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Messages - Deathlike2

271
General Discussion / Re: NFL season (2012-2013) week 18 (playoffs?!)
« on: January 05, 2013, 12:10:25 PM »
Week 18 schedule:

I need the bye week.  :tongue:

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Saturday:
(6) Bengals @ (3) Texans: 4:30 PM eastern (NBC)

Texans - Considering both teams, you would think TJ Yates should be next year's starter....

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(6) Vikings @ (3) Packers: 8 PM eastern

Packers - AP might get 200 yards, but Ponder would probably throw the game away with a pick six.

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Sunday:
(5) Colts @ (4) Ravens: 1 PM eastern (CBS)

Ravens - Ray Lewis might play, but I think Ray Rice should dominate.

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(5) Seahawks @ (4) Redskins: 4:30 PM eastern (FOX)

Seahawks - A game with two rookie QBs... how nice. This should be the most compelling game of the entire Wild Card matchups.

272
Gaming Discussion / Re: Super Metroid randomizer patch
« on: January 04, 2013, 08:25:20 AM »
The only critical issues that I can imagine is the item you actually need is in a location that would have required it in the first place.... but outside of that, it could probably work.

273
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 04, 2013, 12:35:06 AM »
Ok...

I've tweaked my setup to improve damage... here's what I've got dealt with Infinity..

White Magic Crippled: 40k damage
Normal: 48-50k
White Magic Boosted, Black Magic Crippled: 50-52k
Black Magic Boosted: ?? (not tested yet)

I gave Leonora the Mystic Veil... so that should help greatly. Swapped in Triton's Dagger over the Assassin's (boosting INT over AGI).

Rune Staff is still better than the Sage's Staff, especially with the SPR nerf the Sage's Staff got (both are +10 SPR). Seraphim's Mace is still the best stat boosting thing for Leonora (+15 SPR).

I hate the fact that the Deathmask is considered the "back row" when it is on the Full Body.

Already collected two Phase Helms... not much else unfortunately.

It is great that Infinity effectively insta-gibs solo Deathmasks.

It seems that when the right arm or leg is alone, they start to use monster magic that inflicts statuses... reminds me of the dolls, except more sad.

 :edit:
Infinity
Black Magic Boosted: 52-56k

This is exceptional, considering you are consuming 300MP to deal that.. when you have to compare against Flare+Holy from every character, plus Dualcast, minus the Limit Ring, and have to factor in Reflect status... but you don't gain the benefit (or hindrance) of split damage.

274
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 03, 2013, 11:06:30 AM »
New party with Kain, Golbez, Edward, Gekkou, Izayoi.

Spiral Blow (Golbez+Kain) is the normal damage dealt by Kain and Golbez plus 50% (will need Limit Ring to take advantage of, but ultimately not worth it). It is certainly most affected by the moon.

It would be nice if someone would want me to look into certain combine-able skills and see how the math comes out... (please, good combinations requested too).

Phantom Lightflies healing is literally the combined HP loss of both Izayoi+Gekkou plus a 25% bonus, then split to all the characters. So if Izayoi+Gekkou has lost 5000 HP combined, the healing is boosted to 6250 from the bonus, then split to the # of characters that are alive (so, minimum 2, max of 5 of course). It is possible to have Izayoi+Gekkou to be self sustaining with probably one other character.

Final party will be constructed with Edge, Rydia, Harley, Tsuiknowa, Zangetsu... having virtually no anti-machine power.

 :edit:
For clarification, these parties are meant to grind against the machines to level 75 for all characters at a minimum... completed that, although the dolls have not been touched at all.

I subbed out Harley ASAP and put in Luca... that should allow for some decent combos.

Mecha-Kite allows Zangetsu to deal an additional 50% damage from his normal "Jump" (Human Kite). There is a 50% damage bonus if the target is floating (weak vs Wind). Skills is definitely affected by the special attack moon phases.

Gale Twin Break.. I don't know what to make of it other than a massive "Jump" on one target and the other targets seem to get 1/8 to 1/10 the damage of the major target... it sucks late game for sure.

Wild Moon seems to simply average the two's attack power or damage (Edge+Tsukinowa) and hits everyone with that. Useless or kinda weak when the target is solo.

Flare Tornado with the Limit Ring only seems to deal 12-15k worth of damage (when unaffected by the moon phase)  and is affected by Black Magic and Special Attack moon phases. Damage is split between targets (which is fine when you don't have the Limit Ring) - great for 15MP.

Inferno is similar to Flare Tornado in the moon phases bit. However, damage is not split between targets (it's really just a Firaga that isn't affected by split damage in some ways).

At this point, Lightning Brain Buster (Luca+Rydia) seems to allow Luca to do 2 times the damage that she would normally do (not factoring in elemental weakness) and it doesn't factor in the weapon's elemental or racial properties. I assume the damage is really scaled a lot by Rydia's INT....

Broken Heart, despite not being a Wind elemental attack through the bow+arrow, is definitely affected by the Attack Moon phase... it's damage is Edge+Rydia's normal attack + 50% bonus (I think) and damage hits all enemies equally. No bonus for a solo target.

Right now, I'm trying to construct a group for the battle with Bahamut...

 :edit:
Alright, I'll go with Team Magi (Rosa, Rydia, Palom, Porom, Leonora). I couldn't quite find a great group to single target band with (as in a cap breaking one) and one that would involve Rydia but that was never meant to me.

Infinity - Obviously affected by White and Black magic moon phases... the worst phase is the one that neuters White Magic outright (boosts special commands).. and the best moon is one that boosts Black Magic outright... which cripples physicals, which is perfect. The phase the boosts White Magic and cripples Black Magic will still boost Infinity (since you have a 3 to 2 ratio of White Magic to Black Magic in the attack).

White Magic Crippled: 32k damage
Normal: 40k damage
White Magic Boost, Black Magic Crippled: 48-50k damage
Black Magic Boosted: 52k damage

Front line characters would involve Rosa and Palom (at least Palom with the Adamant Shield, Rosa with a bow+arrow is fine). Rosa has the most HP of the bunch, followed by Palom.

Ideally, black magic boosted is better... for various reasons... I will list why in a bit...

The other bands that of relevance:

Tri-Disaster (20MP - Palom, Leonora, Rydia) - most affected by the moon... 21k @ the moon phase, 18k w/o the black magic boost... anything else cripples it - split damage applied, so to benefit, you will need the Limit Ring (primarily on Rydia IMO, as you'll see why) - potential can be reached if you can somehow boost Leonora's INT stat since she is the worst of the bunch.... and only for 60MP total...

Thunderstorm (Palom+Rydia) - didn't use enough - not really powerful...

Pure White Magic - explained earlier - probably optimal for this group, note that Leonora is the first to have MP problems of the group in general...

Holy Ray (50MP - Porom, Rosa) - it's dual Holy, with split damage... probably better for massive monster killing instead of Limit Ring usage... almost 20k w/o White Magic moon boosting...

Holy Burst (55MP - Rosa, Rydia) - imagine what Holy+Flare can do together... same as Holy Ray, and powered by different aspects so the White Magic boost+Black Magic nerf shouldn't affect this negatively (just the White Magic nerf probably would)... it's better than Holy Ray since Flare uses a higher base damage... but I'm unsure if that's actually being used (it seemed to work better than Holy Ray overall)... split damage a small negative and Limit Ring required to maximize potential... 20k easy...

Sprite Bred (40MP - Porom, Leonora) - poor man's version of Holy Ray for one target... it's technically a waste of a Limit Ring because Leonora's SPR is not at the same level as Porom's (let alone Rosa) despite it being Leonora's better stat... you are better off using Leonora for Dual Holy through Twincast and Twin Stars for keeping MP usage in check and deal effectively the same amount of damage as this band with the Limit Ring... got 15k or so damage from it... which was very disappointing...

Twincast (40MP - Palom, Porom) - as explained earlier, the Limit Ring would be more useful if you got dual "Flare" being cast as that would hit 20k easily...

I would like to mention it is very difficult trying to juggle all the equipment you would need to move around, as the best armors for Black and White mages are taken first.. so make sure those who get the good stuff really benefit from it.

Rydia with the Limit Ring is most beneficial here, since Holy Burst and Tri-Disaster can be most beneficial in a damage/MP conscious crowd. While Tri-Disaster can be run, Rosa+Porom can use Holy Ray or do other stuff...

Alternatively, you could run Holy Burst with Twincast with Lenora to do other work... also Holy Burst and Sprite Bred with Palom for the extra damage through Flare or Quake....


 :edit:
Fought Bahamut... it wasn't too bad.

The good: 3 White Mages with Arise is better than none.

The bad: Fought this battle when Black Magic was favored... especially when that's primarily what the Mysterious Girl relies on... and the only White Magic I've seen to date is Haste (Holy isn't in their repertoire?)

So, the leadoff Meteor pretty much killed everyone outside of Rosa, which was great. Most of the time was spent doing the following:

Rosa
Primary: Reviving the White Mage that has Dualcast (Porom or Leonora), Revive Porom if neither has Dualcast (Porom has more HP)
Secondary: Healing
Tertiary: Holy

Leonora
Primary: Reviving/Healing Rosa first, Dualcast Revive on others (if applicable)
Secondary: Dualcast Curaja and Float to avoid Quake, otherwise Healing
Tertiary (if applicable): Dualcast Holy

Porom (same as Lenora)
Primary: "
Secondary: "
Tertiary (if applicable): "

Palom
Primary: Spider Silk (as a counter to Haste or no-Haste)
Secondary: Flare (Dualcast Flare if applicable)

Rydia
Primary: Spider Silk (same as Palom)
Secondary: Flare

Dualcast for Porom or Leonora can make certain battles more forgiving. I guess this is one of them. Black Hole doesn't affect Bahamut (whether under Haste or Slow), so that's good news.

Note: The real trick to Deathmasks, is using the multi-Reflect to cast (preferably Dualcast) Slow. That makes your life infinitely easier. I didn't really abuse that in regular FF4, whether it was the GBA port (specifically the Euro version) and the PSP port. This is great to screw with their spell timing as they will occasionally hurt themselves with their spells towards the end of their spell sequences. This is also great when Slow stacks to a degree.

275
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 02, 2013, 05:57:10 PM »
Finding the bands on your own is difficult, but seeing what they are, they are somewhat obvious, but not that easy. You could see some of these bands naturally (like Ceodore+Ursula or Calca+Brena+Luca), but the more obscure ones are killers (Tsukinowa+Porom although not so much, Gekkou+Yang).

I don't remember damage items being that useful in this game... so I can't say that I'd care that much in the first place.

Some notes:
I spent some time with Team Hammertime (Cid, Luca, Palom, Porom, Leonora) facing off with most of the machines in B19 or so. First time was a disaster (well, with the body+Deathmask, and with a different team). After that, it was easy after reconfiguring characters to beat them.

Limit Ring really does double the potential... particularly if you are doing 15k min damage on a solo target.

Ice Crush isn't that great unless Black Magic or Special Attacks are boosted.... When you have the Limit Ring, damage can surge from 18 to 21k damage alone! There's a special damage solo bonus of 50% when there's one target on the field (more than simply does whatever normal damage that is involved). Damage to Palom is always 1/2 of his current HP, give or take 255 or so HP (less if Palom's current HP is low). I need to try the corner case that Palom would die from such a band...

Palom in the Sky has the same 50% damage bonus when the target is solo (must use the Limit Ring to benefit).

Consider this, you are consuming only 105 MP (Ice Crush) and 120 MP (Palom in the Sky) to do bulk of the damage. Remember that the elementals can factor in here.

Rapid Ring v2 seems to accelerate the times by reducing the wait by 3/4 (1/4 of normal wait)... great for Luca since she tends to be the slowest one (+3 AGI bonus).

Twin Stars (and its other accessory) only affects magic, and not bands, which was greatly disappointing.

Too bad Double Tomahawk doesn't add in the anti-machine property of the hammer (but I'm sure it doesn't add in the elemental aspect either).

 :edit:
Twincast seems to be powered by both Palom's INT and Porom's SPR... which is good. When it casts double flare, you can dish 20k+ with the Limit Ring.

Reconstructed Team Holy Fist (Cecil, Ceodore, Yang, Ursula) with Rosa to grind more against the machines....

20k damage through Sword and Fist.... which is really really nice (I doubt the Limit Ring affects this, but might as well mention it).

20k damage can be had by the lonesome 35MP Vibra Plus (Cecil+Ceodore)... however the requirement that there is one target on the field (outside of the Limit Ring).

Holy Cross as far as I can tell is Vibra Plus + Holy elemental... but I'll need to look deeper into it.

Both Yang+Ursula specific attacks do not gain the benefits of racial or elemental bonuses as far as I can tell (at least the former part).

276
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 02, 2013, 12:23:37 PM »
Well, I saved past that point, so it's unlikely to be tested anytime soon. Multitargeted Death is pointless when Ribbons go around...

277
General Discussion / Re: NFL season (2012-2013) week 18 (playoffs?!)
« on: January 01, 2013, 12:31:02 PM »
1) yeah, he doesn't seem to be able to dissect a defense like a Manning or a Brady does.  then again, anyone will look dumb without ample time.  i know you don't like Favre, and he made some poor decisions (both on the field and off), but speaking of him as opposite of a "good QB" is a bit silly, since he was a great one.

The best way I can classify him is a JAG (Just A Guy).

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2) how much could the offensive line be shored up, if they were to dump the salaries of a couple big-name players (e.g. Cutler and Marshall), and replace them with simply average players?

#1 method here is to draft. You probably will want to try a franchise LT (left tackle) and either a guard or center and get the others through FA (free agency), either UDFA (undrafted free agents) or paying one. It's not all about the money, but then again, you cannot be like the Cowboys where you get someone like Doug Free (RT) and become part of the most penalized o-line in football.

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3) still, i'd favor ~2 more years of Urlacher over 0 years, and the possibility of the latter just went up.  maybe he heals slower now, but he has a whole offseason ahead of him to rehab.

Offseasons off of injury don't make you better... unless you're AP (although, I would think he would project downward like all good RBs at some point).


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in addition to backing off to Peyton (in the Super Bowl) after that deep ball that was a fault of the DB

refresh my memory on this.

There was a deep ball thrown by Peyton to probably Reggie Wayne or Marvin Harrison, where it was probably a standard Cover 2 defense... and after that play, the Bears essentially went through a prevent-ish like defense.

http://scores.espn.go.com/nfl/recap?gameId=270204003

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Manning weathered a rugged first series but got the Colts even, well, almost. Hit by Tank Johnson as he released, Manning floated a puntlike pass down the middle to Reggie Wayne, which he caught because Harris inexplicably broke the wrong way. It was good (very good) for a 53-yard touchdown, but the Colts couldn't handle the snap-hold exchange and it stayed at 7-6.

