øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=123;area=showposts;start=1650e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4127-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=123e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4127-2.html.zxDòg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀK6GOKtext/htmlISO-8859-1gzip@øÕ6GÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:18:36 GMT0ó°° ®0®P®€§²ð®Dòg^ÿÿÿÿÿÿÿÿa66G Show Posts - Grimoire LD

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Messages - Grimoire LD

1651
Game Modification Station / Re: New FF4 Hack Announcement
« on: May 05, 2011, 04:46:20 PM »
Yep, first time around I made it past Kainazzo. I can't recall why I stopped playing at the time, likely something dealing with college, if I had to guess.

Antlion's Den - Cecil 20/Rydia18/Edward 10

Alright Antlion was rather simple. Edward Dead, Cecil on Heal-bot, and Rydia chucking Chocobo's at every turn. Sharp Claw dealt a healthy chunk of damage, but nothing that the many, many Hi-Potions on hand couldn't cure.

The dungeon however was rather interesting. I Love how useful you have made Edward in this hack and I have noticed this going forward. Charm/Sleep wth a near 100% hit rate on his weapons makes him a perfect support character. Cecil is powerful, but he's no longer invincible, you actually need to watch what you do with him.

As an aside... I thought I read somewhere in this forum that the chance to apply status ailments is purely based on Agility. If such is the case why would the Harps with Edward's game start agility have their Status hit nearly 100% of the time?

Though the Weeper enemies were surprisingly brutal. A nice touch there. Normal hit can cause Toad, Spell cast will result in Piggy and a physical attack will result in Mini. It was a rough time defeating them and as far as I'm aware they don't drop anything spectacular.

I've said it before, I'll say it again, I love the Coward/Edward battle. Played out pretty much exactly as I remember it. If you know the trick to the fight it's quite easy, just a bit long, the award is quite nice as well.

Training Rosa to Level 15 before we ascend Mt. Hobbs. I went in and wasted a good amount of my White arrows not thinking, then decided it would likely be best to grind for another Silver Ring for Rosa. Even got the Thunder Rod at the end of the battle which yielded it. So now I have each of the Elemental Rods. I like that you made them available so early in this hack, it really shows their usefulness and versatility.

Went back onto the mountain and trained Rosa up to 14 currently and snagged the Roc and Bomb summons while I was at it. The Lamia Harp is a Godsend here, if you're not careful against the Cockatrice's and you whittle them down without thinking you may be looking at a gameover. The Bombs and friends are similarly nasty with Fission dealing upwards to 100 damage at times (though I think that's based on how much HP they have remaining) and Explode nearly outright killing a member of the team.

Mt. Hobbs - Cecil 21/Rydia 20/Edward 16/Rosa 15

I had a rather strange glitch happen to me when I accidentally used Hide as Edward, when he came back I could select the blank spot beneath Item. Used a savestate, tried it out, nothing seemed to happen, except Edward's turns seemed to stop coming up in that battle. Reloaded and continued on.

Alright Rosa is at 15 now and I am ready to begin the ascent.

1652
Game Modification Station / Re: New FF4 Hack Announcement
« on: May 05, 2011, 02:46:21 PM »
I had thought since Magic Fists was in White Magic that it would have been powered by Will? If it's in White Magic and powered by Wisdom... does that mean that Holy's damage in the end is powered by Wisdom and not Will as well? I never thought about that.

And Cloths now have 3 Agility on them? Wish I would have taken notice... I trekked back to Kaipo while grinding didn't see any change to their Magic Evasion and sold them right back. Well with the Hovercraft it'll be easy to pick some up then.

Though as for the original boss Octomamm... I recall Lit doing upwards to 105-150 damage depending on whether Rydia or Tellah cast the spell. Even against this guy at the early goings he dealt 70 or so damage, but was hit with that massive Thunder attack.

All in all, back on track, just about to face the Antlion and see if he's any more difficult than I recall him from my first time through.

1653
Game Modification Station / Re: New FF4 Hack Announcement
« on: May 05, 2011, 01:18:59 AM »

Tip: Tellah is not worth gaining levels for. Gaining levels for Rydia is worth your time outside. It helps a lot if you grind Cecil solo before getting Rydia (if possible)

Likely would have been a good idea. Really the SandHag's against Rydia and Cecil should be nothing with the IceRod and Rydia's Ice1. Killing off Tellah would likely be a better option, true.

Quote
Chocobo is a better solution. It has a stronger magic power base. Rydia needs to be @ level 15... she'll then have a chance to evade Drain (Rydia gets the magic defense multiplier). At some point Chocobo won't be an option, so you are better off trying to get Rydia to straight up heal.

It does roughly 75-150 Damage, which is admittedly pretty good against this guy. Once he finishes his tentacle loss though it deals 30-80 at most.

