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Messages - Deathlike2

3331
Ok, as far as I can tell, the special effect hit rate is tied to the current hit rate of your character wielding the weapon. Aim also influences this as well.

For instance, the Charm Claw has a putrid low hit rate, and that's pretty much why he has difficult inflicting the Charm status on targets. When combined with something that has a high hit rate (let's use the Cat Claw for example), Charm is more frequently inflicted with Sleep.

Also, enemy status hit rate seems to be tied to your evade rate. Unless enemies have some sort of hidden hit rate info that I should be aware of, the rate of infliction is truly tied to the evade rate. This is why characters like Cecil generally get hit by status effects, but less likely with someone such as Rydia who has the Heroine/Minerva Robe equipped.

3332
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 28, 2007, 10:05:47 PM »
A slightly less obvious bug.

If you tell Cefca hides (either automatically or manually) and then tell him to come out, once you get to his command list, the cursor can highlight the 5th blank command slot. When it is selected, Cefca becomes completely useless and his command won't come back up.

A related question...

You intentionally used the Pray version for Rosa the first time.. and when she comes back, she uses the lame Cure potion version?

3333
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 28, 2007, 07:37:44 PM »
Any reason why the Genji Helmet is not equippable by Cipher?

I was looking for the other type of attributes.. mainly the resistances.

3334
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 28, 2007, 04:41:08 PM »
Are you willing to reveal any of the attributes of the [spoiler]Adamant set[/spoiler] of equipment (and Strength Robe and Cursed Ring) or no?... It would be nice to know.  :tongue:

It's tough to figure out as it is.

3335
Something that makes this extra confusing is the defense multiplier.

Well, my point is that the defense is penetrable, although rare, but it happens.

It's either some defense increase, or a damage multiplier decrease.

The reason why I say the attack power/multiplier is reduced by 4 has significant value.. and this is commonly used to reduce relatively harmful attacks into virtually nothing (to 1 damage in this instance).

As a suggestion to testing it.. make any of the Dark Knight's weaponry attack power at 255 attack power + 99% hit rate. Then tweak your own attack multiplier via AGI/STR hacking and see how that goes.

3336
It must add a constant bonus to the enemy's defense then.  The Zombie's defense rating is 1, so it would need a huge multiplier to nullify even early-game Cecil's attack power.

Well, if you say it is immune... I'd say it is Defense = 254.

Once in a blue moon, you can actually do more than 1 damage vs Flans, but that's a rare feat. That sounds most logical here.

3337
If your weapon's elemental is effective against the enemy, you will deal 2x damage (sometimes 4x, unless there's something specific I'm missing here?).

Enemy elemental weaknesses use the most significant bit as a doubler.  So if the fire bit and the MSB are set (this is the immunity bit on resistances), fire damage does 4x damage.

Are zombies immune to dark elemental attacks?  EDIT: Just checked this in the spreadsheet, and they are.  That explains the 1 damage from Cecil's dark knight swords.

Once in a blue moon, Zombies will take more than 1 pt of damage on a critical hit. I'd consider the attribute more like 4x Darkness resistance vs Zombies (dividing any target's attack/magic power by 4 is crippling).

As far as I can tell, there's no such thing as 4x resistance.  And the Zombie does have dark immunity in the ROM.  Do critical hits ignore the immunity bit?

Definately not. The damage done is still pathetic.

I don't mean it ignores the dark resistance, but ignores the immunity (so it does more than 1 damage, but still crap).

Quoted text gets insanely smaller...  :tongue:

Critical hits on occasion will do more than 1 damage, but also regular hits can, but much more infrequently.

As far as I know, "immunity" for physical attacks (elemental or not) is not used the true sense in this game. It tends to be more flan-like (high defense) and if you manage to have enough attack power (usually helped with a critical hit), you can penetrate through the defense. It is unlike equipment magic immunity where 1 damage will be inflicted for elementals (on the other hand, it doesn't handle elemental attacks involving maxHP).

3338
If your weapon's elemental is effective against the enemy, you will deal 2x damage (sometimes 4x, unless there's something specific I'm missing here?).

Enemy elemental weaknesses use the most significant bit as a doubler.  So if the fire bit and the MSB are set (this is the immunity bit on resistances), fire damage does 4x damage.