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anyway, if they bring in an o-coordinator type as head coach, i hope he's smart and humble enough to focus revamp efforts on the offense, and only do minor tweaking to the defense.

People always say minor tweaking, but it is never that simple in football. Generally not all players are consistent year to year (see Giants) so minor tweaking is being generous. You will always have to revamp a bit year by year.

278
General Discussion / Re: NFL season (2012-2013) week 18 (playoffs?!)
« on: January 01, 2013, 09:19:22 AM »
Considering that bar you seem to have set seems relatively low, I think there are still more issues at work.

1) QB - I don't think Cutler is the guy... he's an upgrade to whatever disaster you have had at QB, but he's not exactly the brightest bulb there, despite him being tough taking all those sacks. I wouldn't call him Romo (that would be too mean), but as an outsider looking in, he's more Brett Favre than he is a good QB at times..

2) O-line - Perennially known as the worst o-line in football (at least one of, next to say the occasional Packers blip, Cowboys, Steelers, Eagles...), Forte's ability to be able to catch the ball in addition to running the ball is a plus.... so it's masking real deficiencies there... then again, Cutler takes a lot of sacks because of those hits.

3) Urlacher - Some may think he's overrated... but I'm thinking he's not the same guy that he once was... at this rate you'll need to find someone to replace him long term, as injury histories get worse, not better.

Lovie Smith is not the problem, nor he is the longterm solution. I still didn't understand giving Grossman the reins when Orton was the guy that was most responsible for the Bears most successful season... in addition to backing off to Peyton (in the Super Bowl) after that deep ball that was a fault of the DB, not the coverage itself. Ultimately, he's not good enough to win it all yet, and also the not kind of detriment that a Norv Turner is to a team (Norv is an o-coord at best).

279
General Discussion / Re: NFL season (2012-2013) week 17
« on: December 30, 2012, 11:10:20 AM »
Week 17 schedule (all games are division games):

They intentionally scheme it that way... in addition to the timing.

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Buccaneers @ Falcons

Bucs

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Jets @ Bills

Bills

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Ravens @ Bengals

Bengals

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Bears @ Lions

Bears

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Jaguars @ Titans

Titans - Go figure.

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Texans @ Colts

Colts

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Panthers @ Saints

Saints

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Eagles @ Giants

Giants

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Browns @ Steelers

Steelers

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Raiders @ Chargers

Chargers

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Cardinals @ 49'ers

49ers

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Rams @ Seahawks

Seahawks

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Packers @ Vikings

Packers - Sorry Leno... although AP might get the record...

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Dolphins @ Patriots

Pats

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Chiefs @ Broncos

Broncos

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Cowboys @ Redskins

Redskins - There's something about Cowboys recent history that makes one /facepalm.

280
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: December 25, 2012, 11:46:10 AM »
Ultima Weapon - A threat to who?

Rasp - I can't quite figure out its spell power, but it must be really high and/or ignores Magic Defense (I learn towards the former).

I used a party based on the original 5 and tested out the Final Fantasy Band. The band only seems to do 3k more damage than the Trinity Crusade Band (although, Sky Grinder looked worse because I didn't give Kain the strongest weapon available, so it might be related). 75MP for this isn't worth it IMO... even with the healing is actually Curaga based (fought where Black Magic was down, White Magic was up).

It's not worth having any Black Magic involved (despite the moon phase), the insane magic defense really calls for Meteor or Bahamut... the latter requiring you to continue forth, while Meteor takes forever to cast (Limit Band or Rapid Band v2? Go figure...).

I was running a 2-3 formation (Edge in the back with the Rising Sun), and it seemed like the monster liked attacking the edges (Edge and Rydia were there) and Flare in the top-middle slot (in between the topmost and middle slot). It seemed to like using Rasp on Edge (topmost slot).

A good team ideal for this would be Team Holy Monk with Rosa (Ceodore, Cecil, Yang, Ursula, Rosa). In addition to the wide attack, you could heal with Divine Healing with the White Magic+ phase or just do Curaga (Ceodore) followed by Curaja (Rosa). Yang and Ursula can do the band that afflicts Slow as necessary and attack together...  then again, Cecil+Ceodore, Ursula+Ceodore, Cecil+Yang has plenty of two-character bands to penetrate through that defense.

Also, a good alternative would be Team of Kings+Rydia (Cecil, Yang, Edge, Edward, Rydia) for the King's Quad Band. You could potentially sustain this all battle with that band because of the healing, plus you could take advantage of Mirage Song to reduce the damage intake physically. Rydia would be the team's healer (read, item user) for the most part... though could attempt to use Asura as necessary (she might be better with the Elven Bow+spam Shell through that)... there are plenty to two character bands that includes Yang to consume minimal MP (Cecil+Yang, Edge+Yang, Edward+Yang, Edward+Cecil). Edge doesn't have many beneficial bands (even though he has plenty with Rydia, but are not powerful enough), but he can be the other healer (Healing Pill is can be boosted significantly with Triton's Dagger) or Haste maker (Masamune).

