øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;sa=topics;start=315e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5290-2.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;sa=topics;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5290-2.html.zx@žh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤/¢OKtext/htmlISO-8859-1gzip0|Ö/¢ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:32:25 GMT0ó°° ®0®P®€§²ð®@žh^‹/¢ Show Posts - Deathlike2

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Topics - Deathlike2

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316
Final Fantasy IV Research & Development / FF4ET Pinkpuff "Relocation"
« on: December 18, 2007, 01:30:04 PM »
I believe the Alert item is actually disabled in FF4ET (yet not disabled in FF2)... feel free to confirm/refute this point...

The Pinkpuff aka Flan Princess seems to have relocated in the Lunar Subterrain. Its normal "breeding ground" is that little side cave on floor B5. However, I don't think that monster group exists there... instead.. I've actually encoutered it in a different location... In the area where you have three openings along a row.. one is a save point, the other is the Holy Spear area, and the other is the dual Ribbon area. I've found the Pinkpuff in the dual Ribbon area...

So, I'm wondering... are there any other locations of the Pinkpuff in FF2/4 other than the small area on floor F5? Can you confirm my finding of the Pinkpuff location in FF4ET? Are there any other locations of the Pinkpuff in FF4ET?

317
Final Fantasy IV Research & Development / FF4ET Enemy Item Drops...
« on: December 17, 2007, 03:56:55 PM »
Even after all this time, there isn't a document that lists what the enemies drop in Easytype. The drop list is a hybrid of FF2/4 as far as I can tell, but some drops are much more ridiculous.. such as easy to harvest Golden Apples by Kuars and obscene numbers of Grimore drops.

I think it is worth extracting this list.. to smack people over the head as to why FF4ET is certainly different than FF2 US.

318
Final Fantasy IV Research & Development / FF2/4/4A Stored Evasion Values
« on: December 15, 2007, 09:18:53 PM »
Can someone please give me a few examples of what that data is stored internally?
Examples need to include Heavy armor (0% evade for the Mithril Armor), light armor (10% evade for the Gaea Robe), and really light equipment (40% for the Minerva Robe).

319
There's never enough bugs in this game.  :tongue: :wink:

The game tends to not update often enough (or properly), especially when it comes to the Arrow count.

If you manage to have one arrow, you can keep using that arrow over and over and over... but that requires some luck. If you manage to kill the monster with the final arrow to end the battle (or perhaps a bit shortly after), you will more often than not still have another "arrow" to use.

This behavior seems consistant with the way the game updates the info on the screen, such as death by poison/HP leak. This seems to have been fixed in FF4A.

320
Final Fantasy IV Research & Development / FF2/4/4A Bows+Arrows
« on: December 14, 2007, 03:56:22 PM »
Can someone please list the internal data of the attack value of bows and arrows? It would be greatly appreciated.

321
Final Fantasy IV Research & Development / FF2/4/4A Monster Resistances
« on: December 14, 2007, 11:20:55 AM »
Can someone name the resistances/attributes of the Grudger? (blue female spirit that absorbs lightning)

For some reason the Drain Sword is doing half damage to it.. so I think it has some drain elemental resistances.. yet it doesn't stop the Drain spell...  :hmm:

322
Final Fantasy IV Research & Development / FF2/4/4A Status Resistances
« on: December 13, 2007, 05:49:33 PM »
Does the Glass Helmet have any status resistances?

Was the Poison protection ever set on the Ribbon (exception being FF4A Jap v1.1 or Euro version)?

If the previous answer to that question is yes, AFAIK, it was never enforced.

323
Final Fantasy IV Research & Development / FF2/4/4A Battle Order
« on: December 13, 2007, 10:36:14 AM »
This dawned on me more when FF4A came out.. but basically.. there is a battle order priority of your characters, based on their position, unlike FF5/6.

This applies mainly against "First Strike!" attacks, but also if all character agility were equal (it isn't usually the case in most instances).

This totally ignores what row your character in.

Here's the order:
1) Middle
2) Top Most
3) Bottom Most
4) Top-Middle position
5) Middle-Bottom position

The most obvious way of seeing this grouping is via saving.

The benefit of knowing this is trying to align your characters in such a way to determine who goes first. I would assume most people would try to align characters with high AGI along the top 3 positions... and eventually leaving Rosa in the 5th position at the end of the game. This also helps in attempting the Silver Shield on Rydia trick/bug.

Edit:

Additional Note: This order behavior also applies character addition/joining and level up messages.

324
Final Fantasy IV Research & Development / FF4ET Equipment Changes
« on: December 12, 2007, 11:36:22 PM »
I'm pretty much aware of a number of equipment changes that were made..

