Aslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=1140e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index346f.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index346f.html.zxh^0P.OKtext/htmlISO-8859-1gzip@Wed, 11 Mar 2020 08:30:59 GMT0 0Ph^& Show Posts - Deathlike2

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Messages - Deathlike2

1141
Final Fantasy IV Research & Development / Re: Strange events
« on: August 15, 2009, 12:41:10 PM »
The only major events AFAIK in Baron would be the following:

1) Initial DK Cecil

2) Paladin Cecil in empty castle

3) Gotten Enterprise

4) Attach Hook To Enterprise

5) Big Whale (before and/or after) and Odin (before and/or after)

That should cover most of it, so go figure.

It would seem to be the most accessible during the Paladin Cecil phase of the game.

1142
1. So the more HP the Hero has the more DMG monsters do, or the more HP the monster has the more DMG they do?

Latter.

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2. Already putting counter on every monster.  :D

I meant, you can do all the various counters.. like HP damage, petri-touch, para-touch, psychoshield (only for magic of course), poison-touch... I think that's most of them anyways.

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2a. Can you give me an example?

I'm not sure what you're addressing...

Like, if it's for the HP-to-monster damage thing, increasing the HP like double increases the damage output of the monster (it's probably not double)... I remember running Demoplay through them just to see how much harder the monsters were to the overpowered AI.

It would also be worth looking into haxing in switching your ally's weapon (with a button)... now that would be something.

Have you ever seen the FFMQ box? It shoulds a Phoebe character named T with a Morning Star... that's what I'd thought I'd see in game, but that was from a beta probably.

Also, make sure Cure doesn't work on the final boss. It is not characterized as a Zombie attack, but it's probably messing with overflow or something to actually take damage.

1143
The only thing unbalanced were most of the godly equipment for some characters...  :tongue:

1144
Final Fantasy IV Research & Development / Re: Strange events
« on: August 14, 2009, 07:14:21 PM »
I was talking more about the incomplete back door of the Rubicante floor... the Crystal Room's back door does teleport you to the back location, but that's a one way trip...

There's a good chance that you would not have been able to pick up the Crystals (maybe you were meant to talk with them), but you would also fall down there and perhaps through the "hidden exit" for better show.

Edit: NM, the eyes imply you are going upstairs, so that wouldn't be the case. Oh well. Perhaps the incomplete back area of Rubicante was meant to be the trapdoor.... otherwise it is there for show or maybe it was intended to be a passage to the Giant of Babil, but was never finished.

1145
Final Fantasy IV Research & Development / Re: Strange events
« on: August 14, 2009, 05:39:22 PM »
IIRC, it probably would have been connected to part of the Rubicante area at the back, but that area is totally incomplete if you walk-through-walls around the trap to the Underground....

1146
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: August 14, 2009, 05:36:29 PM »
The only info worth looking into is whether Edward's solo battle affects EXP for inactive characters. I believe it doesn't because noone in the active party gains any of it, but it would be nice to check on it.

Only characters in the battle get experience. From what I remember of looking at the special battle ASM, in Edward's solo battle the others are removed and re-added right before and after the battle.

This extended from a Gamefaqs discussion about EXP for members not in your party who are coming back (which went to hell). I meant characters like Kain and Tellah... are they getting the EXP from this battle?

1147
Pandora's Box / Re: Suggestions
« on: August 14, 2009, 05:34:30 PM »
Agreed, it would create hellespertime. So  :stfu:
I want to injure you for using that word. :shadow:

I'll settle for  :wtf:  :bah: :stfu:

1148
I never got to finish the game with those changes, but that should be more than enough for anyone playing the game...

1149
General Discussion & Support / Mystic Quest general discussion
« on: August 14, 2009, 05:32:28 PM »
I haven't tested your hack, and I'll get around to it at some point, but there's some worthy things of note that I recall when using your editor.

1) HP scales with damage dealing - I don't know why, but it does.

2) Last digits of the HP changes the counter the enemy makes, I think - This allows you to add counters to monsters that didn't have them in the first place.

Things worth investigating:

1) Why is wind+water weaknesses/resistance tied to Thunder? It is not actively represented in game, but it is implied though usage and the enemies.

2) Make enemy HP tied to level. That would require a dramatic rewrite of the monster HP system, but it would create the ultimate hardtype.

3) Find out why the last version of Phoebe casts Aero on random enemies (not weak against Aero) while on Auto.

4) The only really random damage component in the game is how Drain affects Phoebe's special shield (the damage she absorbs)... why is this the case?

1150
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: August 13, 2009, 04:45:37 PM »
The only info worth looking into is whether Edward's solo battle affects EXP for inactive characters. I believe it doesn't because noone in the active party gains any of it, but it would be nice to check on it.

1151
Pandora's Box / Re: Suggestions
« on: August 13, 2009, 01:11:14 PM »
I think it'd be nice... simply because you'd be able to max more than one stat. Given that the stats have been adjusted, and stamina/strength are actually worth a fuck now...

Maybe 255 is too high, but a higher level cap to allow them to be boosted while maxing one stat would be nice.

Give that many characters by default have approx 30 per stat, and that the internal game's cap is 128, having 255 for levels is waaaaaay too much, especially with this game's esper system.

It would be like FFX, except worse... very little distinction between characters (if there wasn't already with the Magic command) and their special commands aren't really worth much when you can just use the Fight command.

1152
Pandora's Box / Re: Suggestions
« on: August 12, 2009, 08:13:29 PM »
I hate the idea. :shadow:

Agreed, it would create hellespertime. So  :stfu:

1153
General Discussion & Support / Re: Final Fantasy II US Insane V2.0
« on: August 09, 2009, 01:26:32 PM »
Oh, you're not talking about your revolutions hack... ok then never mind.

1154
Here's Entroper's docs, unmodified from when I got them.

1155
General Discussion & Support / Re: Final Fantasy II US Insane V2.0
« on: August 09, 2009, 10:01:16 AM »
Please please please get the battle @ Kaipo done correctly.  :tongue: