their Status hit nearly 100% of the time?

Agility has a major factor for sure... to what extent I don't know. Rydia at level 70+ paralyzes more enemies than when you get her back (at around level 26-35 or so). Although this strange behavior is best represented by the Slumber Sword's sleep magic... which operates differently than most status effect attacks.

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Though the Weeper enemies were surprisingly brutal. A nice touch there. Normal hit can cause Toad, Spell cast will result in Piggy and a physical attack will result in Mini. It was a rough time defeating them and as far as I'm aware they don't drop anything spectacular.

I believe they primarily dropped status healing items.

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Training Rosa to Level 15 before we ascend Mt. Hobbs. I went in and wasted a good amount of my White arrows not thinking, then decided it would likely be best to grind for another Silver Ring for Rosa. Even got the Thunder Rod at the end of the battle which yielded it. So now I have each of the Elemental Rods. I like that you made them available so early in this hack, it really shows their usefulness and versatility.

Well, the problem was that the Rods themselves are not really versatile initially (I believe JCE's hack dealt something along those lines, but I'm not sure). If the weapons had the same staying power as they did in FF5 or FF6, then they wouldn't need to be tweaked... but they do.

Quote
Went back onto the mountain and trained Rosa up to 14 currently and snagged the Roc and Bomb summons while I was at it. The Lamia Harp is a Godsend here, if you're not careful against the Cockatrice's and you whittle them down without thinking you may be looking at a gameover. The Bombs and friends are similarly nasty with Fission dealing upwards to 100 damage at times (though I think that's based on how much HP they have remaining) and Explode nearly outright killing a member of the team.

One thing about the Harps... they are epic in FF2, but not so much in FF4 (FF4ET only increased its hit rate IIRC) because they don't have the back row bit (so, Edward tended to miss his targets off the bat).

The Bombs were meant get your attention... and they kinda did in the original, but it took too long to execute... so I had decided to accelerate this behavior. Fission is definitely based on the caster's HP like Explode (and you only see it used by like the chest monster in the Giant).

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I had a rather strange glitch happen to me when I accidentally used Hide as Edward, when he came back I could select the blank spot beneath Item. Used a savestate, tried it out, nothing seemed to happen, except Edward's turns seemed to stop coming up in that battle. Reloaded and continued on.

That bug was in the original game... not a result of the hack. The Show part of the Hide command doesn't quite check the list... since the Medicine command was removed this behavior manifests itself.
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Re: New FF4 Hack Announcement
« Reply #263 on: May 09, 2011, 05:43:47 PM »
Well the Fabul War has been a doozy. I'm not entirely sure though that it's the right way to go about things however.

I love the concept you put into it, and I'll go by battle to battle basis.

Cecil 23 /Yang 15/ Edward 19

General/Soldiers x3 - If you start in the front row you are dead. They deal around 70-120 damage which they instantly restore (through I'm guessing Blood Swords?) Placing your units in the backrow is a must for this battle. From there it's a matter of tossing a Bacchus Wine on Edward and let him slowly but surely whittle down the enemy forces (his random targeting in that is the only problem one could imagine.)

Mom Bomb 2/3 Bombs/ 2 Grey Bombs - Only at the end of my grinding did I discover that a lot of status effects can pacify Bombs, Toad mainly was the one I had used. Bombs and GreyBombs can be tricky foes and even moreso in a boss setting. This was just a matter of healing through their explosions and preparing for the real fight. When Mombomb emerged it seemed best to put my units back in front, the damage she does is relatively tame (120-130 no healing) and she gives you ample time to heal after each DarkBlast, toss a Bacchus Wine on Cecil and you're good to go.

Antlion - This one tripped me up for a while and I used a lot more resources in this battle than I should have. I didn't recall him being difficult at all with Rydia dishing out the damage, but in the front row Cecil and Yang's meager damage just was not filling the bill. So after minutes of being punished in testing experiments I moved to the back row, recovered, and let Edward do all of the attacking, healing through the Sharp Claws. Eventually using a Bacchus Wine on him to speed up the resolution.

