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Messages - Deathlike2

2341
Well, I'm just saying. I don't believe Edward ultimately doesn't benefit very much from a shield early game.

Don't forget the impact of the back row in terms of overall damage intake. Reducing monster hit rate by half does wonders, so evasion is a less of a factor in the back row under most instances.

2342
Game Modification Station / Re: (Another) FF1 Hack
« on: June 09, 2008, 06:01:02 PM »
Is this being updated any time soon? This might go on the top of my list on what I'm going to play next (and maybe to that Dual Orb 2 FAQ that I've been putting off)?

2343
Here's a scenario I hadn't considered, from my own hack no less: Edward's harps are two-handed, they inflict status effects on the enemy. Is it worth trading those status effects for a shield? Edward can equip the buckler (and several other "light" shields that he doesn't actually have access to but I made available to him in the spirit of the original) and dagger, his damage output will be a little less but he'll certainly benefit from that evasion bonus...

I think that issue is primarily negated because of two things:

1) Back row - though the harps naturally aren't back row compatible (unless it's FF2), he will be placed there due to low HP growth... (which is worse than Rydia or Porom's, but better than FuSoYa and Tellah).

2) Natural equipment options - robes are his thing, although he has absolutely zero wizard robes accessible (unless you consider his original body armor one of those options) and must eventually rely on Monk robes.

Then again, what you suggest also invokes two other issues...

1) The status effect inflicted by the harp outweighs a lot of offensive demand by the character. If you're talking about FF4A though, he eventually overcomes this post-level 70 with insane stat growth plus the Loki's Lute is back row compatible (plus a vicious monster type mauler). If there were more harps (or 2 handed weapons) with status effects with uncontrolling properties (like paralysis and maybe berserk), it would be interesting.

2) Sing becomes neutered, since it relies on a 2-handed weapon (that's the check). I think it's a nice option, although I think the spells attached to it be completely redone (How? I don't know). That even assumes you even use that command in your hack.

I don't know what kinds of differences/properties you are making though, so I don't have a complete picture of the balance you want. I'm basing my opinion/analysis on the known info.

There should almost never be a character in the back row with a shield (unless the defense is warrented), except under two circumstances.

1) Their special attack doesn't require row selection (see Kain's Jump).

2) You're abusing that steal-shield bug.

As an aside, Edward with a shield in JCE's hack is kinda underwhelming, since I still have to have him in the back row. It was primarily for HP reasons. His Agility growth is obscene enough to have lots of natural defense (I mean, his defense multiplier is upped naturally at like level 16 or 17 without the need for a shield). I tend to think of Edward as a mini-Edge with more magic power (and magic defense) that has no actual spells.

Also remember that the evasion bonus from a shield doesn't really improve things by much until you get a greater defense multiplier.

2344
Gaming Discussion / Re: FF4 - Magus Sisters Not So Magical
« on: June 09, 2008, 04:22:02 PM »
I meant, the hand on her backside, not the one on the spear/lance/staff. It's like a hankerchief or something but it makes her hand look kinda deformed.

I knew which one you were talking about, it also looks like a small staff, granted she'd be holding it the wrong way and I know that's not what it's supposed to be, it just looks that way.

Reminds me of Siegfried's gun, although in that case I'm convinced it is supposed to be a gun, no matter how I look at it there's no way that's a part of his cape.

It's a gun, but the use of the same color as the cape, although in theory that's also intentional since it would make killing people easier.

2345
Gaming Discussion / Re: FF4 - Magus Sisters Not So Magical
« on: June 09, 2008, 04:05:29 PM »
I never really noticed.. although Sandy's back hand looks weird because it's connected to some part of her clothing...

Yeah, it almost looks like she has a small staff in her hand. If I had any real artistic ability I'd angle her spear a bit and have both her hands holding it.

I meant, the hand on her backside, not the one on the spear/lance/staff. It's like a hankerchief or something but it makes her hand look kinda deformed.

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Maybe it's just me that thinks Mindy's cute evil smile with the knife says it all about this battle.

Heh, and Mindy's the only one I have no problem with, she can at least get her pants and shoes coordinated. :tongue:

It's little red riding hood with a knife. I'd fear for the wolf here.

The pants+shoes issue is "ok" as a cosmetic thing, and I'm not for critiquing clothes but that mismatch concept is awful IMO.

2346
Gaming Discussion / Re: FF4 - Magus Sisters Not So Magical
« on: June 09, 2008, 03:28:31 PM »
This is completely off-topic but is anyone else annoyed by Sandy and Cindy's sprites? Namely the obvious error on Sandy's left leg and Cindy's lack of coordinated pants?

Here's what I'm talking about, left are the originals, right are my simple edits:




Maybe these are intentional but it really seems like Taka the Pixel Artist was having an off-day to me...

I never really noticed.. although Sandy's back hand looks weird because it's connected to some part of her clothing...

Maybe it's just me that thinks Mindy's cute evil smile with the knife says it all about this battle.

It looks intentional though, some people have clothing like that that alternate the look between a half of the body.

2347
Gaming Discussion / Re: The man who invented espertime is at it again
« on: June 09, 2008, 02:39:43 PM »
if they hadn't, the bosses would just be immune across the board.
Sounds like a game I'm sure most of us here have played. I'll admit I haven't been keeping up with all of Deathlike's discoveries and postings, but I think he said there was a boss bit. I think it granted a ton of immunities to those that had it. Good ol' FF4.

It prevents status inflictions by weapons and magic with the boss bit set from not working (damage spells don't work, but monster spells that deal negative status afflications do work like the Trapdoor's insta-death attack, though they have to be reflectable).

In any case, there are a few exceptions but that was the intended effect for the most part.

2348
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Do you have a more creative way? Other than rebalancing weapons in general (because it doesn't really solve the problem, it just changes its role) or removing 2-handed weapons altogether. I'd love to hear it.

I don't see how rebalancing the weapons doesn't solve the problem. Isn't giving two-handed weapons defensive bonuses effectively rebalancing the weapons? Then again, I'm not entirely sure what you mean by "changing the role" of the problem...

Under the standard scenario, it becomes "2-handed weapons are for uber power only", which may be fine for some people. My problem is wanting 2-handed weapons being equally useful as a weapon+shield combo. With my proposed ideas to tweak that, I don't literally want a two handed weapon to have total shield bonuses, making 2-handed weapons good, if not better defensively than a sword+shield combo (though one could argue that a sword+shield combo allows for greater stat bonuses), but rather a fair option w/o totally punishing people for wanting to use a 2-handed weapon.

2349
Game Modification Station / Re: Fun with Golbez
« on: June 08, 2008, 01:13:27 PM »
He's only playable for this one battle, so I don't want to put too much effort into anything custom for him, he does get his own special weapon (Which I've yet to test with him, need to merge my item hacks into this ROM) though. You could steal it from him if you really wanted to try it on another character... :wink:

I was thinking more in terms of improving FuSoYa, not necessarily Golbez...

2350
Game Modification Station / Re: Fun with Golbez
« on: June 08, 2008, 12:43:39 PM »
Insert a twin command or something and make Fusoya v2 would be more interesting....

I disagree, just being able to use him in a meaningful way is interesting enough. I don't know if assigning FuSoYa and Golbez the Twin command will make them cast Double Meteor as in the scripted battle or not, but even if it does I have no interest in doing it. I'm not even sure if I want to give Golbez summon magic, his big thing is going to be how awesome he is at casting black magic that is usually weak for the other characters. Don't forget that FuSoYa is going to be an awesome mage in this hack too, he's not going to be Tellah 2.0 anymore.

I think Phoenix said that it would, because of how the command deals with those two characters. It's not required or anything, but it would've been a reasonable expectation.

Right now, if you make him some semblence to an FF5 Red Mage (but with full magic), that would be an upgrade.

Now that I think about it, a custom magic command for spells would be a lot more interesting, like a Blue/Red one (if only to be symbolic, but not required) just to make stuff interesting.. given what is known now.

2351
The attack power usually isn't an issue, since issuing a 1x255 attack can be evaded fairly often. It's usually the attack multiplier that has more of an impact, in conjuction with the attack power (well, a high 99x multiplier with a weak attack power doesn't have as much impact either, but will ensure some stable  damage if you do the math right).

The game is designed that defense has more of an impact early game, and evasion+defense multiplier will protect you the most late game. Cid (particularly in FF4A) is the usually the physical damage taker. Yang on the other hand (particularly in FF4A) doesn't suffer as much because of high evasion options (though suffers from low magic defense, but that's a different detail). Both are high HP fighters put in the front row. The damage intake between the two is night and day late game.

A defense bonus (at least just defense, because the multipliers and evade have a far greater impact) can at least make the situation reasonably saner since damage will still be taken, but at a much more reasonable rate.

You keep telling me over and over in different ways something I already take your word for: that the extra damage your characters take when they are not using a shield is too much in relation to any extra attack bonus a two-handed weapon can give you above a one-handed one. I get it. I believe you.

It seems to me as though you think that the only way to remedy this problem is to have it so that two-handed weapons give the user some kind of defensive bonus. That is not true. There are other ways and I have suggested several of them in my previous post that you still haven't addressed, such as:

* Making shields weaker

Shields are perfectly slotted where they are at. The provide negligible defense power but have the major source of evade. Arguably the whole shield evasion could be scaled back a bit (at max 10% of all shield evasion is removed) and with some axe attack power rebalancing (increases), that might help, but it simply doesn't help enough IMO (I'd have to churn some numbers out to be sure).

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* Making monsters do less damage

I complained about the Edge taking more damage part. I could've argued about having two weapons wielding should have a defensive bonus too, but Edge gets an "attack power bonus" for equipping both hands, so that's out of the question (I mean, he gets compensation). I never wanted the monster difficulty to change there. Monster difficulty should almost never be tweaked for this reason.

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Another thing you could do to have the same relative result as making two-handed weapons stronger is to make one-handed weapons weaker.

Ultimately, I believe a 2-handed weapon should compete just as well as a 1-handed weapon at the same strength, with equal opportunity/option to be just as good for the most part. Obviously they could be rebalanced with everything else w/o changing the game fundamentally, but that isn't my argument.

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If we just simply have better armor that increases defense, you combine this with an already high evasion+bonus defense multiplier from the shield, why bother even trying a 2-handed weapon, even if it were stronger?

I highlighted the key phrase above.

When you go through all the armors and increase their defensive abilities, you would also go through all the sheilds and decrease theirs. The idea is to make it so that most of the defense of the tank characters will come from their armor, not their shield. That way the shield will simply be a bit of an extra defense boost that in certain circumstances will be worth sacrificing for a bit of extra attack power.

Ironically, I actually like the original system on classifying equipment. Shields provide evade (primarily) and a defensive multiplier. Heavy armor provides defense. Wizard Robes provide magical stat boosts, Fighter/Monk Robes provide power boosts and evasion. Rings provide evade and gauntlets do not. Most of their overall defense for a fighter such as Cecil or Kain comes from the shield (other than Agility, since that derives the stat), unless we're talking early game. The defensive tradeoffs early game is less impactful. In the late game, shield dependence is at an all-time high.

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I still like the idea of two handed weapons in a late game scenario, getting rid of them makes it more FF5/FF6-ish, where two handed is kinda cool early on, but sucks ass late game.

Ok that's fine. But there are many ways to make two-handed weapons useful. They don't have to give a defensive bonus.

Do you have a more creative way? Other than rebalancing weapons in general (because it doesn't really solve the problem, it just changes its role) or removing 2-handed weapons altogether. I'd love to hear it.

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Quote from: Dragonsbrethren
Two-handed weapons giving a defense bonus doesn't have to make sense, it just has to improve the gameplay in a way that exceeds what could be done without them giving a defense bonus.

Ok I'll be the first to admit that game balance is more important than something making sense. However, I still think that if there are solutions that preserve game balance yet do make sense, then those solutions are superior to solutions which preserve game balance yet do not make sense. That's why helmets don't normally give people attack bonuses.

Do you agree? If so, what is wrong with the solutions I suggested earlier?

Actually, the helmet set of Headband/Bandanna/Ninja does boost attack power, though mostly in the form of the attack multiplier.. in trading off magic defense. The evasion is relatively beneficial and the difference between that an a warrior/heavy helmet is moot. Though, this says a lot more about how sucky the warrior helmets are (until you get to the Samurai/Genji Helmet, they all suck in magic defense until you reach this point).

Comparitively speaking, those are far easier to rebalance given their impact vs other helmets and their role in contributing to the defense. The same cannot be said for a weapon+shield combo vs a two-handed weapon. The primary issue is how a shield works fundamentally, regardless of the monster or other weapons in question. Even if a shield provides 0 defense, 0 magic defense, 0% magic evasion, the evasion, plus the additional defensive multiplier bonus is enough to keep them useful. Then again, the shields in this game (other than the Samurai/Genji shield and the shields before the Paladin/Light Shield) provide nifty bonus defensive properties, upping their overall impact.

