Aslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=375e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2cea-2.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2cea-2.html.zxӝh^KvOKtext/htmlISO-8859-1gzip0|vWed, 11 Mar 2020 08:30:36 GMT0 0Pҝh^3v Show Posts - Deathlike2

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Messages - Deathlike2

376
Final Fantasy IV Research & Development / Re: FF2/4 The Buggy Avenger Sword
« on: November 06, 2012, 01:04:15 AM »
This bug starts from the WSC version, and seems to occur in the GBA version. I have no idea if this affects the PSP version.

A character wielding the Avenger Sword seems to be "immune" to gradual petrify. The initial hit will show the GBA version's gradual petrify (looks like paralysis, but it isn't), and then the character "gets out of it" somehow on a visual basis. Subsequently multiple gradual petrify attacks to move along this condition doesn't seem to do anything (I should try to perform more thorough testing on this). When the target with the Avenger Sword takes damage, they go back into the gradual petrify status look until they attack again (and look normal again).

377
Final Fantasy IV Research & Development / Re: Aim Command
« on: November 06, 2012, 12:56:13 AM »
The "fix" used for FF4A sucks.

When a targeted monster has Blink or Barrier status and has a counter to physical attacks, Aiming at that target will cause the monster to react, despite the fact that it shouldn't because physical attacks vs Blink/Barrier doesn't cause the monster to react in FF4A.

If this were the SNES version, the monster would actually react to physical attacks while under Blink/Barrier status... though, just not Aim.

It's nice how everything is upside down in these ports....

378
Final Fantasy IV Research & Development / Re: FF2/4 The Buggy Avenger Sword
« on: November 05, 2012, 11:58:26 PM »
 :bump:
The WSC version of this bug is really strange. It is a hybrid between the SNES and GBA versions.

The character equipped with the weapon usually goes first, based on Agility, but not on preemptive strikes.
I'm not sure if the ATB bug is affecting it.. but attacks with the Avenger Sword tend to wait on other characters taking their turn.
It can take from 1-3 (sometimes 4) characters turns before the character with the Avenger attacks.
Usually, a second attack is made by the time every other character on the field has their inputted command...
Otherwise, the Avenger user does nothing, while the enemy keeps attacking...

How the hell did this bug get through testing?

379
Gaming Discussion / FF4DS's Red Dragon - Trying To Understand
« on: November 04, 2012, 05:41:50 PM »
Someone please describe me at length of why this monster is generally mentioned as "broken" and overpowered.

Please provide info, such as stats, numbers (spell power or spell multiplier or both), and relevant info as to what people have considered as counters.

I've looked at some FAQs about the equipment, and it seems to me as if it isn't that hard to counter... (requires some grinding for certain drops/equipment as far as I can tell).

380
Gaming Discussion / Re: FF4 - A "Cursed" Idea
« on: November 04, 2012, 05:37:03 PM »
My bad on the materia. It's gotta be one of them.
No big deal.  You can only hold so much FF4 in your head before FF7 starts to slip your mind.

I think you said in another topic that immunity to a de/buff simply means that you can't add or remove it, so any ability that ignores immunity will add it, and you won't be able to remove it as long as you're immune to it.  This oversight is present up to FF7, at the very least.

IIRC, FF4, FF5, and FF7 do a lot of that. I love the FF7 Fury while equipped with a Ribbon trick (using the items that alter state. FF4 allows you to put on Float outside of battle, despite the fact that the Adamant Armor should block Float (well, during battle anyways). Has stuff similar like that at work...

FF6 is the exception of the bunch... in the sense that resistance is checked/removed with relics (or equipment that provides such resistances). Of course it's not for all statuses, but in some ways it was addressed and probably ended up not being worth continuing.

381
Gaming Discussion / Re: FF4 - A "Cursed" Idea
« on: November 03, 2012, 06:01:44 PM »
My bad on the materia. It's gotta be one of them.

FF8 very likely borrowed a lot of that from Diablo (although there's probably a game before that which used a similar system). Then again, Diablo didn't do absorption, but mostly % based resistance. Hard to find good new ideas... but stealing great ideas from others... ;)

382
Gaming Discussion / Re: FF4 - A "Cursed" Idea
« on: November 03, 2012, 01:47:41 PM »
Here's some historical context:
Absorption is non-existent in FF1 (I'm trying to recall if they added it in the ports, but meh).
FF2+FF3 NES - I'm not familiar with them to comment.
FF5 had it limited to a pair of shields (Fire+Ice Shields) and a pair of Rings (Flame+Coral Rings). Not even the FF5A content added much to that outside of elemental immune equipment.
FF6 kept the elemental shield trend of FF5, having ultimately a lot more impact when you consider what they ultimately guarded against (Merton/Meltdown).
FF7 IIRC had it limited to the Affected Effect Material combined with an elemental materia (or a summon that used an elemental attack) in addition to having "non-elemental" attacks being absorbed.