Quote
Cecil needs the levels. If his attack multiplier doesn't get where it needs to be (somewhere around level 15 or above), then it's not going to be pretty.

Hmm, well he's currently Level 17 but if he tries to strike him early in the fight he will always deal a resounding 1 damage, only when he's at that final form can he deal some to him.



Quote
As I've said before... the earlier version has a greater magic multiplier (2) with the default Drain magic power (64). The current version has a weaker magic multiplier (1) with the FF4ET Drain magic power (80). I'm pretty sure that this more current version had been "nerfed" unless there's some other fact that I had not considered. I could nerf the Drain hit rate if that were the issue, but that would be as far as I'd go with that.



 :edit: I'd probably need to recall which older version had the older stats... to be sure.

I can't recall what number the older version was. That computer is a bit on the fritz and getting data off of it is quite a chore.

Quote
Did you at least pick up some Healing Staffs from the Zombies? That is supposed to make the healing-damage issue bearable. Also, Silver Rings are the common drops from the TinyMages. That will help out in the magic evasion... Also... did you remember to buy the Cloth? There's a tradeoff that's probably worth taking.

Cloths have better Magic Evasion than the Leather? I did not know this. Nor did I manage to procure any Silver Rings from the Tiny Mages, probably just unlucky when it came to that. Though yes, I do have 2 Cure staves and without them I would say outright this battle is impossible, but thanks to them you can easily match him blow for blow, only trouble is at the current time it ends up in an infinite stalemate.

Quote
:edit:
Here's another thought... the original Octomammoth reacts to change from taking damage.. so you could arguably skip many steps or advance the monster's state by dealing crap for damage. The same concept applies here. The idea is to deal as much damage as you possibly can before he reaches his final state. I get the feeling you may be advancing the monster too quickly.

That is what I was doing at first, yes. But it is only 12 hits or so before he reaches his final stage, with an ineffective sword and a continual drain on every hit I am lucky to maintain a measure of damage before we reach the end of it. Though taking your advice into effect may lend me some help.

Sorry if it sounded as if I was ranting before, probably was a little steamed. For the life of me I do not recall having any trouble with this guy before and its that which vexes me.

 :edit: Sometimes I have to remember that an RPG is sometimes just... an RPG. A Level 19 Cecil and Level 17 Rydia both did remarkably better. Chocobo in the early stages of the fight was dealing upwards to 200 damage and when the end part came a Bacchus Wine on Cecil and he was dealing minimum of 75 and upwards to 305 non critical (strangely enough I didn't get any criticals) It took some time but eventually Cecil's raw power overtook his immense healing and it was over and done with. Phew, that was a trip. Maybe he doesn't need nerfed after all.

1654
Game Modification Station / Re: New FF4 Hack Announcement
« on: May 04, 2011, 11:12:31 PM »
Alright, taking another crack at this. Leveling up outside of the caves is nearly unbearable, the most Exp. there is to be had is 100 for the three characters and the battles themselves take upwards to a minute due to what nees to be done.

Cecil is currently at 17 and Rydia at 14. Now I've gone back to fighting OctoVamp. Things I've learned...

Only when you first start the fight (and whittle down his arms) will he not counterattack Everything with Drain (but Lit which he counterattacks with several deadly Lits himself than a Drain). Though at that time the only things that can even pretend to damage him are Magic Fists and the Shadow sword (strangely enough) everything else does 1 Damage and ordinarily ends in a bad counterattack.

When you've "whittled him down" is when the fight is basically lost. With Blink on everyone he can't easily get through physical attacks but that doesn't matter when everything you do is met with Drain.

With the Darkness Sword Cecil does 53-100 damage to him, which is drained back up for anywhere from 80-120 damage. So Bacchus Wine is a necessity. When applied Cecil does anywhere from 70-205 damage, (205 being crits and the like) but the drains still seem to make that a largely futile effort.


And why is it exactly that Cecil continues to miss so much against this guy? As far as I'm aware the Darkness Sword's Accuracy is still pretty good and I saw that weird move that OctoMammoth does when you get rid of all of his Tentacles but it doesn't seem to do anything, just to be safe I used Eyedrops and a UniHorn, but to no avail. Why exactly at this point in the battle is OctoVamp this untouchable?

As I said before, I made it much further than this once upon a time and had little qualms with this particular part. Are you certain this fellow is acting as intended? Or am I just missing something so simple?

1655
Gaming Discussion / Re: Final Fantasy IV Complete Collection
« on: May 04, 2011, 06:34:00 PM »
Hmm, were you playing at max speed and ATB on? I noticed that enemies still seem to get more than their fair amount of turns when played in that way.

Though as for it seeming easier, I think part of that may be because of the process of doing it again. When taken on the first time things are often more difficult, but upon repeated attempts seem to be a fair breeze to the first.

Though as for things actually being easier. Apparently they did make the game prior to the shipwreck easier to ease in new players apparently.

1656
Gaming Discussion / Re: Final Fantasy IV Complete Collection
« on: May 03, 2011, 05:40:59 PM »
It stays true to the original. Which I believe was the intent. The DS version reinvented the game and that seemed to make a fair amount of people disgruntled, myself not included in that, so they decided to go back to the roots. And this would be just another port if they didn't include The After Years on it as well. Being able to play The After Years at any time (in America) has a nice feel to it. It seems as if it was made to be played that way (likely because it was) and it also gives another venue for those who don't have a Wii to enjoy The After Years. As much as I would have liked to have Augments and the new scenes in the classic 2D perspective its not a game breaker for me.

1657
Game Modification Station / Re: New FF4 Hack Announcement
« on: May 01, 2011, 12:33:09 AM »
I played this again recently using the newest version of it but for some reason I can't make it past the OctoMammoth this time around. Some time ago I played an earlier version and made it easily past Kainazzo.

I recall way back when stocking up on Bacchus Wine's from the SandHag's but that just seems to work against me this time. No matter what I do OctoMammoth drains me for about all that I deal to him. Was there any changes made to OctoVamp from about six months ago?

1658
Gaming Discussion / Re: Final Fantasy IV Complete Collection
« on: May 01, 2011, 12:27:38 AM »
I'm not sure what you may be referring to xlom3000. The difficulty is the exact same as the FFIV:A game since... because it's virtually a straight port, translation and all (except for place and character names which use the DS versions, likely because the script of FFIV: After Years.) However it lacks the prevalent bugs found in FFIV:A and is generally a more enjoyable game.

The Auto-Battle feature is a great addition, unlike the one in FFIV DS the battles in this are easy enough to use it sometimes. Not to mention it speeds up battles Immensely, literally the battle speed and even effects speed jump 3x to 4x faster and all you have to do is hit select any time in battle and the character will do the last command issued ad nauseam or if they can't perform it anymore.

The new graphics are nice and the face portraits are Worlds better then that garbage they used in FFIV:A at least in my opinion.

Despite early rumors the Lunar Trails are in the game unscathed, but no new scenes from the DS version sadly enough. A great game and a nice send off to FFIV (It's our job to continue its legacy from this point on, eh?) Interlude is unfortunately very, very, short and some juicy plot points are picked up and dropped abruptly sadly.  If you didn't shell out the 40 or so dollars to play AY in its entirety on the Wii  this is the best time get it, it even restores the extra Challenge Dungeons that were left out by the conglomeration of Ceodore/Kain/Hooded Man's tale as the entire first chapter of AY.

1659
General Discussion & Support / Re: Reviews for my hacks made by you!
« on: January 02, 2010, 11:40:28 AM »
I've played up to the Lonka Floating Palace in your FFV Hardtype hack, but I can't tell if you've done any more work, the last few bosses have been simple (when beforehand you really gave each boss their own unique niche) and the normal foes, for the most part are dying in one or two strikes. So far though it has been a lot of fun. The bosses (for the most part) are all unique and each monster has a relatively specific way of being dealt with.

1660
Final Fantasy IV Research & Development / Re: Basic Sprite editing
« on: January 01, 2010, 07:50:11 PM »
Thanks, sorry for the very late reply, just enjoying the season is all, hehe.

1661
Final Fantasy IV Research & Development / Re: Basic Sprite editing
« on: December 23, 2009, 05:13:31 PM »
A rather stupid question, but I can't seem to find the location of the Portraits and their Palettes in rom, I think this would be the last thing I need to make Baigan seem semi-legit.

1662
Game Modification Station / Re: Final Fantasy IV Spriting
« on: December 22, 2009, 11:26:37 PM »
No matter, the Spirit Sword idea didn't exactly pan out, instead I used one of your ASM finds to make "Recall" into "Craft", where Baigan uses 1 of 8 monster only spells, (now with MP cost), sort of similar to Brina in FFIV: After Years, except with MP cost. So instead, when he fails he uses Tellah's little "!" symbol. I've done my best to fix up the sprite, and it looks pretty good now, my only problem now is with the wounded pose.




1663
Final Fantasy IV Research & Development / Re: Recall Command
« on: December 22, 2009, 04:22:15 PM »
Well, I think I have my replacement ability for Baigan, great work here! With this info. I can make him into a semi-Blue Mage (sort of similar to Brina in After Years).

1664
Final Fantasy IV Research & Development / Re: THE Command Thread
« on: December 22, 2009, 04:08:58 AM »
Well, here's some information you never knew you wanted and I can guarantee you, you still won't. The waste of my evening ladies and gentleman, the "Command Bytes" from 1E - 7A... there's maybe.... one or two interesting things in there?


