°Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1230e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2259.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2259.html.zxвтg^                    ╚Ем┘KOKtext/htmlISO-8859-1gzip0|╓┘K        Tue, 10 Mar 2020 19:11:53 GMT0є░░ о0оPоАз▓Ёобтg^        о.┘K Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1231
General Discussion / Re: Monitor Trouble
« on: July 29, 2008, 09:23:39 AM »
I never expected one offer, much less two. :whoa:

Thank you both so much! I'm going to send you both PM's in a few minutes.

1232
General Discussion / Re: Gamefaqs + eternal stupidity
« on: July 29, 2008, 07:27:06 AM »
http://www.gamefaqs.com/features/top10/1323.html

Fail for lack of Metroid Prime. Seriously, how could that not be included?

1233
Game Modification Station / Re: Crazy Idea
« on: July 29, 2008, 07:12:35 AM »
This is running really good on my computer, about as fast as walking around in the actual game.

1234
Final Fantasy IV Research & Development / Re: DS Version Research
« on: July 29, 2008, 07:03:39 AM »
Actually my 666th post was the one in the gaming progress thread:



Wait until you see 777's image. :wink: :laugh:

---

I wanted to add something to the first post today, to the point I almost dragged myself out of bed while playing last night and waited for this monitor to warm up, but I completely forgot what it was now... :isuck:

:edit:

Ah yeah, darkness costs 10% of the user's HP, not 1/8th like in the original.

1235
General Discussion / Re: Monitor Trouble
« on: July 29, 2008, 06:40:10 AM »
I'm in Gloucester City, which is farther south than Newark but I don't think it would make much of a difference. I'm definitely interested in getting it, I'll get back to you about payment shortly.

1236
Gaming Discussion / Re: FF4 - Bow+Arrow Impact
« on: July 29, 2008, 06:28:19 AM »
Well, Mute Arrows would just be as effective.. though the Silence Staff has a good chance of being available/dropped.... which is just as effective (well, almost anyways).

Ah, yeah, I forgot about mad ogres being mages as well. The arrows would still be useful for golems, but they already have an easily exploitable ice weakness.

Personally, those weapons need to be weak to compensate for the semi-overpowered... which was planned correctly in the original game. I'm not entirely a fan of stuff being a "drop only" or steal option, particularly arrows since I have a preference buying en masse... I'd prefer it in arrow form, but a limited rare drop can't be all that bad.

The dark arrows are the same strength as the holy arrows and are still bought in the dwarf castle, if they prove to be too strong I can also weaken them a bit.

I hate ridiculously rare drops as much as the next guy, so most of my monsters that drop anything special drop their items far more often than those that don't (25% instead of 5%). There are exceptions for the stuff that has the potential to massively unbalance the game at a given point (I'm not opposed to doing this mind you, it can be fun at times such as the Hades sword in JCE's hack, but it's not something I want to happen every playthrough), but most of that is also available from a later monster at a higher drop rate.

The Blitz Whip was underpowered (like every other whip she had)... the Mech property would've been nice it that were added... would've made her bearable in the Giant. Then again, all her whips are kinda underpowered... at one point, I felt that Bows+Arrows for her were a better idea, but that's only true once she gets the Elven Bow...

I usually give her a dancing dagger until Tomra, where I buy the chain whip, that one's pretty useful until bahamut's cave and the subterrain.

1237
General Discussion / Re: Monitor Trouble
« on: July 28, 2008, 06:35:27 PM »
Yeah, I'm interested. :childish:

1238
Gaming Discussion / Re: FF4 - Bow+Arrow Impact
« on: July 28, 2008, 06:12:22 PM »
I kinda find it gimmicky, even if it is effective on one particular monster. I prefer to conserve the Holy arrows, since I tend to level up on Mt. Hobs for Rosa (to learn Cure2/Cura).

Yeah, they should really give the angel arrows to you at Eblan, so you can take advantage of them for the mad ogres. I usually gain a few levels at Mt. Hobs too, you can always just use the holy arrows for the bombs, undead, and spirits and swap the iron on for anything that's flying.

Well, the Darkness arrows are underrated, though monster presence somewhat limits their usefulness (plus this status is useless vs most, if not all undead monsters)...