As you can see, FF4's use of absorption went to both ends of the spectrum... useless or imbalanced.

383
Gaming Discussion / FF4 - A "Cursed" Idea
« on: November 03, 2012, 12:21:44 AM »
This applies more towards the original SNES versions than later ports of the game. However, the fundamental problem is self evident...

The Cursed Ring had been a legend that evolved from tales of discontent or mystery.

For instance, it was rumored that it unlocked some hidden secret of Dark Knight Cecil.
Then again, it was also rumored that it did... literally nothing, outside of the poor stat loss.

The only thing "cursed" about this piece of armor... it did something, but it's actually putrid crap.

The sole purpose of the Cursed Ring is to simply upgrade "resistance" to absorption.
On paper, that sounds like a great idea, considering bosses and the like use a lot of elemental attacks to deliver damage.
However, this came at a measurable expense... crippling the character... both physically and magically.

In FF4, the amount of magic damage you take is simply knowing how powerful a spell is through the spell multiplier (monster's magic stat/4) vs the character/targets's magic evasion multiplier (a combination of Agility/32 + (Intelligence+Spirit/32) and the magic evasion stat. Simply put, Rydia is #1 in magic evasion, vs Yang is #1 in taking magic damage (especially with his special charging attack command).
Absorption relies on actually taking the most magic damage that you can, so crippling Agility, Intelligence, and Spirit accomplishes that... decreasing Strength and Stamina is superfluous. Although, losing strength is generally "fair compensation" for this benefit, but lowering Stamina is generally pointless.. since the armor accomplishes that by its lack of evasion. (Whatever, 7 points of defense is nothing to cry over).

The Cursed Ring relies on armor to take the benefits of this feature. This armor is limited to the elemental armor sets... Fire/Ice Shield and Armor.. the Diamond Armor sets, Protect Ring, Crystal Helm, Dragon Armor set, and FF4A's Red "Burning" Bard set and the Cat Hood (with honorable mentions to Vishnu Vest, Rainbow Robe, Caesar's Plate, Dragoon Plate, Robe of Lords).

On the surface, this would most benefit a fighter type character... since the Cursed Ring will simply cripple Tellah out of existence. most of the original game's elemental resistance resides on the Protect Ring, thus limiting elemental benefits to generally Cecil and Kain.

However... taking advantage of this in a general sense... is pretty... horrific.

Consider what monsters actually used elemental magic. There are two specific types of damage magic that are used...

1) Damage magic - Rubicante's Glare (Flame Dragon/Tornado) is the most notable elemental attack (Fire). This would usually be the most opportune time to use the ring, right?
Wrong. For as many characters that would make this a usable option (1 in 5 chance... 2 in 5 chance if you luckily get two of them), he will still end up obliterating the others with that spell just because he can. So if you spent all that time collecting elemental resistance... well, he's the only memorable choice.

Note that most monsters do NOT use such magic. Unless you are stupid enough to play with the Tricker monster, you will rarely find any regular monster or formation that uses strong elemental magic... and at best you would consider the Red Dragon... but that's an easy monster to beat the crap out of. Anyways, most monsters fall into the next category...

2) Damage based on target's HP + elemental - The first time such an attack is applied to you is from the Dark Dragon... yes, the other version of the Dark Elf. Of course, you didn't have resistance to Fire yet (and it looks like an ice attack too... kinda like the IcyBlaze attack). Then you eventually meet the IceBeast that attacks based on the monster's HP... and then the finally the FlameDog chest (containing the Fire Sword)  teaches you why equipping the Fire Armor early was a "totally horrible idea" (tm)... though that's generally a non-issue later. You would eventually encounter FlameDogs and Chimeras combos... which can potentially murder you while alone....

Then, you find out that the healing you gain from this... is pitiful. The algorithm that derives healing from damage spells uses the algo for targeted HP spells. It uses same fractional number that the HP-target spell to calculate damage. So, for the FlameDog's Fire, it's 5 (because it normally would take 1/5 of your HP if not resistant to Fire), and the Chimera's IcyBlaze is 4 (it would take 1/4 of your HP if not resistant to Ice). In sum, you get a pity healing.

