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Messages - Deathlike2

3211
Addendum:

1) Exposing an elemental attribute when physically attacking increases attack power by 2.

2) Exposing an enemy type multiplier increases the damage multiplier after attack/defense calculations.

These are two separate aspects.

Simple case study is the effect of the Dragoon Spear/Artemis Arrow combo against Blue Dragons. The Dragon Whip is stronger under this scenario since the Aerial elemental is being resisted.

3212
Final Fantasy IV Research & Development / Re: Odin Summon
« on: February 04, 2008, 01:46:27 PM »
It would help if you give me the levels of the Lunar Subterrain monsters that don't have the boss bit in FF2 US and I'll see which is more of a factor.

3213
Final Fantasy IV Research & Development / Re: Kick Command
« on: February 04, 2008, 01:42:56 PM »
Thought you might find this interesting, in the DS version Kick does take elements into account and executes much faster, it makes Yang into even more of a killing machine even though his normal attacks seem a bit nerfed in that version.

Adding elemental attributes is nice early game, but not as good an idea late game.. but then I based that on how powerful the Blue Dragon is, which isn't the endall argument.

3214
Final Fantasy IV Research & Development / Re: Power Command
« on: February 04, 2008, 01:27:16 PM »
Well, with this info. I kinda determined two things.

The enemy type multiplier probably only applies against the calculated damage (even though defense is considered 0).

The elemental type multiplier applies against the attack power when calculated against defense.

3215
Final Fantasy IV Research & Development / Re: Jump Command
« on: February 04, 2008, 01:15:13 PM »
Quote
Reflected spell attacks can target the user while in Jump status, although this will fail miserable

Just curious, but what makes you believe this?

Fight an EvilMask, have Kain jump, and wait for it to cast Nuke--Occasionally the background effect will show and the sound will play but not the actual spell animation or effect.

Don't confuse this with the Evilmask's reflected spells failing to hit the targets due to high magic evasion. All of the Evilmask's spells (other than the Reflect revision in FF4A) don't have a 100% hit rate.

Fight an EvilMask, have Kain jump, and wait for it to cast Nuke--Occasionally the background effect will show and the sound will play but not the actual spell animation or effect.
Sounds like it had Kain set as the target before he jumped, and no "retarget if target dead/invalid" is coming into play. Many spells in the rest of the series would have this issue if not for a bit like that.

You can find similar effects to that with Asura while under Reflect.

3216
Final Fantasy IV Research & Development / Steal/Sneak Command
« on: February 04, 2008, 05:10:30 AM »
This command is purely driven by level.. but does Agility factor in at all?

Has anyone figured out the damage taken on steal failure?

3217
Final Fantasy IV Research & Development / Odin Summon
« on: February 04, 2008, 05:09:17 AM »
Although Odin won't work on enemies with the boss bit, what factors power this spell?

I would think it would be powered by Wisdom... or is it powered by level... or both?

3218
Final Fantasy IV Research & Development / Re: Kick Command
« on: February 04, 2008, 05:07:06 AM »
Time to command execution based on Agility.

3219
Final Fantasy IV Research & Development / Power Command
« on: February 04, 2008, 05:06:11 AM »
Increases base attack power by 2.

Time to command execution most likely based on Agility.

This command is most effective vs Flan/Pudding, even though it isn't a targeted weakness, but a complementary command to Kick.

FF4A Specific: Deadly increases base attack power by 3.

3220
Final Fantasy IV Research & Development / Jump Command
« on: February 04, 2008, 05:01:25 AM »
Increases base attack power by 2.

User cannot be targeted physically.

I could be wrong, but Reflected spell attacks can target the user while in Jump status, although this will fail miserably. This implies there may be issues in targeting while under Reflect (like all those hidden spells that were dummied out in FF2 US. This is more notable behavior with Evilmasks. Not sure if this is fixed in FF4A.

FF4A Specific: Double Jump seems to consider the attack a result of 2 Jumps.

New Edit: Time to command execution is based on Agility. Consider the effect of the Blood Spear early game.

3221
General Discussion / Re: Anyone ever see something like this in Firefox?
« on: February 03, 2008, 11:40:37 AM »
for all i know, this place has dancing hamster wallpaper, your username isn't even "Dragonsbrethren", and the lot of you are really discussing baked goods recipes despite all the posts i supposedly see mentioning "ROMs".
That reminds me, I need to work on my "how to barbecue a flaming troll" recipe. :happy:

Gah. Merton works even better if you abuse the Debilitator. All 3 basic elemental absorbing shields (ignoring the Paladin Shield since it's too uber) are friendly towards this spell. It's not hard to take advantage of this fact.

3222
Some more stuff that might be useful on Entroper's data sheet. Not sure if it translates in FF2/4 SNES... if it does, great.. and if there are discrepancies between FF4A and FF2/4 SNES, please post the differences.

In the Items Power table regarding effect power... I came up with the following:
2 - multitarget allies only
5 - single target only on either side , default ally (White Magic spell effects only...?)
8 - multitarget enemies only
15 - single/multiple targeting on either side, default single ally target (Shell/Protect)
32 - autouse/cast on self (if applicable)
66 - multitarget status healing allies only
69 - single target healing on either side, default ally
133 - single target only on either side, default enemy
143 - single/multiple targeted status effect on either side, default single enemy target (for some reason, the Defender Sword is in this catagory, probably some data error, but behaves like the description I have provided)
255 - crystal only

It breaks down to something like this...
1 - allow targeting single ally
2 - allow multitargeting of all allies
4 - allow targeting single enemy
8 - allow multitargeting of all enemies
16 - autouse/cast on enemy? (it would be logical for this... but it is unused)
32 - autouse/cast on self (if applicable)
64 - healing (invert numbers?)
128 - default targeting enemy

Edit: 16 logically should be autouse against enemy instead of my earlier pathetic guess of "crystal bit"

3223
I thought the palettes were set using events for those monsters?

Oh and I think the Elixir 1GP thing is in a seperate table somewhere--I checked all of the item byte data and couldn't replicate it. 

My guess it is just 1 byte denoting which sell value to use.

Edit: Here's some common data I can determine from Entroper's data sheet.

In column G of the Items tab, here's the following:

109 - status effect cure
110 - monster summon spells.. yes, maybe we can figure out how to create more summon magic
111 - both White spells (Sight/View and Exit)
112 - sound triggers, all of them trigger some event via an audio cue
113 - HP/MP changers (yes, even revival is HP changing)
114 - price trigger? very common amongst these items
115 - HP healing

Hopefully there is some commonality in the SNES versions.

3224
Can younger Rydia equip Whips?

Yes, including the Mist Whip.

3225
Never mind.. I found out.

All the game does is switch the forms, but fails to deequip Older Rydia's incompatible equipment. However, I don't see that as an ill side effect since the options for Younger Rydia still suck.