Maybe a death arrow "Hades Arrow", as a complement to the Medusa Arrows. Revamping the Holy, Fire, Ice arrows... Holy being effective vs Spirits, Fire being effective vs Undead, Ice being effective vs Reptiles... add a Drain Arrow perhaps? Allow it to be effective vs Flan/Pudding... Have a Sleeping Arrow? There are a few untapped statuses that could work out... Perhaps the Poison Arrow gets one extra added status of Paralysis could revitalize it. Curse status is underused.. it could be added to the Darkness Arrows (and it may need a new name to boot) as the ultimate monster weakener...

The dark arrows are dark-elemental now, in addition to causing darkness status. Dark weaponry is set to do extra damage against humanoids (Yeah, I played around with the races a bit) so they should be pretty useful around the time you get them.

Instant death is something I already considered, but on a rare bow instead of an arrow. Basically it would be able to turn any arrow, including useless iron, into an instant death weapon. Wasn't sure if I actually wanted to do it or not though.

Sleep might be a good one, I made the sleep blade into an Edge-exclusive weapon so no one else has a weapon that can inflict that. I have a limited number of arrows (And even if I looked into how to expand that, I'm out of weaponry entirely now) so I think the poison arrows will be staying cut, unless I give the status to something else. Paralysis would be good but Yang/Edge's Tigerfangs and every whip already inflicts that, so there's plenty of ways to apply that status. Curse is a really good one though, no weapons have that right now, the ancient sword was dropped a long time ago, and it could be really useful later in the game. I just made sleep and ancient arrows, I'll see how they actually play when this is testable.

I usually don't think to add stuff to bows, but maybe there should be a Bow that inflicts Piggy status (would be useful vs the BlackCat monsters since they auto-counter with Bluster)... perhaps revise the Artemis Bow to be a Dragon killer like FF4ET... create a Bow that is effective against both Giants and Mechs (basically something for the Giant of Bab-il to replace the slightly less effective Lightning Arrows at this point in the game).

I think that about covers it though.

I stole the piggy's stick from FF4ET and made it a rare drop, everyone except Yang can equip it despite it being a sword, so that plays the same role as the piggy bow would. The Artemis bow has anti-dragon properties now but if I add the one I mentioned above it will be the Artemis bow that gets cut - I favor replacing the rare items with new rare items. The anti-mech/giant idea is a good one but I added a special weapon for Rosa right before the giant that already serves that purpose and Rydia's blitz whip got an upgrade to do extra damage against mechs too.

I hope I haven't said too much about my hack, I don't mind people knowing this stuff but I think it'll be more fun if everyone goes in blind. Then again this is nothing more than what will be included in the instruction manual-type readme I have planned anyway.

1239
Final Fantasy IV Research & Development / Re: DS Version Research
« on: July 28, 2008, 03:09:41 PM »
All the armor properties, as far as I can tell, are unchanged. The same goes for weapons, there have been a few minor changes but for the most part everything seems normal.

1240
Final Fantasy IV Research & Development / Re: DS Version Research
« on: July 28, 2008, 08:53:26 AM »
The old "one status to resist them all" trick is gone, a rune ring won't stop malboro's bad breath from inflicting its other nasty effects on a character.

Confused characters only seem to use attack, which makes them far less threatening at times and far more at others...

1241
Gaming Discussion / Re: FF4 - Bow+Arrow Impact
« on: July 28, 2008, 07:49:25 AM »
I'm going to disagree with you on the charm/angel arrows, I find them very useful for taking out red giants alone. I generally have Rosa equipped with the Yoichi bow and mute arrows and Rydia equipped with the elven bow and angel arrows for the first part of the subterrain, then switch over to Artemis arrows on Rosa and give Rydia the stardust rod. Similarly, I find the holy arrows very useful on Mt. Hobs, I've never managed to go through all 30 of them before I was done on the mountain, I usually get to Fabul with plenty left.

Do you have any suggestions for effects that would be useful on new arrows? This is something I haven't really touched in my hack yet, except for replacing poison arrows with aevis killers, which completely decimate anything that's flying. I'm currently selling them in Troia and they're the same price and strength as the other elemental arrows.

That goes for bows as well, I already decided the crossbow was found too soon after the starting bow so I replaced it with a mythril bow that is stronger than the great bow but metallic, so Cecil can't take advantage of it in the magnetic cavern. The twins can't equip bows anymore so they don't suffer from not having an upgrade, the healing and mythril staves fill the role of undead remurdering device.

1242
General Discussion / Re: Monitor Trouble
« on: July 28, 2008, 07:37:43 AM »
We had some bad storms move in yesterday afternoon so I ended up unplugging it then anyway. Been off for close to a day now, I'll probably give it a try in a few hours. I'm really hoping it'll work, although I doubt it will, I don't see why it would work.