It's actually worse when combined with the Adamant Armor.. despite negating the bad effects of the Cursed Ring, Immune takes precedence over Absorption.

I guess that's an improvement in FF4A (and probably WSC as well, in addition to the later ports). The healing done by point #2 is based on the monster's HP, which I guess is a plus, but that also means that hurting the monster also hurts your healing. Then again, ZeromusEG and the Brachioraidos fuck thus up badly (the Hero Shield being part of that problem) and now it's a complete and total clusterfuck (like, getting healed 9999 type of imbalance).

The Adamant Armor in FF4A suck far less.. since Absorption takes precedence over Immunity...

So, if you ask me now if the Fire Scarf in FF4:TAY is imbalanced... now you know why.

 :edit:
Forgot to mention Gold Hairband and Light Robe into the elemental armor mix.

384
Small question here...

Does the Fire Scarf work the way I think it does?

Considering how the Absorb bit works, I doubt it was restructured in the PSP version.
I read only one Gamefaqs report that when combined with the Protect Ring (and perhaps other elemental resistant equipment) that it caused absorption of the additional resistances.

 :edit:
Resist: All = Fire, Ice, Lightning... or does it mean more than that?
Mystic Veil resists Holy.. so I somewhat doubt the other elementals are being resisted...

385
General Discussion / Re: NFL season (2012-2013) week 9
« on: November 01, 2012, 05:49:33 PM »
Time to pick things up on the Pats bye week!  :tongue:

Week 8 results:
Leno: 9-5
Me: 10-4

Chiefs @ Chargers (division, Thursday)

Chargers

Quote
Broncos @ Bengals

Broncos

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Ravens @ Browns (division)

Ravens

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Cardinals @ Packers

Packers

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Bears @ Titans

Bears

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Dolphins @ Colts

Colts

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Panthers @ Redskins

Redskins

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Lions @ Jaguars

Lions

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Bills @ Texans

Texans

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Vikings @ Seahawks

Seahawks

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Buccaneers @ Raiders

Raiders

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Steelers @ Giants

Giants

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Cowboys @ Falcons

Falcons - Embarrassing matchup.

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Eagles @ Saints (Monday)

Saints

386
Final Fantasy IV Research & Development / Re: Pray Command
« on: November 01, 2012, 02:10:05 PM »
 :bump:
FF4A's Miracle command works a little differently while under Reflect.

When a party member is under Reflect, the initial Esuna effect is reflected correctly as expected.
However, it is followed with a visual multitargeted Curaga/Cure3 effect on the monsters (which, you would rarely see, unless they were all undead).
The healing does occur as denoted by the numbers (and it healing actual damage) outside of the character with the Reflect status.

387
Final Fantasy IV Research & Development / Re: "Sing" Command
« on: November 01, 2012, 02:05:29 PM »
 :bump:

Reflect causes lots of strange things to happen.

When Edward uses Chant while at least one party member has Reflect status, the normal effect of a reflected Protect will show up...
However, Shell seems to simply be directed to the monster and skipping the effect on the characters. It is most likely cosmetic, since Miracle has a dual effect working (Esuna+Curaga/Cure3).

388
Final Fantasy IV Research & Development / Re: Gird/Endure Behavior
« on: November 01, 2012, 02:01:45 PM »
 :bump:

Like FF4A, the WSC version won't always allow Gird/Endure to work while Yang is under Reflect.

However, there is an amusing bug that comes with Reflect.

What happens next with Reflect and Gird depends on the previously casted spell in the battle (whether by monster or you guys).

If the last spell that was cast is affected by Reflect (usually the Reflect spell you put on Yang), the sound of that spell is played as part of the "reflected spell" effect.
In the case of Reflect being the last spell cast, you hear the sound of "reflect" instead of the Protect/Gird.

If the last spell that was cast is NOT affected by Reflect (like Scan or Sight), Gird "ignores" the Reflect effect and it is seemingly applied on Yang.

Go figure.

389
Final Fantasy IV Research & Development / Re: Aim Command
« on: November 01, 2012, 11:45:44 AM »
 :bump:
Aim doesn't trigger the physical counter in the WSC version (which is exactly like the SNES versions). This was fixed in FF4A.

390
 :bump:
The WSC version happens to have it more like the SNES versions (physical weakness to Fire/Ice while equipped with Protect Ring)... so FF4A was the first version to change it.