General/3 Soldier 2 - This fight was just annoying. It's the same exact fight you just fought except with a few less resources than you may have had last time. As I've said I really liked this idea, but is it possible to switch in a few more new foes to the mix? Repeats of the same battle in event like settings really don't make for an interesting fight.

MomBomb 3 -

Similar complaints here, except here she went down much faster, not sure why.

General/ 3 Soldier 3 - I had some really weird glitches happen here. To my knowledge Edward can't flee during these Fabul fights, yet after I used a Bacchus Wine on him and accidentally let him die, I could no longer control him, he didn't get any turns anymore. I tried to use a Remedy, a Uni-Horn, move to the front row, move back to the back row, his turn just never came back up, then when he was weakened again he used Hide. His turn did come back up (at least being able to use Show)  but that just happened to be the end of the battle.

Kain - Very fast paced, if you're still in the back row you may lose this fight only by attrition, his damage is wildly random from 36-198 for me. Beating him does yield a nifty gift though, it will be very useful when grinding on Mt. Ordeals as Paladin Cecil.

Also I can't seem to figure out the purpose of the Cursed Shield, sure it raises Strength by 5 but it lowers every other stat. Is that its only function? Or does it have a dual function like the Cursed Ring?


And after that... I stupidly raced to the ship without dequipping anyone, not that that especially matters, I suppose. Just would have saved a little money.

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Re: New FF4 Hack Announcement
« Reply #264 on: May 10, 2011, 12:08:15 AM »
I had not bothered to change the formations that the game uses for the battle, so all I did was simply change the monsters that were in said formation. Remember that there are 3 monster groups, one which is a pair of the same thing (Imp Capt/Weeper/Waterhag)... which wasn't exactly the scary. The challenge is to remember why you needed the girls in the party.

The trick to the General is to put him to sleep.. which was the original goal in the normal game. Charm status does nothing for him as his battle script ignores it.

There are some bugs with Berserk and hide status in FF4A... I'm not surprised if that happened in FF4 in the first place (but it's hard to expose by design).

The Cursed Shield is kind of like the Cursed Ring, but is a lot more useful..

Specs:
+5 STR, -5 AGI, VIT, WIS, WILL
0 defense, magic defense, magic evasion
resists all racial monster types
is a shield (so you can retain the defense multiplier that is based on level)
absorbs elementals (requires elementals to resist, like the ice/fire armor, behaving like the Cursed Ring)
"resists" monsters that can "drain" your HP via physical attacks (drain magic ignores the drain elemental, believe it or not)
can be equipped by everyone except Yang and Edge

It's a lot more useful than the Cursed Ring by design (the Cursed Ring will be tweaked anyways and will not be obsolete).
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Tristal

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Re: New FF4 Hack Announcement
« Reply #265 on: May 16, 2011, 10:45:08 PM »
Been playing through v1.00 for the past week, when I was trying to figure out why I stopped playing last time... loaded up a save state after Calbrena, went outside, and beat the crap out of unmodified overworld enemies.
Well, I'm back in now, I'll be downloading 1.48 tonight and running with that soon.  I'll provide suggestions when I can.

Tristal

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Re: New FF4 Hack Announcement
« Reply #266 on: May 17, 2011, 09:45:52 PM »
Just up to Octovamp now.  Did Mist Dragon get a bit of a buff?  I don't remember him having that much HP (but I wasn't putting Cecil in the backrow before, either)

Deathlike2

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Re: New FF4 Hack Announcement
« Reply #267 on: May 17, 2011, 11:37:32 PM »
Mist Dragon did not get a buff... Cecil's armor however is a little more "cursed" than normal (Darkness elemental is actually in play).
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Tristal

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Re: New FF4 Hack Announcement
« Reply #268 on: May 18, 2011, 04:48:30 PM »
I had Cecil in the back row, so MD was still just doing 1 damage to him.  I was remarking on how many HP it felt like he had.  Oh well.

