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Topics - Deathlike2

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121
The new picture I put up of the Evilmask+Behemoth gave me some pause to what happens if one were to cast a healing spell among two or more monsters with Reflect status and see how that would be calculated..

I haven't quite figured it out, but something is affecting the numbers as they tend not to work nicely.... it seems to lose a little healing power. I've been primarily testing against EvilMasks though...

This needs more investigation.

122
Final Fantasy IV Research & Development / Group Counters Don't Always Work
« on: September 19, 2008, 04:10:35 PM »
It's interesting behavior.. it is worth investigating. Note that this probably is the prime reason why boss battles are usually vs solo targets...

I was testing something when I decided doing something really stupid... cast Meteor vs a Behemoth. Fortunately this monster was accompanied by an Wicked Mask (was testing something in FF4A). What I got instead was a physical attack in retaliation...

I was fortunate that it didn''t do Maelstrom.. so I decided to try a different set in FF4.. two Behemoths. The same thing occured...

So, apparently counters really don't work correctly.

An interesting related piece of behavior is when a multitargeted summon is used on a dual Behemoth group. Apparently one of the behemoths decide to counter.

I also remember another situation with a group of fiends and warriors. I commonly use Mute in this situation, and any attack on fiends provokes a Charm response... only one of them casts it and ends the situation.

This is worth exploring further.

123
Final Fantasy IV Research & Development / FF4 Walkthrough - WIP
« on: September 18, 2008, 06:17:18 PM »
Working on this is a pain in the ass, here's a working copy at the moment.

Doing the Algo one may be harder to do... though... I'd have to relook at that mess... heh.

Comments/Questions/Critique welcome.

124
Final Fantasy IV Research & Development / FF4A Bug List
« on: September 08, 2008, 08:57:37 AM »
While we're at it here, it's worth posting this so I don't forget.

The ATB system is borked.. allowing characters to be issue another command out of turn...  it's fixed in the Euro version (which means it's fixed in Jap v1.1)

Weapon bits are not behaving properly, borking the behavior of certain weapons with intended behaviors (like the Mist Whip not doing paralysis).. fixed in the Euro version. I wrote up a list somewhere...

Poor RNG.. but is that a bug? It's annoying behavior worth noting.

Yang's Power/Deadly command doesn't invoke a counter attack from a Behemoth (dunno why).. fixed in the Euro version.

Yang's HP growth is borked.. fixed in the Euro version.

Poison resistance is borked.. fixed in the Euro version.

Healing Magic of the Magus Sisters apparently factor in the magic defense of the targets (when that's normally not the case with any healing spell).

The back row bug mainfests itself totally different.. in both US and Euro versions.

A charmed Palom/Rydia can cast Quake that targets the enemies (it doesn't retarget for whatever strange reason).

Reflected spells will have visual errors (like a reflected Miracle using the heal+Curaga, and Edward's Chant).

There are probably more than I can't think of quite yet.

125
General Discussion / More Icons?
« on: September 02, 2008, 09:53:02 PM »
A few of them came up after you added them to the rotation...

"Oops" and "D'oh" would be nice...  :wink:

126
Gaming Discussion / FF3/6 - Imp+Magitek
« on: August 29, 2008, 03:40:44 PM »
I'm not sure if this has gone unnoticed, but this is well worth looking at a bit more..

By default, Imp prevents the use of Magitek.. which is meh. However, you can screw around with that when Umaro is around.

Umaro automatically selects an offensive M-Tek command by default.. which sounds right until Imp is applied.

What then happens is that Umaro operates "normally"... with his normal skill set, instead of attempting to select another M-Tek command.

This also allows you to have Gogo Mimic a physical attack that Umaro does..

Fun stuff.

Also note that with only the use of hacks, the M-Tek status is removed after the end of the battle when M-Tek status protection is available...

 :edit:

Here are some movies to go with what I'm saying:

This uses the FF3USHT 1.3g beta hack.
http://rapidshare.com/files/141147815/FF3Hack3.7z.html

This uses the Enternal Crystals hack (I didn't include the patch this time, just go get it yourself from RHDN).
http://rapidshare.com/files/141147916/FF3Hack4.7z.html

The second movie is better since you see all of Umaro's standard commands in action. The fact that both use hacks is irrelevent since I'm pretty sure you can reproduce this on the original. I do wonder though if this behavior is fixed in FF6A...

127
Gaming Discussion / FF3/6 - Mirage Vest
« on: August 28, 2008, 05:46:53 PM »
Is this normally worth investing in?

I'm rethinking/investingating what the best armor would be for Gogo... as most know, the Tao Robe is the usually the recommended option because of the Magic Evade... and the Dark Gear is a close second if you want more Agility instead..

Has anyone bothered to do a mathematical analysis of the damage intake of equipping the Mirage Vest?

Here's my initial breakdown..

Mirage Vest:

Pros - Reduces Gogo's damage intake for quick and short battles, where Gogo is in a full party.

