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Print Page - Group Counters Don't Always Work
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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Deathlike2 on September 19, 2008, 04:10:35 PM
Title: Group Counters Don't Always Work
Post by: Deathlike2 on September 19, 2008, 04:10:35 PM
It's interesting behavior.. it is worth investigating. Note that this probably is the prime reason why boss battles are usually vs solo targets...
I was testing something when I decided doing something really stupid... cast Meteor vs a Behemoth. Fortunately this monster was accompanied by an Wicked Mask (was testing something in FF4A). What I got instead was a physical attack in retaliation...
I was fortunate that it didn''t do Maelstrom.. so I decided to try a different set in FF4.. two Behemoths. The same thing occured...
So, apparently counters really don't work correctly.
An interesting related piece of behavior is when a multitargeted summon is used on a dual Behemoth group. Apparently one of the behemoths decide to counter.
I also remember another situation with a group of fiends and warriors. I commonly use Mute in this situation, and any attack on fiends provokes a Charm response... only one of them casts it and ends the situation.
This is worth exploring further.
Title: Re: Group Counters Don't Always Work
Post by: Phoenix on September 19, 2008, 08:55:03 PM
Was this in FF4A? I can't speak for that version, but at least for FF4/2us the Behemoth's counter script is as follows:
If the only enemy alive and hit by a character's holy-elemental spell, cast Storm If HP damage, attack If magically attacked by a character, attack
What you described is consistent with its battle script. I'm not saying there's not funky counters when there's multiple enemies (it wouldn't surprise me if there were) but for the Behemoths I don't think you can necessarily attribute it to group counters not working.
Title: Re: Group Counters Don't Always Work
Post by: Deathlike2 on September 19, 2008, 11:50:09 PM
Bleh, that's what I get for not seeing the FF4 Editor have some battle scripts not show up properly.. :tongue:
Well, the explaination is for FF4A, but it applies to both the SNES+GBA ports anyhow.
There are better examples though, such as the Fiend monster (Land of Summoned Monsters) that casts Charm as a response to anything.. only one Charm is used in retaliation.
Then, there's only a solo counter from a dual Behemoth setup when you use a Summon.. which has yet to be properly explained. If you use a target them with Meteor or use any spell and target them both, both Behemoths counter.
A setup that does properly counter... 2 Sandmoths and 2 Larva (Kaipo monster).. if you cast magic on all of them, both Larva properly counter with Psych/Osmose. Same thing happens with the TinyMages.
It seems to be specific to the type of counter...
Stuff that has to do with the HP/damage counter probably holds the value of the damage briefly.. so you only see one counter.
Stuff that has to do with the magic counter doesn't.. so all monsters affected will heal.
Let's goto the Cell monsters (those that look like the Virus/Bio spell).
If you cast a spell that hurts a pair of WaterBugs (but doesn't kill them obviously, these monsters are from the the area you find Tellah initially), they both heal.
If you cast a spell that hurts a pair of MoonCells, only of them goes healing.
:edit: My Fiend monster recollection is awful, it responds to damaging attacks instead... oh well.