Are zombies immune to dark elemental attacks?  EDIT: Just checked this in the spreadsheet, and they are.  That explains the 1 damage from Cecil's dark knight swords.

Once in a blue moon, Zombies will take more than 1 pt of damage on a critical hit. I'd consider the attribute more like 4x Darkness resistance vs Zombies (dividing any target's attack/magic power by 4 is crippling).

As far as I can tell, there's no such thing as 4x resistance.  And the Zombie does have dark immunity in the ROM.  Do critical hits ignore the immunity bit?

Definately not. The damage done is still pathetic.

3339
This isn't really for romhacking.. rather this is for documenting behavior as a supplement to the BSiron FAQ that lacks quite a bit of info.

Is anyone wanting to pitch in here or am I alone on this? There's still probably more to document though...

3340
Gaming Discussion / Re: Scariest RPG Monster
« on: December 27, 2007, 11:56:30 PM »
SkullEater in FF5 is scary... although it is scare of you too, spawning more of them via magic is scary shit.

3341
Gaming Discussion / Re: FF2/4 Rosa's Ultimate Weaponry
« on: December 27, 2007, 11:55:30 PM »
Noone has a comment?

3342
Gaming Discussion / Re: Scariest RPG Monster
« on: December 27, 2007, 09:19:21 PM »
FF5A names the monster Jackanapes.

Is this named Garkimasra in some translations of FF5j on Super Famicom?

Yes.

3343
If your weapon's elemental is effective against the enemy, you will deal 2x damage (sometimes 4x, unless there's something specific I'm missing here?).

Enemy elemental weaknesses use the most significant bit as a doubler.  So if the fire bit and the MSB are set (this is the immunity bit on resistances), fire damage does 4x damage.

Are zombies immune to dark elemental attacks?  EDIT: Just checked this in the spreadsheet, and they are.  That explains the 1 damage from Cecil's dark knight swords.

Once in a blue moon, Zombies will take more than 1 pt of damage on a critical hit. I'd consider the attribute more like 4x Darkness resistance vs Zombies (dividing any target's attack/magic power by 4 is crippling).

3344
Gaming Discussion / Re: Scariest RPG Monster
« on: December 27, 2007, 09:05:41 PM »
FF5's monster that lurks in the castle where the soldiers tell you about it... it's great when the scan lies to you about the enemy and you get locked into a battle when you do a critical hit.  :tongue:

Iron Giant?

FF5A names the monster Jackanapes.

3345
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: December 27, 2007, 06:23:23 PM »
Ok, some interesting info from the data (assuming this is correct).. some of which worth pointing out:

Hand of the Gods: Holy elemental, effective against Ghouls and Undead
Apollo's Harp: Fire elemental, effective against Dragons
Thor's Hammer: Lightning elemental, effective against Mechs
Lightbringer: Holy elemental, effective against Ghouls and Undead, back row compatible  :wtf:
Flandango: effective against Flan
Abel's Lance: Lightning elemental (not Aerial elemental like all the other lances)  :bah:
Fiery Hammer: Ice elemental, effective against Mechs (description of the elemental info lies) :lame:
Sage's Robe: protection against Mute, Mage attacks
Asura's Rod: Holy elemental
Mist Whip: Holy elemental, inflict paralysis, back row compatible
Perseus Bow: Aerial elemental, backrow compatible (nothing really special about this bow)  :lame:
Dragon Claw: Holy elemental, effective against Dragons (a cheap copy of FF6's Dragon's Claw)  :bah:
Loki's Lute: effective against all enemy types except Flan, back row compatible
Rising Sun: Aerial elemental, back row compatible
Gigant Axe: inflict poison (it won't kill Giants like the Poison Axe... meaning it is nothing special)  :bah:
Hero's Shield: Absorb attribute
Rainbow Robe: protection against Fire, Ice, Lightning, Holy
White Dress: protection against Mute, Berserk, Ghouls, Undead
Maximilian: protection against Stone, gradual petrification, Mechs (wow, only armor to have this attribute) :wtf:
Caesar's Plate: protection against Darkness, Holy
Dragoon Plate: protection against Fire, Ice, Lightning (no Dragon protection though)  :lame:
Vishnu Vest: protection against Fire, Ice, Lightning, Darkness, Holy
Requirem Harp: Drain attribute, effective against Giants, Flan, Undead (it looks like a Blood weapon clone...?) :hmm: