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Deathlike2

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Re: FF4PSP - Journey Log
« Reply #60 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...
« Last Edit: December 25, 2012, 02:35:48 AM by Deathlike2 »
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Deathlike2

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Re: FF4PSP - Journey Log
« Reply #61 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.
« Last Edit: December 25, 2012, 05:10:12 PM by Deathlike2 »
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Re: FF4PSP - Journey Log
« Reply #62 on: January 02, 2013, 11:10:47 AM »
On the Wii version of FFIVTAY there was a glitch to where you could be killed by DeathGaze and the game would load you as if you had won the battle, but if you didn't revive everyone the next battle would be an immediate game over. Did this glitch persist into the PSP version I wonder? It seemed so odd that they would have overlooked that.

Deathlike2

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Re: FF4PSP - Journey Log
« Reply #63 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...
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Re: FF4PSP - Journey Log
« Reply #64 on: January 02, 2013, 12:34:31 PM »
Heh, true. Deathgaze wasn't very difficult I did enjoy the other superbosses though. They took some special preparations (even though Omega seemed to take Forever, longer than Shinryu) I tried to find the bands on my own which... needless to say, did not go very well. I think they should have included hints or something, since anyone can go online and look them up, but to actually find them on your own or be gently guided towards them can at least give the player some feeling of accomplishment.

I still think they missed an enormous chance with Harley in the PSP version. It's clear they wanted her to be a mage. She has the stats To be a mage, but she's not a mage. They even planned on making her a Scholar with an ability which would deal x2 damage with damage items! Yet that too was scrapped for unknown reasons. I wonder, why did the makers of their own character, hate her so much? None of her unused abilities would have unbalanced the game (and heaven forbid that attack items be semi-useful!)

Deathlike2

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Re: FF4PSP - Journey Log
« Reply #65 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).
« Last Edit: January 02, 2013, 08:28:01 PM by Deathlike2 »
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Re: FF4PSP - Journey Log
« Reply #66 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.
« Last Edit: January 03, 2013, 06:54:15 PM by Deathlike2 »
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Deathlike2

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Re: FF4PSP - Journey Log
« Reply #67 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.
« Last Edit: January 04, 2013, 09:33:58 AM by Deathlike2 »
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Deathlike2

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Re: FF4PSP - Journey Log
« Reply #68 on: January 06, 2013, 11:38:31 AM »
I'm still tweaking and gaining more levels to keep tweaking further...

Every multiplier increase when you consider each character does improve Infinity a bit, as it gives averaging 500 points of more damage to spread around.

25% is also applied to the spell's accuracy, in addition to the spell's damage in the appropriate moon phases...

If you are able to Flare or Holy will deal 9999 when cast, the moon affects damage by 25% going either way... so think of it that 2500 pts of damage is added or lost during the moon phases... so it doesn't go unnoticed when Infinity is used.

Lenora best benefits from the Sage's Robe, Mystic Veil, and Seraphim's Mace (SPR goes to the upper 80s-low 90s with INT at the best you can realistically get it at). I'm sure an Adamant Shield helps too...

I've mentioned this before about Reflect, but there is a certain bias for Reflect to bounce towards the primary monster on the field. Testing Slow vs the Deathmask+Body, the Body is the primary target and gets most of the accumulated Slow hits. It is something to think about when you are trying to bounce spells to more than one monster on the field. Normally it should be a 50-50 proposition (with 2 monsters), but it really isn't.

Also, I've described how the Behemoth in Edge's Tale seems to hit hard or miss... well, it happens with magic as well. As soon as more characters in Team Magi are getting a 5x multiplier, they start to be able to evade both Deathmasks initial Holy hit (same with Flare), but it has the probability of their magic evasion to some degree... otherwise they take full damage. I don't know how exactly this works, but having a matching magic evasion multiplier to the monster's magic multiplier is key and having high magic evasion helps a lot more. You could say the same for physical hits where the defense multiplier must match the monster's "unknown" attack multiplier and having high evasion helps. Being in the back row probably reduces the defense multiplier requirement by 1/2.

Increasing the defense or magic evasion multiplier increases the chance to miss...