If worst comes to worst I can always steal the laptop back anytime I want to play something that needs fullscreen. :tongue:

:edit:

Doesn't seem to have done anything. :bah:

:edit:

Actually, it does seem a little brighter, I can see the creep while playing Zerg in StarCraft now, couldn't two days ago, it just looked like a black background.

1243
Final Fantasy IV Research & Development / Re: DS Version Research
« on: July 28, 2008, 07:12:52 AM »
Did you see that section of the faq on gamefaqs that tells you what augments give what stats post-70?

Nope, I literally didn't see that section. I've never really concerned myself with stat growth to be honest, always seemed like too much work when my characters were already killing machines at level 50. I completed the Japanese version in the mid 80's so it might actually be worth looking into now.

Arrows aren't consumed upon use

It wasn't like that in the original was it?

No, arrows came in groups of 10 and were consumed on use until your last one, which wouldn't be consumed until that character's next turn, meaning you could fight 20 battles with 1 arrow as long as that character only came up to fight once. Characters other than Rosa could also equip bow and arrows in the original...no more elven bow for Rydia. :sad:

1244
Final Fantasy IV Research & Development / Re: DS Version Research
« on: July 27, 2008, 01:01:17 PM »
Quote
Pray (Rosa)
Restores a percentage of HP and a smaller percentage of MP, I've yet to determine the actual values but it definitely improves later in the game.

You may want to check the numbers... you would need to determine if that is Spirit based or level based or unlikely maxHP/MP based... the randomness of the numbers should be limited to the same 100 to 150% effectiveness...

It doesn't seem to be spirit based, I got Rosa's spirit as low as I could and noticed to real difference. I'm pretty sure it's percentage based, characters with higher HP and MP get more restored, but it's hard to test because it varies greatly.

Quote
Focus (Yang/Augment)
Read: Power. Doubles the character's attack power. Can be applied up to three times, which means you can hit for 8x damage. Seems to apply to every physical attack command.

Does it still have the negative magic defense droppage property? That would be the only thing that would hurt its usage.

I'm not sure, I didn't even remember that to test it, and I just lost Yang. It'll be a bit but when I get his augments I'll give it a test (I'm thinking of sticking focus on Kain this playthrough).

Quote
Cry (Porom/Augment)
Halves all enemies defense. Oddly enough it seems to have a 100% success rate, which means it has the potential to massively unbalance the game.

It generally doesn't. Unless the monster defense has been revamped, the majority of monsters have defense at both extremes of the scale... which makes this most effective vs Flan/Pudding monsters.

Maybe not, but it's certainly making some enemies easier. Then again, my first time through the Japanese version when I didn't use any augments was ridiculously hard at times, so things are probably balanced around you using this stuff. Speaking of flans, they've had defense reductions, I don't have the numbers (Another thing missing from the bestiary...) but you do more than 1 damage against them. They're still really strong though, so it's better to use magic on them, but if you lose all your magic users it's possible to take them out with fighters and perseverance.

Quote
Last Stand (Augment)
Doubles a character's defense when they're critical.

It would probably do better on a spellcaster (not that I give a crap about Edward), but probably benefits a White Wizard the most since you want them to be alive long enough to heal everyone.. though Cecil could benefit by surviving extra long to heal himself, revive others, and auto-Cover... but meh.

I gave it to Yang as one of the two I needed to get all of his augments, his are far more useful to me. On my next playthrough I'll probably give it to Rosa for the reason you mention.

Added a miscellaneous section to the first post.

1245
Final Fantasy IV Research & Development / Re: DS Version Research
« on: July 27, 2008, 11:02:10 AM »
That's a good one, counter doesn't always counter but it's bound to at least once per turn if you're facing enough enemies so you'd end up with at least double attack power each turn.

Speaking of strategic possibilities, I brought this theory up in IRC the other night. Give Kain darkness and focus, have someone haste him, then quickly use darkness and focus up to maximum, then jump. If they all stack (I have no idea if they do or not, I know darkness works with jump) he should land for 32x damage, 64x if someone cries to halve the enemy's defense. He'd need to break the 9999 damage limit to really take advantage of it, so it's only possible on your second playthrough. Having draw attacks on him and focus as a counter would simply the process of getting him up to maximum, I didn't really think there would be enough time to do it before darkness wore off.