 :edit:
I believe Rasp or Magic Buster has a spell power of 96 or 100 or so. Its damage can be affected by Shell.

Also, I'm not sure if it is emulation related, but I was able to walk through the entire floor that the Ultima Weapon was in unscathed at one point.

One of the things about this game is that the next battle is "fixed" in the sense in what the next match is. This gets altered/adjusted after every battle, and can be easily be spotted through emulation of the old game. So, one of the random possibilities in the monster formation selection includes Doom Gaze in the floor of the Ultima Weapon. If you have already killed Doom Gaze, you can trigger the value that would have caused the Doom Gaze battle, but not fight Doom Gaze at all... in fact, the monster formation never occurs and the walking countdown (to the next battle) is frozen as far as I can tell. This can be fixed by fighting a battle above/below the Ultima Weapon floor.

It seems to me that the battle randomizer code doesn't "point" to a different battle formation when Doom Gaze is dead (it doesn't readjust the probabilities or whatever), so it literally gets stuck.

281
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: December 25, 2012, 01:44:23 AM »
My bad on a little of the Meteor and Ghost Train info... let me elaborate:

Meteor's spell power is really reduced from the original.. probably for the purposes of the Limit Ring. There is a spell multiplier reduction (it's either by 4 or 5) and because of that, so this makes the spell usable by monsters (the original formula would kill you outright) and reasonably usable for yourself w/o changing the overall dynamic. It does actually have the split damage benefit, but the spell "nerf" by the spell multiplier reduction is necessary for balance.

Ghost Train's Wheel is definitely powered by it's Attack Power. Apparently fighting it during the Attack moon phase increases its damage output by 50% (terrible idea) but it's more damaging than I thought.

Attack Power * Spell Power * 2

This is the same formula used in the Antlion and Needler (those rats with needles on them)..

Damage reduction can be made through having racial resistance against the monster. In this case, Mech (very few armor) and Undead (plenty of armor) are the resistances you will want. When you have it, damage taken is reduced by 1/2. Also, using Defend on the turn will allow reduction in damage from the attack (50% damage reduction). Row is not a factor in the damage formula (as it never has been for spells). Having racial defenses and using Defend on a turn does not mean damage is 0.. it's just reduced by 50% twice (so you'll be taking only 25% of normal damage or 75% reduction in damage, whichever sounds better).

Safe+Shell has no effect IIRC.

 :edit:
Harley for all intents and purposes armorwise is a Black Mage... which is all the more reason she would've been a Blue Mage of sorts...

Edward's Salve does actually recalculate split damage, as noted before. It is possible to heal 2 living people with the Salve command @ 9999 (20k healing split between all characters is a lot with the Economical Ring).

Looking at Undead resistance... only a small number of characters don't have it naturally:
Edward
Ursula
Yang

Most of the spellcasters are covered with the Luminous Robe... and most of the fighters have the option to equip the Bone Wrist.. (includes all Ninjas and the heavy 6 - heavy 6 being Ceodore, Kain, Cecil, Golbez, Luca, Cid)

All of those listed have "Monk" based equipment.

Even the Dolls Calca and Brina are covered by the Sage's Mitre.

When factoring in the Blue Armor.. Ursula is screwed there.

Strange eh? Maybe she needs more training on Mt. Hobs...

 :edit:
It is possible to start a game with a Game Over. You must be located near the warp elevator to take advantage of this. Get someone killed, and then use the elevator to remove all live characters from the party. Now you have a party of 1 dead person. Next battle = game over. How did someone miss this??? You could probably save this disaster too...

282
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: December 24, 2012, 05:25:39 PM »
Alright, I constructed a group that looks like a bunch of misfits (Golbez, Zangetsu, Tsuiknowa, Edward, Harley). It's amazing what you can learn in such a disaster.

Feast of the Land does cure Paralysis.. since I don't use it enough, I can't tell you much else.

Healing Weed also cures Paralysis.

Ultros (Orthros) must have some interesting custom messages for certain characters and character types... and I thought of...  [spoiler]tentacle sex[/spoiler]
in reference to some of what was said about Harley.

I was highly amused that Ultros was designed to retaliate to the spell caster based on what was cast. I found out by casting Firaga/Blizzaga/Thundaga from Golbez and got them sent back to Golbez... only to be humored by the fact that the Dragon Helm+Hero Shield combo covers this. I'm sure Holy is in the mix... but non elementals like Quake will have Flare as retaliation (not sure about Gale though, but probably retaliation with Flare).

The Ghost Train is interesting in the aspect that it does not fight, but relies on its Wheel (monster magic) attack to deal damage. Instead of what one could consider doing before the Scarmaglion Undead version Mt. Ordeals (switch rows before battle), the characters in the front row should actually be able to do some sort of attack from the back row, whether that be Jump/Big Throw (Kain, Zangetsu, Luca) or magic (Golbez, Edge, even Ceodore). Wheel is designed to punish you from changing rows, so damage is dealt based on what row you are in... so the characters in the back row take twice as much damage as those in the front row. Holy is just there to screw with you. Wheel is most definitely a custom spell based on the monster's attack power or something along those lines...

