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Messages - Deathlike2

3256
Gaming Discussion / Re: I love Japanese people.
« on: January 24, 2008, 12:10:43 AM »
Without the Japanese, there is no FF. End of story.

3257
Well, that's not the point.  :tongue:

If you use the Immune property with Fire, Ice, and Lightning protection for a piece of equipment in a hack, it simply operates like a curse at the moment (though, some may want it to be intentional, but that's a different issue).

3258
Final Fantasy IV Research & Development / Re: FF4ET Equipment Changes
« on: January 20, 2008, 09:26:10 AM »
Is there an attack power change to the Shuriken or no?

3259
Hmm... I wonder if the Dragon Claw limits the damage to 2x on Blue Dragons because of its Holy resistance...

You see, Rosa with the Artemis Arrows never seem to do 9999 damage, because the Blue Dragon is resistant to projectiles.. I wonder how a favorable enemy type multiplier works against a non-favorable elemental multiplier other than Aerial/Projectiles (resistance or absorb should equally work well...)

If someone is able to test this, it would be appreciated.

Edit: I don't think it's needed. Edward's Apollo Harp is Fire elemental.. and so that seems to limit his potential damage on the Blue Dragon.

3260
Final Fantasy IV Research & Development / Re: FF4ET Equipment Changes
« on: January 19, 2008, 11:09:15 PM »
What is the attack power of the Ninja Stars (the second/stronger version)? It seems to be quite a bit higher in FF4ET.

3261
When the Adamant Armor is equipped, then deequiped on any member of the party, the character becomes weak against every basic elemental (Fire, Ice, Lightning) unless there are other elemental protection available.

It seems that there is a bit(s) that is forgotten to be turned off when the Adamant Armor is deequipped, and the characters end up being severly weakened.

You can also transfer this to a new game after resetting the game and the character that was equipped with the Adamant Armor previously will be weak.

I'm not sure if this applies to FF4A though.

This does not apply to the Glass Helmet since the Immune attribute does not even work with this piece of equipment.

If someone is willing, please release a patch fixing this behavior.

Edit: It is worth pointing out that it affects FF2USHT's Cursed Ring as well.

3262
General Discussion & Support / Re: FF2USHT bug fixing?
« on: January 19, 2008, 04:37:03 PM »
Any reason why the Strength Staff disappears like an arrow? After a hit, it disappears....

3263
Gaming Discussion / Re: SOM Hard Mode Hack
« on: January 19, 2008, 04:29:45 AM »
Finally beat the damn hack.

3264
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: January 17, 2008, 04:38:54 PM »
It could be recoded somewhere else.

After all, it only accounts for the strangeness in FF4A where the character takes strangely a bit too long standing there after the hit, as if checking the weapons and see if it is a match to cause special effects... even if they don't have a special effect.

3265
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: January 17, 2008, 01:06:39 PM »
Those bits may not been as important.. or they may have been relocated elsewhere...

3266
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: January 17, 2008, 11:57:22 AM »
Have you at least looked into the comments/ideas that are in this thread? I'm pretty sure the critical hit ones are solid.. and maybe the ogre bit. I still have no clue what the Lightning Arrow's special bit is for...

3267
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 05:54:02 PM »
The hit rate penalty is for a non-back row compatible weapon is intentional.. in turn that reduces overall damage output.

Of course.  But in FF4A (US) it seems to apply a hit rate penalty even if you have a back-row-compatible weapon equipped.

That was the point of my question.  :tongue:

Quote
Of course, if you use Aim, you always hit, so Rosa has even more of an advantage than she should with a bow.

Aim is clearly boosted in FF4A, by a damage increase of like 25-50% (probably 50% or so).. I'll have to crunch the numbers.

3268
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 02:47:53 PM »
Ok, I think I found it...

Edit: For all versions, the number of arrow/harp objects that appear is equal to the attack multiplier (give or take a couple).

For the case of arrows, the number of arrow objects are limited to 8.. which apply under both versions.
For the case of harp "notes", the number of note objects are limited to 8, unless you are using the GBA version, which doesn't appear to have a limit.

3269
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 02:05:24 PM »
The back row property seems to be half broken.  I believe that if you're in the back row, and you have a back-row-compatible weapon equipped, the game applies a penalty to your hit% but not your attack power.  I don't know if that's intentional or buggy.  The way you can tell this is by watching the number of hits when an arrow (or harp) hits the target.  Characters in the back row widely vary their number of hits.

This is just conjecture based on observation.

It would be nice if someone converted the # of hits to something that is tangible.

The hit rate penalty is for a non-back row compatible weapon is intentional.. in turn that reduces overall damage output.

3270
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 12:24:07 AM »
Hmm.. mind generating a list of "broken" equipment in this game? The definition is that their intended purpose is broken.
They usually come in the form of not inflicting status attributes and/or enemy type multipliers.

AFAIK, most of the broken equipment are the new stuff... I'll try to recall from memory what they are..

Tiger Fangs - no paralysis
Dragon Claw - no dragon multiplier
Loki's Lute - no multipliers applied
Mist Whip - no paralysis
Assassin Dagger - no death
Piggy's Stick - no piggy
Rising Sun - not a "projectile"/Aerial elemental
Requirem Harp - no drain elemental
Gigant Axe - no poison
Perseus Bow - not a "projectile"/Aerial elemental

Also, is the back row property broken in the US/Jap v1.0 version?.. I just want to double check.