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Messages - Deathlike2

1651
Gaming Discussion / FF4 - The Forgotton Ancient Sword
« on: November 14, 2008, 05:03:02 AM »
This weapon is the most forgotten of all weaponry in FF4, due to its natural inferior stats to the Legend Sword. Additionally, there are only 2 Spirit monsters after this point in the game to take advantage of this... which doesn't make this weapon seem worthy of a look.

It still has an intricate use for those that want to find something useful for it...

1) Allowing Tellah and other frail units like Yang (and Cid's uber tanking) to take less damage. Curse status isn't a great stat, but reducing the monster's attack power by half is always a good start.

2) Flan/Pudding killing is thought of to be a Drain weaponry special, which is generally the case. However, the Ancient Sword allows you do this one step earlier... as in conjunction with Yang (equipped with an elemental claw), you can make Yang much more effective w/o having him use Build Up/Power and kill Flans easier by leading off with the Ancient Sword and reducing the Flan/Pudding's monsters armor stat to something more reasonable... and allowing the elemental multiplier for Yang's claw to do the other half of the dirty work.

Anyways, there aren't any other monsters that fall into the overpowering attack catagory to make Curse status even more useful, but that's where you can find for this weapon's limited usefulness.

1652
General Discussion / Re: Gamefaqs + eternal stupidity
« on: November 13, 2008, 10:51:34 PM »
That's why I keep messages to Gamefaqs at a minimal.

http://www.gamefaqs.com/boards/genmessage.php?board=522596&topic=46404092 - There's no fucking point to calculate DPS since spells have a delay factor.

In FF2 (your talking about that game, right?) does it skip time if everyone is on a delay?

Um, no.

1653
General Discussion & Support / Re: FF2USHT bug fixing?
« on: November 13, 2008, 02:05:51 PM »
Not sure if this thread is worthy of the bump, but whatever.

Is there something odd about the Cure4 that the Holy Dragon casts? It doesn't quite heal the damage inflicted by your characters. A single targeted Cure4 should heal all the damage dealt to it (only 9999 damage can be dealt at max)... it seems to heal like it's targeting more than one unit...

1654
Never mind, I got what I needed for the answer.. the pics explain themselves.

This I already knew:


Flip em around, looks no different:


Both hands recessive:


Flip em around:


So, the Bow+Arrow check obviously goes to the Bow in the recessive hand, which was expected.

1655
In terms of the actual attack, yes, exactly like a left handed character would be. If you mean the number on the equipment/status screen I'm not sure, I'd need to check.

I was asking for the latter the whole time...

I'm not looking for visuals.. I'm just wondering if the Bow+Arrow attack penalty is applied under the two recessive hands.. if that happens at all.

1656
I meant, in terms of attack power. Is the character penalized or not (note that I'm talking about Bows+Arrows)?

Reread bold.

Let me rephrase what I said earlier.

In JCE's hack, he allows bows+arrows to be equipped on Edge. This works fine, except that in either order the Bow+Arrow is placed, Edge is penalized. This suggests that the check IMO is to check if the Bow is in a dominant hand. If that is the case, apply the attack penalty for Bows.

What I'm asking here is I'm wondering what the case happens to be when both hands are recessive. My guess is that the attack penalty for Bows is not applied since the check is for the Bow, which happens to be placed in either recessive hand.

1657
I meant, in terms of attack power. Is the character penalized or not (note that I'm talking about Bows+Arrows)?

1658
Final Fantasy IV Research & Development / Re: Power Command
« on: November 12, 2008, 08:44:43 PM »
Well, it's confirmed on the SNES versions that it is compatible with critical hits.

Also, research shows that it follows the Jump hit rate bonus as well... which is most noticable when you equip a low hit rate weapon such as the Charm/Fairy Claw.

1659
The first set of pics hint the usage of the display of the icon+expansion of the item-spell display when you use said item (although, that bleeding into the black background is not good IMO).

The second set is just rearrangement of the menus (if you didn't like them to begin with, although the Save menu option isn't looking right).

The last picture is a blur of goofing up massively.

1660
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: November 12, 2008, 01:10:54 PM »
Hmm.. this is curious.. equipping the Spoon (with its default stats) seems to not increase attack power at all.. (if you made it normally equippable).

It must probably be connected to the attack power value.

1661
How are bows and arrows treated on an ambidexterous recessive guy? I found it interesting when Edge was equipped with a bow+arrow (in JCE's hack) that he was penalized... since the Bow went to the dominant hand. I wonder if opposite is true (since the check seems to rely on what hand the Bow is on).

1662
Final Fantasy IV Research & Development / Re: Jump Induced Bugs
« on: November 11, 2008, 08:36:06 AM »
Mist Dragon's message goes away with a solo Jump
Barbariccia doesn't go into her tornado pose...

Dr. Lugae doesn't go into his transformation sequence:


Rubicante is not rigged:


Jump causing bugs again:


Leviathan facing the wrong way:


Again:


This is Bahamut, not the other guy:


Looking freaky:


It looks like Asura is not affected, but that's because the spells she cast are directed at herself, which is always successful...

1663
Final Fantasy IV Research & Development / Re: Jump Induced Bugs
« on: November 11, 2008, 03:56:27 AM »
Some more bugs..

Looks a little different right?


Here's a reference image...


Another...


This was unaffected...


Oh well...

1664
Final Fantasy IV Research & Development / Re: Jump Induced Bugs
« on: November 11, 2008, 03:42:13 AM »
Odin cutting... nobody:


If you Jump before his stance change, he will use his normal attack stance before he slices and dices you.

Demon Wall's targeting is odd:


Heh:


Note that this is the prime reason why the move and attack was decoupled in FF4A... as they are seperate actions.

1665
Final Fantasy IV Research & Development / Re: Jump Induced Bugs
« on: November 11, 2008, 03:00:54 AM »
Some pics as a followup.. it's hard to get some when it's hard to visualize some of these bugs...

Big Bang... nothing:


It's a nice Tsunami, but eh...