øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=3135e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index63de-2.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index63de-2.html.zx&žh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.¬³OKtext/htmlISO-8859-1gzip0|Ö¬³ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:31:59 GMT0ó°° ®0®P®€§²ð®%žh^ÿÿÿÿÿÿÿÿ9'¬³ Show Posts - Deathlike2

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Messages - Deathlike2

3136
Final Fantasy IV Research & Development / Protect+Shell Success Behavior
« on: February 21, 2008, 05:04:41 AM »
This may be surprising for some of you...

The spells Protect and Shell boost stats.. however it is not guarenteed if your Will/Spirit is low (stares at Tellah  :lame:).

In order to ensure perfect success, a Will/Spirit of 64 is required for100% success (at least for Protect... I bet Shell is on the same boat). The method for which I tested this was Yang's Gird/Endure command. I tweaked his Will to modify the chance of success. If Yang fails to execute Gird/Endure because he has maxed defense, it would determine the required Will for success.

Fuck Tellah and his lame magic power.  :bah:

3137
Final Fantasy IV Research & Development / Re: Gird/Endure Behavior
« on: February 21, 2008, 04:56:59 AM »
Protect is definately reliant on Will/Spirit.. which I'll make a separate post on this... unfortunately this translates into success rate of the command.

3138
Final Fantasy IV Research & Development / Re: Gird/Endure Behavior
« on: February 21, 2008, 03:42:57 AM »
The spell Protect is not guarenteed to work unless you have enough Will/Spirit... although it is unknown how much you need to be sure it works.

Since Yang normally has 3 Will/Spirit, it is guarenteed that the chance of it working will be the same... unless perhaps his Will is maxed.... I will have to test this.

An important update:

Endure/Gird in both versions behave the same... for the most part...

Apparently this command is reflectable (since Protect is reflectable).. whether it is by an enemy's Reflect or an ally's Reflect. There is a difference though..

In the SNES version, it gets reflected and hits the enemy. In the GBA version, it gets reflected and appears to hit nothing.

When this command is executed, the resulting stance may imply defending, but that is simply not the case.

3139
Final Fantasy IV Research & Development / Some Useful Info
« on: February 20, 2008, 10:56:28 PM »
Found this referenced in some posts @ Gamefaqs:
http://s-endo.skr.jp/ff4chrlvup.txt
Data is listed for each character in the order they join you. There is a list of their stat growth and their possible stat growth beyond level 70.

I would think someone should find this useful in modifying the stat growth+exp for each character.

3140
Final Fantasy IV Research & Development / Re: Curse Status
« on: February 20, 2008, 08:57:21 PM »
AFAIK, Curse status is inflicted in a physical attack by like one monster... and a small handful of enemies inflict it with some sort of curse attack (Slap, Curse).

The only attack that even remotely inflicts a multitude of statuses is Bad Breath from the Marlboro... but that's limited to 6 status changes (small, piggy, toad, charm, mute, and darkness)... 3 (4 if you factor in charm) of which prevent you from using the Heal/Esuna spell in battle.

3141
Final Fantasy IV Research & Development / Re: Curse Status
« on: February 20, 2008, 08:42:27 PM »
This is the best status to inflict on pudding type enemies, since their defense power is way too high and it allows for weaker characters to take a good whack at them.
Except nothing you have can inflict it. I haven't tested spells but I know if you give a weapon curse status it will crash the game if it inflicts it on an enemy. Nothing happened. Nothing happened. Nothing happened. Nothing happened.
(It gets stuck in an infinite loop)

Are you forgetting the Ancient Sword? Unforutnately it is unavailable in FF4ET, but it's not as if it were needed in that version.

3142
Final Fantasy IV Research & Development / Curse Status
« on: February 20, 2008, 06:53:24 PM »
I found this interesting, since I thought this status sucked.

When a target is inflicted with said status..
Target's attack power = Attack Power Base/2  <--- old known info
Target's defense power = Defense Power Base/2  <--- new found info

This is the best status to inflict on pudding type enemies, since their defense power is way too high and it allows for weaker characters to take a good whack at them.

For a thought, it does weaken very strong enemies like JCE's Sorceror enemy to a new level.

3143
Final Fantasy IV Research & Development / Defend/Parry Command
« on: February 20, 2008, 06:44:27 PM »
When executed, the character will take 1/2 damage from physical attacks until their next turn.

It doesn't appear to increase evasion though.

3144
Final Fantasy IV Research & Development / Re: Enemy Attacks....
« on: February 20, 2008, 03:14:16 PM »
DullSong - looks like a Slow spell... I get the feeling this is the same attack used by the Scarmaglione (Milon Z in FF2US)
Indeed it is.

Well gee, that solves a mystery (how long did it take to come to this conclusion? :bah:)... too bad it is effectively dummied out from all the other SNES versions.

Quote
Vanish? - supposedly a revive monster attack
There are a few spells by that name, I forget if they have different effects or not and can't check right this minute. The one I'm most familiar with pops up in a few enemies scripts and instantly kills the monster. Golbez uses it on himself after getting hit by the holy element while fighting Tellah, as does Zemus while fighting FuSoYa and Golbez.

I think the Calbrena enemy does something similar where the dolls transform into the big doll and reform into the smaller dolls. It can be used as a monster switch-create sequence...

3145
Final Fantasy IV Research & Development / Re: Dummied FF4 Feature
« on: February 20, 2008, 12:24:55 AM »
Active mode, which is edited out of the FF2US menu is still usable when transferring SRAM from FF4 (probably including FF4ET) to FF2.

A hack for this would certainly be cool (or at least an app to toggle it within the SRAM would be nice too)...

Edit: Never mind, I made this rant before... heh

3146
Final Fantasy IV Research & Development / Enemy Attacks....
« on: February 20, 2008, 12:17:46 AM »
There's a number of enemy attacks that I'm not familiar with.. looking through the FF2/4 spell editor, I've never seen some of these attacks...

DullSong - looks like a Slow spell... I get the feeling this is the same attack used by the Scarmaglione (Milon Z in FF2US)
Vanish? - supposedly a revive monster attack


3147
Final Fantasy IV Research & Development / Re: Recall Command
« on: February 19, 2008, 10:56:53 PM »
As I promised.. some pics!











Edit: Added a better picture of Break.


3148
Final Fantasy IV Research & Development / Re: Dark Wave Command
« on: February 19, 2008, 07:09:03 PM »
Ok, found some new info.

Undead monster types: Damage/4
Pudding/Flan/Slime monster types are immune to the attack (like Kick).

3149
Final Fantasy IV Research & Development / Re: Hide Command
« on: February 19, 2008, 02:02:19 PM »
Ok... the scripted Anna-Waterhag battle forces Edward to not Hide during the battle at all (for both GBA+SNES versions). However, the similarities end there.
Edward refuses to auto-hide in the Mombomb+Antlion battle because of the boss bit.. but he's free to auto-hide during the battle at Fabul since none of the battles involve an enemy with a boss bit.

In summary, Edward is less of a coward in SNES versions (at least for boss battles anyways), but in the GBA versions, Edward is a more consistant coward.

3150
Final Fantasy IV Research & Development / Re: Hide Command
« on: February 18, 2008, 10:25:24 PM »
Hide in the GBA version doesn't change in a boss fight... which is definately different than the SNES version.