I learned a lot from Atomos... Meteor...

Meteor still has a spell power of 800. I did actually fight him on a moon phase that reduces black magic (25% reduction in spell power or damage... I'm learning towards the latter a bit). However, if you look at the bosses that use them, their magic stat is really high.. but the damage seems rather low.... so this spell was redone.

The spell itself does NOT use split damage, despite targeting all monsters like Quake. So, take a look at Atomos or the Nova Dragon's magic stat. Divide their magic stat by 5... and then you will get the spell multiplier that looks like what is normally expected. The math is consistent with the newfound behavior. It is actually a VERY bad idea to not have all the characters possible on the field... and it is WORSE if any of them are dead. This increases the power of Meteor significantly (because you would split between 4 or less characters) and nothing good comes out of that. I'm sure Meteor works the same way vs multiple monsters...

Shell... it does work... against Meteor (and the like, but not Wheel due to algo changes or something). The spell is cumulative and reduces the damage INTAKE by 1/8. It is capped @ 4 times so damage reduction can be maxed out at 1/2 tops. So Meteor can be dealing effectively with a spell power of 400 (like a multi-Flare)... but that doesn't really absolve you of having high magic evasion to actually reduce magic damage in general.

Under this new understanding, Protect works the same way... 1/8 damage reduction, cumulative with 4 casts to 1/2 physical damage reduction (it didn't affect the monster spell Wheel either).

Note that the moon phases will screw with the numbers, and that not all spell or physical damage will look like you're not gaining the benefits from Protect and Shell... it's just not the cureall for bad equipment or bad evasion/magic evasion or bad defense/magic defense.

BTW if I hadn't mentioned this year... Rydia is an AWESOME black hole for spells.

Wheel is literally a weaker version of the Antlion's Horn (or whatever it was called) attack... Attack * Spell Multiplier (spell multiplier of the Ghost Train is 11) * row (1 if front, 2 if back).

283
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: December 24, 2012, 10:41:49 AM »
Nova Dragon (Shinryu) is a pushover... only if you can survive the 4000+ damage Tidal Wave (which isn't elemental in the first place). So, this automatically limits the characters you can use... so the primary healer must be Rosa. Ceodore is not an acceptable alternative since you need the healing power of Curaja at work.

So, min level is 70... 75+ is probably recommended. Higher levels needed for other characters due to needing to cross the 4000HP threshold.

Characters I used and are most recommended are the following: Cecil, Kain, Rosa, Ceodore, Edge

Edge is the leadoff guy, so the best thing to do on his first turn is Spider's Silk. Otherwise you are asking for trouble.

Those characters that are listed have tons of HP (Rosa having the most of all White Magic casters), plus they have the best armor selection to face off against it. The Dragon armor set is the major reason.

The biggest nuisance is that it is resistant to Holy. Trinity Crusade unfortunately gets crippled because of that...

Effect Form is important, despite being limited to 3 characters that benefit. This is a quick way of getting Haste on all characters... Ceodore is free to caste Haste and if you feel like using the limited supply of Hermes Sandals, there you are.

Best moon phase to attack: Whatever creates White Magic+, Black Magic- (this group has no black magic, thus, all the benefits)
I faced him during the White Magic-, Special Attacks+ phase... which really annoyed me.

** = Recommended

Roles assigned to each character:
Cecil
Primary: Must use a band with another character - Sky Grinder (Kain), **Vibra Plus (Ceodore)
Secondary: Use Effect Form early, emergency item healing
Summary: Cecil's Holy weaponry is useless, and using a band avoids this issue.

Kain
Primary: Must use band with another character - Sky Grinder (Cecil), **Mirage Dive (Edge), Double Jump (Ceodore), **Cross Slash Prime (Ceodore)
Secondary: Use Effect Form early, occasional Jump when MP is depleted (ideally, not using Holy elemental weapons)
Summary:  Keep Kain alive as much as possible, you might never know when that is...

Edge (Back Row)
Primary: **Mirage Dive
Secondary: Healing (either by Ninjutsu, or items), Spider Silk, Haste (Masamune)
Summary: Edge is the fastest character (ever?), so take advantage of it. Mirage Dive applies Image to Edge, so this does help in damage reduction (unless you have Crystal Rings or Blue Armors available)

Ceodore
Primary: **Vibra Plus (Cecil), Double Jump (Kain), **Cross Slash Prime (Kain), Divine Heal (Rosa)
Secondary: Emergency Healing (Curaga), Haste
Summary: Ceodore should be a healing or attacking backbone in your fight.

Rosa
Primary: **Healing (Curaga, Curaja, Arise), Divine Heal (Ceodore)
Secondary: Haste
Summary: If you aren't at full health (at least over 4000HP), then you need to keep healing with Rosa.

The primary issue with this group is that Kain has the least MP of the group, so Cecil will need to spare a turn using Dry Ethers or Elixirs. If you are scared of your current HP situation, use a Megaelixir as needed.