I'll probably do a complete list later.... but I did notice a few things.

Drain Sword: There is no more Giants/Zombie/Flan modifier applied to this weapon.
Drain Spear: Same as Drain Sword.
Bamboo Stick: After Piggy is afflicted on the target by this weapon, the Piggy won't revert.. which is gotta be awesome. Obviously this weapon was the brainchild for FF4A's Piggy Stick.  :bah: Unfortunately there isn't a weapon that inflicts Frog or Mini....

325
Does this exist?

If yes, is this a specific byte set per weapon type or weapon?

Also, which weapons (types) does it apply to?

326
Final Fantasy IV Research & Development / FF2/4/4A Command+Magic Questions
« on: December 11, 2007, 09:04:32 PM »
How much do Slow/Fast(Haste)/Protect/Shell change?

Also, how much Wisdom(Magic Power) is increased by Palom's Boast (Magic Power increaser)? If used for someone with White Magic, does it improve that (just wondered)?

I've noticed that Yang's Power Attack (not even factoring in the Discipline Armlet in FF4A) does a better job of attacking elemental Flans (using the appropriate elemental Claw) than Kain's Jump (using the appropriate elemental spear)... how's that actually calculated?

327
Final Fantasy IV Research & Development / FF2/4 The Buggy Avenger Sword
« on: December 11, 2007, 08:44:55 PM »
I've gotten to like this sword after a previous discussion with JCE over it. It makes battles mindlessly easy if you aren't doing any sort of "controlled" attacking. If this weapon ate Dragons alive, I'd use it all day.

 However, this weapon is indeed buggy. Part of this is probably oversight, but then again this game was still somewhat unfinished to begin with... oh well.. to detail the issues..

1) Equipping the Avenger Sword while in combat doesn't change the attack power... you will have the attack power of the previously held weapon. If you were to have Cecil at max stats (99 STR and 96+ AGI at level 99), swapping the Crystal Sword for the Avenger Sword will allow you to deal an average of 9000 damage. This bug goes away after the battle is over. In theory, this tactic is relatively overpowered. This is fixed in FF4A AFAIK.

2) If the Avenger Sword is equipped before the battle with Zeromus, particularly on Cecil, he is forever stuck in that battle. AFAIK, FF4A has this bug "fixed" where "Berserk" status is uninflictable until post-Zeromus change.

On a related FF4A change, if Charm is inflicted on the wielder, Berserk status is removed... though this seems specific to FF4A. Also, Black Hole removes this status completely in FF4A. FF2/4 continues to reapply the status under both instances...

3) There are some peculiar properties with the Charm status, especially when afflicted on the Avenger Sword wielder (this doesn't apply to Berserk since it is not possible otherwise). The first attack made while under Charm actually hits the enemy... sometimes continues for a longer duration but eventually follows proper Charm targeting...

It is worth documenting this anyhow.

328
Final Fantasy IV Research & Development / FF2 v1.1 bugs fixed?!
« on: December 10, 2007, 11:13:02 PM »
There's only one bug that I can think of that got fixed in this version. This is best tested against a group with a Kary in it.

Basically, you are trying to harvest as many Artemis Arrows from Karys.. and you pretty much cast Stop on her very often. Well, in FF4 and FF2 v1.0.. a freeze occurs.. where a character just "holds up their arms" and that's how you know it happens. It doesn't occur with FF4:ET or FF2 1.1.

329
Final Fantasy IV Research & Development / FF2/4/4A Projectiles
« on: December 07, 2007, 05:25:36 PM »
I know Arrows and Boomerangs fall into this catagory (though I kinda wonder why the Dwarf Axe and Harps aren't)... they are considered an "elemental", yes?

It makes me wish there was an actual Aero  spell (maybe the series itself perhaps)...

Stupid properties make it worse for Ice Arrows against the Arachne.  :bah: :lame:

On the same thought, apparently having two enemy properties as weaknesses don't increase the multiplier further (see Screamer against Thunder+Charm Claw)...

I've come to the conclusion only one elemental multiplier can be combined with one enemy type multiplier (best example is the Stone Golem from the Tower of Babil... Charm+IceClaw for max punishment)...

330
Final Fantasy IV Research & Development / FF4A Big Chocobo Behavior
« on: December 07, 2007, 08:44:30 AM »
In the SNES versions prior to FF4A (though, this may have existed in other different port versions), the Big Chocobo always tries to "resort" its item list when you meet it again... in FF4A, the list doesn't get resorted at all.

 :bah: It is annoying... :lame:

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