Cons - Overall Magic Defense and Defense suffers long term... not sure if it's that impactful...

Tao Robe:

Pros - The "best" you can buy..

Cons - Not the most exciting armor ever... since it's the best of the worst ultimate armors for each character...

128
Gaming Discussion / FF3/6 - Open Ended Question On Gau+Weapon
« on: August 28, 2008, 10:43:29 AM »
I've thought about this a lot, and maybe I've never been set with a particular weapon that Gau should be using at the end of the game, when you had access to the Merit Award..

What weapon is ideal for him? Many weapons easily boost him to 255 Attack Power, but that's not important at this point of the game. More importantly is the weapon he "should" equip to be most effective..

The only exceptions I don't want included is Tempest (I'm not interested) and Ragnarok/Illumina... for many different reasons.

129
Gaming Discussion / FF3/6 - Preferred Hat or Helmet?
« on: August 25, 2008, 12:04:03 PM »
The poll should be self explanatory. Please give a reason for your chosen option.

 :edit: - I delayed my vote (I didn't forget, I just didn't bother yet).

I picked the Bard's Hat because regardless of the version of the game you are playing (with the evade bug fixed or not), it has the best value of the bunch.. having a reasonable good defense, exceptional magic defense (not the best, but higher than most helmets not named Genji Helmet and Titanium), and you get free magic evade. The increased MP is a bonus.

Stat increases are a tad overrated (you have Espers for that anyways).

130
Proof: http://rapidshare.com/files/140024613/FF3Hack3.7z.html

Still requires the FF3USHT 1.3g beta hack.

You can test this yourself with the Soul Sabre...

It's on the same level with the prior posts I've made regarding this. If Gogo doesn't have a spell available (whether for the Magic command or the Lore command), Gogo will not be able to consume MP from the monsters.

I wouldn't be surprised if they all shared the same code for this purpose alone.. (Osmose, MP draining weaponry, MP used for critical hits).

Related posts:
http://slickproductions.org/forum/index.php?topic=765.0
http://slickproductions.org/forum/index.php?topic=764.0

131
Gaming Discussion / FF3/6 - Mimicing Osmose Can Gain 0 MP
« on: August 25, 2008, 11:15:55 AM »
http://slickproductions.org/forum/index.php?topic=764.0 - This is related to the aforementioned link.

We all know what the behavior of Osmose is.. however it works slightly different when Gogo's around.

When Gogo has no Magic/Lore command available, he/she/it is unable to gain MP by Mimicing an Osmose casting.

Proof - http://rapidshare.com/files/140022600/FF3Hack3.7z.html

FF3USHT 1.3g beta hack must be used to play back the movie (you can test it for yourself though).

132
I'm not sure if it is properly documented (using the Bugs Guide and Algo Guide and couldn't find them).. but here it goes..

If you wield a weapon that has the MP for Critical Hits property, the MP consumption is based on a character that has a Magic command (Lore is the only other command that is considered a Magic command) and spell. Gogo's the exception to the rule since you are not forced to have him connected with said command.

The test (use the FF3USHT 1.3g beta patch to see what's happening):

Proof - http://rapidshare.com/files/140017228/FF3Hack3.7z.html

See how Gogo isn't able to critical hit? Well, it has everything to do with him/her/it not having the Magic/Lore command.

Note: This is the same issue Banon has, and most likely has nothing to do with the cosmetic MP hiding that the game enforces. If Banon had a Magic command and a spell, his default Punisher weapon would be able to dish critical hits.

If Gogo has a Magic command, but no spells (he's alone in other words), the MP consumption for critical hits won't occur.

Note: In the Tower of Fanatics, the Fight command (which gets auto-converted to Magic) is what is required to trigger the MP for Critical Hits property.

133
Gaming Discussion / FF3/6 Drainer+Atmaweapon
« on: August 23, 2008, 02:50:32 AM »
When the damage calculation is being done for the Atmaweapon (assuming you put the Drainer in the right hand), is the HP calculated towards the damage algo using the HP value before the drain or after the drain?

134
Gaming Discussion / FF3/6 - Equipment Menu
« on: August 22, 2008, 12:53:51 AM »
For weapons.. is the hidden weapon power (???) hardcoded to the weapon, or is that some bit that noone knows about.

For armor, some weapon/armor don't auto equip (like the Imp set of equipment) via Optimal. It doesn't seem to be triggered by the Imp bit, so are these hardcoded or are related to the same bit weapons use (the hidden weapon power bit) so they aren't auto-equipped?

135
Gaming Discussion / FF3/6 - Monster Name Cleanup
« on: August 22, 2008, 12:20:52 AM »
When is that cleanup done? I figure it occurs after a character executes a command.

Like its predecessor's (FF4/5) battle engines, it doesn't properly update under some form of HP leak status. However, I found that they don't seem to update when a monster is killed via a character under Berserk status...

Is there something to the monster name cleanup call that I should understand better?

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