Code: [Select]
1E ?Jump?
1F - Delayed Attack?
20 - Move Forward and back?
21 - Nothing
22 - Cheer?
23 - Wounded stance then Crash
24 - "Ran Away" proceeds to die.
25 - Let's you target an enemy, the graphics freeze aside from the flashing of the selected character effectively a freeze.
26 - Let's you target an enemy, graphics corrupt when chosen.
27 - The character starts to... dance? graphics slightly corrupt, game still playable.
28 - The character corrupts, eventually goes into their "Special" stance. Game still playable.
29 - Character graphics corrupt, then eventually goes into defending stance, and the enemies take magic based damage.
2A - Screen goes black, no sound Erases File.
2B - Same as 25
2C - Let's you target enemy, then that character never gets another turn.
2D - Let's you target enemy, nothing happens.
2E - Same as 2C
2F - Character graphics start to glitch, and everyone turns to run, game freezes.
30 - Character graphics glitch and they don't get another turn.
31 - Same as 25
32 - Same as 30
33 - Same as 30 except screen goes black.
34 - Character Graphics start to glitch, but they can be knocked out of it by an ally and regain their turns.
35 - Same as 25
36 - Attempts to cast Berserk if first on command list.
     Casts "Nothing Happened" if second on command list.
     Same as above.
     Attempts to cast Mute if fourth on the command list." "
IF fifth, ally seems to go into a perputual cast, (deals 1 damage      to 1 selected foe) though that will subside when his turn comes around , Character Graphics Corrupt for each of these. (Bah!)
37 - Background darkens (but character corrupts)
38 - Character graphics corrupt and game crashes.
39 - Character graphics corrupt otherwise same as 25
3A - Character graphics corrupt
3B - Character graphics corrupt, then the screen corrupts
3C - Same as 39
3D - Same as 3A
3E - Same as 39
3F - Same as 39
40 - Can be targeted, makes the message "Damaged by Poison" appear twice.
41 - Character Graphics Corrupt and a "Hold" effect appears on character, not real though.
42 - Even going into battle with 42 on will freeze the game
43 - Same as 42
44 - Character Graphics Corrupt and game crashes.
45 - Same as 39
46 - Same as 39
47 - Same as 39
48 - Same as 39
49 - Same as 42
4A - Targets all foes otherwise same as 30
4B - User takes 3 damage, and screen goes black (alright?)
4C - Same as 25
4D - Scan's visual hits the target
4E - Same as 25
4F - Cure's visual hits the target.
50 - Crash
51 - Same as 25
52 - "Nothing Happened"
53 - Screen goes black and erases files.
54 - Same as 25
55 - Same as 42
56 - Same as 42
57 - Same as 25
58 - Umm... Wings appear above the users head, it kills one enemy group but revives another? Unfortunately the game doesn't register them as dead, and when killed in such a manner, the game can't proceed.
When used on a single group the game will proceed without exp or gil gains. And sometimes may just cause the game to freak out.
Oddly enough when this is targeted on enemies one enemy group will correctly die. Very strange... this one might have some... potential?
59 - Same as 25
5A - (your command is called "Fight",) when used on all targets (only choice) will initiate Mini sound effect and visual.
5B - Green Shadow Fang visual?
5C - Screen goes black and erases files.
5D - Same as 25
5E - Fire 2 Visual
5F - Game freezes
60 - Ice1 Visual
61 - Makes "Strike First" appear on the screen endlessly and the person who "cast" it doesn't get another turn, when trying to attack the one who casts it the game freezes.
62 - Same as 42
63 - Same as 42
64 - Corrupts the screen
65 - Lit Visual
66 - Corrupts the Screen, erases files
67 - Tornado Visual
68 - Game Freeze
69 - Same as 42
6A - Screen goes black
6B - Character corrupts, Count visual
6C - Screen goes black, erases files
6D - Same as 58 except with a Drain visual.
6E - Same as 39
6F - Same as 39
70 - Same as 42
71 - Same as 39
72 - Same as 42
73 - Same as 39
74 - Same as 39
75 - Same as 42
76 - Same as 39
77 - Same as 42
78 - Same as 39
79 - Same as 39
7A - Game Crash

Not very... useful, but eh, it's there.

1665
Final Fantasy IV Research & Development / Re: Attack of the SwordRats
« on: December 22, 2009, 03:45:17 AM »
Tsted and failure, oh boy... the game seems to have Extremely strict criteria for when enemies can be summoned, it seems that only when enemies have died does the game even try to summon anymore, and that makes sense, probably something to deal with in Ram that keeps track of how many monsters there are. The only exception I can think of for this is Shadow Fang, but the question still remains, how does the game know not to load specific monsters in specific formations until they have been summoned? They're listed as present in the formation sheets, hmm... so I guess Baigan's ability will have to take a backseat for a while, heh.