Deathlike2

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Re: New FF4 Hack Announcement
« Reply #269 on: March 01, 2012, 11:01:23 AM »
 :bump:
I swear I could've done more by now... but at least now there are outside factors influencing this.

I've had a few revelations.. the most important is that I've gotten counters to Sneak/Steal and Dart/Throw working as far as I can tell. I will most likely release a demo of it in action. I'll probably end up uploading this stuff on Youtube when it is all said and done. A patch will follow, with some updated documentation to Phoenix's work on the data involved (no ETA, it's up to me to actually do it).

There have been more tweaks to equipment and I'm unsure if anyone is willing to answer the following question:
What would it take to balance two katanas, the Long Katana and the Ninja Katana?
Here's some context... the Long Katana can be bought @ the Land of Summoned Monsters and you get a pair of them for free in the Sealed Cave.
Ninja Katana is obtained in the Land of Summoned Monsters.
The Long Katana isn't really that special... usually surpassed by the FullMoon boomerang for versatility (Wind/Air elemental weakness exposure).

Ninja Katana doesn't really compete with any available weapon at the time you obtain it. It is a prime weapon of the duplication trick for that reason.

Long Katana competes with the following weapons: Mute Knife (Mage mashing), FullMoon boomerang (Wind/Air elemental)

Default stats of listed weapons:
Ninja Katana: 48 attack power, 90 acc, throwable, +5 STR
Long Katana: 40 attack power, 90 acc
Mute Knife: 35 attack power, 75 acc, +5 WIS
FullMoon Boomerang: 40 attack power, 85 acc

Proposed stats of listed weapons:
Ninja (Sharp) Katana: 48 attack power, 90 acc, +5 STR, VIT, WILL (maybe WIS instead?)
Long Katana: 40 attack power, 90 acc, throwable, +3 AGI, VIT, WIS, WILL
Mute (Magemash) Knife: 35 attack power, 75 acc, +5 WIS, WILL
FullMoon Boomerang: 40 attack power, 85 acc, +5 AGI

Here's some reasoning behind it:
The Boomerangs are to get an AGI bonus... they are supposed to be nifty when you get them but are not that useful once you get on the moon (the Grenade monster is the only one that comes to mind where it would be useful to have this).
The Magemash Knife got a WILL boost for no particular reason... I dunno.. it would be a more defensive weapon against Mages (it's already a powerhouse against them).
The Ninja Katana is still meant to be a stronger weapon, but the other bonuses are just there for slightly added value. I was considering to boost WIS instead of WILL there but that would increase the chances of duplication, which is undesired.
The Long Katana is a bit more compelling to use I think. It has a key AGI bonus to supplant the FullMoon later on, where the elemental aspect is a lot less useful. This competes somewhat(?) reasonably well with the Ninja Katana with the rest of its bonus stats as it was also to somewhat replace the Magemash Knife. I had originally thought of giving the Long Katana a STR bonus, but that would increase the chances of duplicating the Long Katana (bonuses add up).

Ideally, I want to have both weapons in use on Edge when he gets to the Moon...and have relatively "equal" value. The Ninja Katana is still stronger, but the Long Katana would just be a tad more useful than its original incarnation. It would replace the Fullmoon, but not as much as the Mute Knife. I don't want it to be duplicated as much while equipped (it's a legal option either way, plus it does doubles as a thrown weapon in my hack). I don't really want either weapon to be duplicated because it would be the ultimate best option only at the time... I am thinking of making the Long Katana not throwable though...

Tell me what you think.

Some other changes of note:
Harps can be equipped by other characters such as the Twins, FuSoYa, and older Rydia
Hammers can be equipped by Rosa, as an homage to FF1. Porom doesn't have that opportunity (but she has access to the Cold Whip, so it's not that bad).

I was thinking about allowing the DK's Dark Swords to be equipped by FuSoYa... this does have a realistic chance of happening.
Also, monsters that are summoned will probably get some EXP boost of some sort to reduce the grinding required (in my save, I've accumulated 60 hours and I've only reached the Land of Summoned Monsters).
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3