 :edit:
I forgot to mention, I picked up only half of the dolls final equipment set... now I have a pair of Phase Cutters, and already have a pair of Phase Helms, and only one Phase Knuckle...

 :edit:
There are some interesting dummied items listed in the Item List guide (in the TAY section of Gamefaqs)... some drop or event item drops, perhaps to allow changing the outcome of their fate or at least signify in some later event that you killed them...

The "Ring/Amulet of Memories" listings must be for the death of Golbez... or something. It couldn't be anything else... could it?
« Last Edit: January 06, 2013, 01:12:50 PM by Deathlike2 »
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Re: FF4PSP - Journey Log
« Reply #69 on: January 06, 2013, 04:00:18 PM »
Hmm, I never looked at the unused things in TAY since I heard that most of it was carried over from FFIV, but there are some interesting things... I have to wonder what the Ring and Amulet of Memories revolved around. It may have involved Golbez's death, but he didn't carry anything like that to my knowledge. It's a thought that the possibility of failure in specific stories may have been much higher at one point (like losing Calca and Brina) I know you can lose the four ninja's in Edge's Tale. It may be that there was an opportunity for many non-plot essential characters to die within their original tale.

What really interests me in these unused items are items that seem to refer to the Eidolons. Would those have dealt something with freeing them from the Mysterious Girl's control?


:edit: This is odd, this "Ground Helm" it seems like it would have been a pretty good item. 14 Defense, +5 Speed, and +5 Spirit to help Cid and Luca who have very little in the way of magic protection and get them a possible additional Speed Multiplier? Why was it "Removed from this title" last I checked it wasn't in FFIV.

So many working properly item slots... what a waste. I thought FFIVTAY had a pretty good equipment pool, but it could have been even more numerous.
« Last Edit: January 06, 2013, 04:10:05 PM by Grimoire LD »

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Re: FF4PSP - Journey Log
« Reply #70 on: January 06, 2013, 04:18:11 PM »
Ground Helm is probably a horrible mangling of the Grand Helm from FF4 Advance. After Years' translation is pretty lousy in places where they couldn't lift from the DS translation.

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Re: FF4PSP - Journey Log
« Reply #71 on: January 06, 2013, 04:20:03 PM »
Bad translation (in GBA, or PSP)?

It's like a glorified Diamond Helm+Armor really (one of which was used in the Interlude, the Grand Helm).
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Re: FF4PSP - Journey Log
« Reply #72 on: January 06, 2013, 04:23:40 PM »
Which is surprising considering it was the same fellow who worked on both, last I checked. Well, I guess it's pretty clear where his priorities lay. Yeah, it's clearly the Grand Helm now that I think on it. But even FFT didn't screw up Grand and Ground in such a manner, oy... I wonder if that's the odd way how Insect/Lizard became Demon as well.

In any case I have to wonder if it's any different for the PSP version of FFIV and FFIV TAY? In terms of items I mean, has any hacking begun on  those at all?

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Re: FF4PSP - Journey Log
« Reply #73 on: January 06, 2013, 04:24:52 PM »
The original After Years translation in the Wii version. I don't know if they improved the PSP version any, but I doubt it, given they're still using the GBA script based on the PSX version, which was somehow less accurate than the original FF2 SNES script. One thing they did do is lift all of the terminology from the DS version, but the Grand Helm isn't in that version.

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Re: FF4PSP - Journey Log
« Reply #74 on: January 06, 2013, 07:47:30 PM »
Which is surprising considering it was the same fellow who worked on both, last I checked. Well, I guess it's pretty clear where his priorities lay. Yeah, it's clearly the Grand Helm now that I think on it. But even FFT didn't screw up Grand and Ground in such a manner, oy... I wonder if that's the odd way how Insect/Lizard became Demon as well.

I have no idea... they kept changing what they called it during the GBA ports (Ghoul/Spirit) so go figure. One of the more notable name changes was Flame Dragon or Inferno that Rubicante uses in the GBA port... so I cannot imagine all the changes made (if there are in the EU version of the PSP, go figure, I'll probably find out sooner or later).


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In any case I have to wonder if it's any different for the PSP version of FFIV and FFIV TAY? In terms of items I mean, has any hacking begun on  those at all?

No idea on the hacking... there are simply issues just emulating it...