The greatest "break" you get from superboss is when it uses Protect and Shell on itself. This is a great time to heal up or do what you need to it. Cross Slash Prime is a better solution for Ceodore+Kain due to MP consumption... but the best combo is really running Mirage Dive and Vibra Plus while Rosa sits back and heals. When done correctly, the final Meteor attack is actually the lamest thing that is used upon you (especially when Tidal Wave is stronger).

Shell doesn't seem to do too much in damage reduction, so just pretend it didn't happen.

Cecil has the most HP, so he should be able to survive most of the damage...

Doom isn't that big a deal.. just make sure someone that has shitty magic (Cecil/Kain) revives and another character assists in the healing Rosa (Arise), Edge (Healing Pill), Ceodore (Curaga).

Thermal Rays are overrated (Fire Scarf, Hero Shield+Dragon Armor piece should allow for great magic defense.. 2 Protect Rings should be more than enough on Rosa+Edge).

There isn't much need to substitute in this group, as I believe it is the most solid option. I'm sure there are other good combos, but this requires the fewest of levels. Using Yang or Ursula isn't a great idea since the Dragon Claw is Holy elemental, so it negates the benefits of the racial bonus.

BTW, trying to use the Thunder Claw's racial bonus on the Deathmasks is pointless. The Attack Power that is lost from using a claw is significant... especially since the damage bonus is 50%, not 300% (quadruple damage in regular FF4). The Mage Masher is still useful for that reason... leave the Claws to Yang and Ursula.

Equipment used for the battle (useful, but alternate options are fine):
Cecil:
Excalibur
Hero Shield (elemental absorption)
Dragon Helm (dragon+elemental resistances)
Lunar Mail (good status resistance)
Rare Band v2 (does it matter?)

Kain:
Wyvern Lance (optional, Holy Lance should be OK)
Dragon Shield (elemental resistance primarily, Adamant Shield is good alternative)
Ribbon (got too many, I'm not sure how many you should have at this point... maybe 2?)
Blue Armor (optional, need the racial resistance, Dragon Armor good alternative)
Treasure Hunter v2 (does it matter?)

Ceodore:
Wyvern Lance (optional, Defender should be OK)
Dragon Shield (I got too many from the drops)
Ribbon (self explanatory?)
White Robe (SPR boost for healing, Crystal Mail is a decent option)
Crystal Ring (rare drop, used specific for racial resistance)

Rosa:
Artemis Arrows (rare drop, but since she's not fighting, it is irrelevant)
Perseus's Bow (SPR boost)
Mystic Veil (Gold Hairpin is a good alternative, SPR boost vs Dragon resistance)
Pink Armor (White Robe could be used here)
Protect Ring (elemental resistances)

Edge:
Masamune (I forgot this weapon has Haste, which is very handy, will adjust the post, +3)
Rising Sun (+10 AGI, allowing Edge to be wicked fast)
Ribbon (or Red Cap, since not everyone has enough of these)
Fire Scarf (Fire elemental absorb+)
Protect Ring (self explanatory)

It's worth juggling the following equipment on Cecil, Kain, and Ceodore:
Dragon Shield (elemental resistances, Dragon resistance)
Lunar Shield (+5 AGI)
Crystal Shield (+3 SPR, Undead resistance)
Cat Ear Hood (+5 AGI bonus, Ice resistance, not for Kain)
Dragon Helm (elemental resistances, Dragon resistance)
Crystal Helm (elemental resistances, Undead resistance, +3 SPR)
Lunar Mail (status resistances)
Crystal Mail (limited status resistances, Undead resistance, +3 SPR)
Dragon Armor (elemental resistance, Dragon resistance)
Blue Armor (racial resistances, but hard to obtain)
White Robe (+10 SPR, not for Kain, Undead resistance, best for Ceodore)
Rings - Protect Ring, or whatever "relic" you think is useful, Crystal Rings are helpful, but obviously tough to obtain

284
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: December 23, 2012, 11:58:26 AM »
The actual damage bonus to Wild Whip is 50%... so it's kinda like automatically factoring in a critical hit or a racial modifier bonus, but applied as a collective bonus... so it's not too bad, but it's not great. For 4MP, this is worth pursuing since the cost is negligible.

I'm working on constructing a team to face off against Shinryu, and it looks like a slightly modified version of Team Ninja... it's Team Ninja Monk (with Yang, instead of Ursula). The only logistical reason for Yang was that he was lower leveled than Ursula... not that it's the sole reason, but I wanted to take a look @ Explosive Kick (Yang+Gekkou)... which was actually more impressive that I originally thought.

The most important find was able the spell power of Healing Pill and Healing Salve. It is nice though that they ignore Reflect status..

Outside of battle, Healing Pill and Healing Salve uses SPR to calculate the healing. In battle, they strictly use INT to calculate the healing. Odd, but true.

So, here's the important info:
Healing Pill: 96 (twice as powerful as Cura)
Healing Salve: 216 (50% more powerful than Curaga)

Consider this... the ninjas in general are able to do more with less... having less INT compared to the straight black magic users (probably 1/2 as much INT) but their Ninjutsu are far stronger than their black magic user counterparts.

With regards to Spirit, they grow a very low portion of it to the white magic user (about 1/4 to 1/3 less) and have their spells be proportionally stronger outside of battle.

However, the rule of thumb of Cure vs Curaja is still true... Healing Pill (6MP) will heal tons more than Healing Salve (21MP) outside of battle. If you plug in the numbers, you'll see why.

([WILL/8]+2) x ([WILL/2]+Z) = original formula

We will compare two different points... with 20 (early game) and 32 (late game) Spirit. Remember that truncation is involved (rounding down)...

Healing Pill @ 20 Spirit
((20/8)+2) * ((20/2)+96)
((2+2) * (10+96))
4 * 106 = 424

Healing Salve @ 20 Spirit
((20/8)+2)* ((20/2)+216)
((2+2) * (10+216))
4 * 226 = 904

Just on the basis alone, you can cast Healing Pill three times and easily EXCEED the cost of Healing Salve.
Note that I've always recommended Cure for out of battle healing. You'll see why in a bit...

Healing Pill @ 32 Spirit
((32/8)+2)*((32/2)+96)
((4+2)*(16+96))
6 * 112 = 672

Healing Salve @ 32 Spirit
((32/8)+2)*((32/2)+216)
((4+2)*(16+216)
6 * 232 = 1392

Self explanatory now yes?

Compare this to Cure @ 99 Spirit (Cure = 16 spell power)
((99/8)+2)*(99/2)+16)
((12+2)*(49+16))
14 * 65 = 910

For Healing Pill to reach the same level as Cure...
((X/8)+2)*((X/2)+96) = 910
Basic algebra required (distribution property)
X/16 + 12X + X + 192 = 910
13 1/16 X = 718
209X/16 = 718
X = 54 (though, you would need to round up, so 55 is more accurate here)

It's unlikely to actually get to 54 SPR though, because most of the equipment the Ninjas get don't increase SPR. You are limited to Mystic Veil (+7 SPR), Rune Armlet (+3 SPR), Talisman (+5 SPR) and maybe a few others. So at best so far, you can only get +12 SPR and according to a guide, Izayoi is capped at a raw SPR stat of 34... and that's not even looking at the fact that Healing Pill (6MP) costs twice as much MP as Cure (3MP).

It is obviously beneficial long term to boost INT on the Ninjas since the healing spells in battle scale better, but they are not really true substitutes for healing from White Mages... Curaja (40MP) @ 288 Spell Power and usually a higher SPR stat (but not as cheap as Healing Salve @ 21MP)

285
Gaming Discussion / Re: Edge vs Asura
« on: December 23, 2012, 07:53:24 AM »
 :bump:
http://www.gamefaqs.com/boards/615911-final-fantasy-iv-the-complete-collection/64731931?page=4 - the anti-Vegh post

Here's some additional perspective that wasn't covered initially (copypasta time!):

Quote
So, even in the WORST case scenario, Edge can deal a ton of damage... more than Asura can heal... let's see how much Asura can heal through Curaga:

Spell Power of Curaga: 144
Asura's Spell Multiplier: 1 (initial, everyone has this) + 69/4 (Magic stat divided by 4) = 18
Asura's Magic Defense: 37

Putting it together (note that magic defense is used in healing for monsters, both to and from them, this is changed in TAY with the Spirit Priest and the like which ignores magic defense with Cure spells):

144 (Curaga power) * 1 (worst case) - 37 (magic defense) * 18 (Spell Multiplier) = 1926
144 (Curaga power) * 1.25 (avg case) - 37 (magic defense) * 18 (Spell Multiplier) = 2574
144 (Curaga power) * 1.5 (best case) - 37 (magic defense) * 18 (Spell Multiplier) = 3222

So, even in the best case, she will only heal 3222 points of damage! This is at least 1k less damage that she can heal. This doesn't even factor in Slow (to reduce the frequency of healing) and Haste (to increase the # of attacks Edge can do) and the fact that abusing the use of Blink (which is also great vs Behemoths). Plus, there's way too many Mage resistance armor (Rune Armlets for the girls, and Aegis Shields for the guys) that cuts Attack Power in half, making her pretty tame outside of Edge. If you really want to, you could just cover Edge... Cecil would have to be in the back row (the damage Cecil will absorb is considered a back row attack, thus reducing damage significantly as well), allowing Edge to survive indefinitely.

So, if you listen to how Vegh suggests how Asura is difficult to kill, please mention how "SMRT" he is.

Note: Edge is required to be in the front row to make this all work.

Also, there is the use of Cure4/Curaja in the SNES versions of the game (specifically FF2 SNES). The problem with Curaja is that it doesn't work quite right, particularly after taking 16k worth (16384 exactly, or was it 16383) of damage where all "healing" done is for the MP value, due to overflow, thus making her Curaja healing pretty pointless.

Stuff in bold is newly added descriptions.