2352
Game Modification Station / Re: Fun with Golbez
« on: June 08, 2008, 09:12:01 AM »
I thought you were going to make Golbez dance or something.  :tongue:

Insert a twin command or something and make Fusoya v2 would be more interesting....

2353
"Never let logic get in the way of good gameplay." - My philosophy for Pandora's Box

Two-handed weapons giving a defense bonus doesn't have to make sense, it just has to improve the gameplay in a way that exceeds what could be done without them giving a defense bonus. Making them give a direct defense bonus would require changing the way equipment works entirely, either hard coding it to add a bonus if the two-handed bit is enabled or expanding the stats weapons can modify. Without doing that the best one could do would be adding a vitality boost to any two-handed weapon, precisely what axes already do in my hack. Will that make enough of a difference to compensate for the lack of evasion from a shield? I doubt it, but axes are overpowered in my hack for that reason.

That will be the day when Axes (or 2 handed weapons in general get the proper attention).  :tongue:

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We also need to remember that only the game's tanks can equip two-handed weapons, this is especially true of Cid. Sure, you may need to heal more often with them equipped, but is that really a big deal? I don't think it is so much as the weapons just suck, if the poison axe had any redeeming qualities I'd gladly trade the light sword or Defender for it, but it simply doesn't. The Avenger is the complete opposite, no one can deny Cecil or Kain equipped with the Avenger in the SNES, PSX, or DS versions is a killing machine, that small issue of less evasion isn't even worth worrying about when you're tearing through enemies like they're not even there.

I guess it bothers me a bit because I like maxing stats, and it's always been worth it for me to attempt to make them great overall (although FF6 is a terrible demonstration of these ideals because the whole system is maddening IMO). The Avenger is perfectly slotted where it is, but that's mostly because of the additional attack power bonus via Berserk. I don't like that weapon on Cecil late game (when you first get it, it's the weapon of choice vs Trapdoors), but for Kain I can live with given his other weapon options. The tradeoff balance has never been there for 2-handed weapons, and for me that's been annoying by far. To be honest, I still use the Crystal Sword over the Ragnarok in JCE's hack for that very reason alone.

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Deathlike, for fun make the Ragnarok have 255 attack power: It's damage will overflow and Cecil will end up doing 1 damage to enemies in the Lunar Subterrain. :tongue:

Cure4 is an example of sheer  :wtf:

2354
The attack power usually isn't an issue, since issuing a 1x255 attack can be evaded fairly often. It's usually the attack multiplier that has more of an impact, in conjuction with the attack power (well, a high 99x multiplier with a weak attack power doesn't have as much impact either, but will ensure some stable  damage if you do the math right).

The game is designed that defense has more of an impact early game, and evasion+defense multiplier will protect you the most late game. Cid (particularly in FF4A) is the usually the physical damage taker. Yang on the other hand (particularly in FF4A) doesn't suffer as much because of high evasion options (though suffers from low magic defense, but that's a different detail). Both are high HP fighters put in the front row. The damage intake between the two is night and day late game.

A defense bonus (at least just defense, because the multipliers and evade have a far greater impact) can at least make the situation reasonably saner since damage will still be taken, but at a much more reasonable rate. If we just simply have better armor that increases defense, you combine this with an already high evasion+bonus defense multiplier from the shield, why bother even trying a 2-handed weapon, even if it were stronger?

I still like the idea of two handed weapons in a late game scenario, getting rid of them makes it more FF5/FF6-ish, where two handed is kinda cool early on, but sucks ass late game.

2355
Final Fantasy IV Research & Development / Zeromus Notes
« on: June 07, 2008, 02:45:26 PM »
Other than the obvious battle script stuff.. there's a few things worthy or note in them.

The first Big Bang's damage can be altered dramatically, since the magic power of it doesn't reset after countering against magic/summons. This is fixed in FF4A. Strangely enough, the attack doesn't seem to be evadable at all even with the lowered spell multiplier... but is at least minimized to a 1x spell multiplier hit. It's worth looking into further.

Apparently the HP refill is very obvious if you don't see a counter vs magic/summons midway through attacks... it seems that the HP check takes precedent over the counter check.