For the items, there is a whole lot of nerfing (have you even been reading the "blog"? :P ) There's a crapload of overpowered stuff in the GBA trial portions that had to be nerfed outright to make them reasonably usable in this port. For instance, the Hero Shield has the same property... it has the Absorb property. GBA has it +15 to all stats, where TAY has +5 to all stats (obvious nerf). Ragnarok is +15 to STR, STA, SPR @ 200 Attack Power in FF4... it's only 160 Attack Power and +10 STR, STA, SPR in TAY.

There are a handful of GBA (Advance specific stuff)-equipment carryovers to TAY that are notable:
Hero Shield - as mentioned earlier
Hypnocrown - Palom's specific equipment, now made as general black mage booster (+5 INT) with exceptional magic evasion boost (same stats I think actually)
Note: It was known as Coronet in the GBA port (in reference to FF6), but renamed relative to the FF5 equipment version.
Cat Ear Hood - Porom's specific equipment, now made as general white mage AGI booster (+7 AGI) vs (+5 AGI in GBA's port)
Red Cap - Edward's specific equipment, now made as general med class type equipment (Monk, Ninja) +10 STA in original vs +5 in TAY
Red Jacket - again, Edward specific, for med class, +15 STR, AGI in original, +10 STR, AGI in TAY
Brave Suit - Yang specific aka Courageous Suit, TAY uses same stats as original
Robe of Lords - Porom's specific equipment, made for White Mages, same stats (aka Lord's Robe)
Sage's Robe - Palom's specific equipment, made for Black Mages, same stats
Mystic Whip - Rydia's specific equipment, made for whip carriers, +15 INT original vs +10 INT for TAY (aka Mist Whip)
White Tiger Mask - Yang's specific equipment, made for med class, same stats (aka Funny Mask)
Mutsunokami - Edge's specific equipment, made for ninjas, same stats
Perseus's Bow - Rosa specific equipment, made for bow+arrow users, +15 SPR original +10 SPR
Tiger Fangs - Yang specific equipment, same stats
Dragon Claws - Yang specific equipment, same stats
Loki's Lute - Edward's specific equipment, +15 STR, AGI, STA orig, 150 attack power vs +10 STR, AGI, STA, 98 attack power (remember that racial bonuses are crippled)
Apollo's Harp - Edward's specific equipment, same bonus, 98 attack power original vs 60 attack power
Rising Sun - Edge's specific equipment, 80 attack power original vs 50 attack power, same bonus
Godhand - Yang specific equipment, +15 STR, AGI, STA orig vs +10 STR AGI, STA
Triton's Dagger - Palom specific equipment, made for all knife users, +15 INT vs +10 INT, other bonuses the same
Seraphim Mace - Porom specific equipment, made for all staff users, same stats
Thor's Hammer - Cid specific equipment, +15 STR, 190 attack power originally vs +10 STR, 140 attack power
Assassin Dagger - equippable on Porom in FF4A, but fixed in TAY, 135 attack power originally vs 85 attack power
Gigant Axe - +15 STR, 200 attack power originally vs +10 STR, 150 attack power


I'm not sure if that covers them all.. (was checking FAQs)

Revamped equipment based off original FF4:
Excalibur - 160 Attack Power -> 120 Attack Power (same STR bonus)
Ragnarok - 200 Attack Power -> 160 Attack Power (+15 STR, STA, SPR to +10 STR, STA, SPR)
Holy Lance - 110 Attack Power -> 140 Attack Power (yes, a buff)
All bows - all revamped in TAY to 75% acc instead of the weak acc it naturally has in the original (didn't scale well correctly as originally envisioned)
Stardust Rod - +15 INT -> +10 INT
Sage Staff - +15 SPR -> +10 SPR
White Robe - +15 SPR - > +10 SPR
Minerva Bustier - +15 STR, AGI, STA, -15 INT, SPR -> +10 STR, AGI, STA, -10 INT, SPR

I may have missed a few...

Also.. I'm surprised they didn't add a +15 INT piece of equipment like Asura's Rod (which is technically a contradiction since she casts only magic so you'd actually expect a Staff). Leviathan would make more sense despite not being a mage exactly...

So... meh.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

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