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Messages - Deathlike2

3361
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 26, 2007, 12:08:48 PM »
Xlom starting equipment bug:



At least you allow equipping some of the fighter type of equipment... (Gigas Glove and others)


3362
You're right, it is the mage guys with mind blast.  The visual effect is the same, yes?  I thought they were the same spell, but I guess not.

Yes, the Paralysis effect is effectively the same.. including Hold.

3363
Can Dispel or Black Hole get rid of Stop?

Nope, that's why I said that this is uncounterable, other than waiting the status effect out.

The other attribute is that this status effect can have its timer reset when casting Stop over a Stopped enemy (which is partially why there is a FF2 v1.1).

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HP leak is often a "second try" effect.  I believe the "Blaster" attack used by Coeurls (Black Panthers?) in the magnetic cave, and those Breath/Mind enemies in the Lunar Subterrane, tries to inflict death first.  If this misses, it tries to inflict paralysis; if paralysis misses, you get HP leak.  I haven't seen HP leak inflicted when something like Bio (Virus) or Vampire misses, but I don't really think I've seen these attacks miss much.

The Panther type monsters only inflict paralysis or death via their Bluster attack (both attributes can be blocked by equipment late game). You are thinking of the Mage monsters (squid-monsters) in the same area (Magnetic Cave) who also happen to drop their summon spell. Thier Mind Blast attack is paralysis and HP leak on the side. That attack doesn't always work, but the HP leak does continue. Vampire never misses IIRC. Enemy Bio/Virus can miss (see the Ghost Knights (FF4A monsters) in the Eblan side of the Tower of Babil). The Zemus Breath does the same attack as a counter to a magic attack.

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Charm is really weird.  I've never seen a charmed enemy or ally pull a "final attack", but what I do usually see is a charmed ally making one final "charmed action" after they've been cured of charmed status.  Like if Cecil is charmed, and Rydia bonks him with a rod, Cecil will then walk back over to your side, and then attack your party one more time before you regain control of him.

The final "charmed" action is most likely the result of a final command being executed while under that status.. this doesn't happen if the ally recently attacked and then just got whacked out of charm status. I'm pretty sure it happens mostly on your character's end... less so on the enemy's end.

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I'm sure a lot of this stuff works differently depending on the version of the game.  FF4A in particular has some pretty bizzare behavior during battles.

I don't remember doing too much with FF4A in regards to Charm, but the behavior is less odd as getting in/out of Charm properly resets the ATB bar and character stored command option.

3364
Final Fantasy IV Research & Development / Re: Meteo WTF?!
« on: December 26, 2007, 09:38:16 AM »
Meteo from Rydia and even Fusoya when he was with you did more damage on Behemoths (254 magic defense) than what is on display.

Fusoya's starting Wisdom was at 40 IIRC (minus starting equipment).

3365
Final Fantasy IV Research & Development / Meteo WTF?!
« on: December 25, 2007, 09:46:27 PM »
Someone please explain to me the following:

How does Meteo seems to be 9999 for Tellah (I don't remember him doing less, but I could be wrong though)...

Yet...



Occasionally W-Meteo doesn't do it..



Golbez can't? What is this false ultimate power we thought he had?



Another old man that can't do it...

On the other hand, I don't recall Zeromus failing to do any less than 9999 damage on both of them.

Someone please explain the hyprocrisy of this spell!  :bah:

Yes, I do know that Golbez+Fusoya's spell power go down because of leveling up.. but tell me how much Wisdom could go down the hole to produce those numbers?

3366
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 25, 2007, 09:29:48 PM »
Great.. because I ended up giving Rosa a Whip in the end...

Anyways, is the stat growth fixed Level 70 and onwards or is it character/class specific?

3367
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 25, 2007, 03:54:22 PM »
Yes, another real bug!  :wtf: :omg:



If the tree in the back is confused, it will attempt to Poison your guys. However, the act of doing that freezes the battle (see Kain's hand up in the air as an indication).

3368
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 25, 2007, 02:19:55 PM »
Another suggested change...

Retweak Bows+Arrows. Unless you change the attack power algo for Bows+Arrows (I personally think there needs to be a level bonus inclusion at the very least), it is still one of the more inferior weapons in the hack.

Once you have access to the airship, the arrows you sell should have approximately the same amount of attack power... except that elemental and (moreso) enemy type arrows need to be weaker since you are relying on them for the multiplier bonuses.

Also, the Elven Bow itself makes Mute arrows effectively obsolete... so you need to find a way to make the Mute arrows useful and/or make later bows expose weaknesses... or something as compensation.

Cipher gets too strong too quickly as well...

What's the deal of making no changes to the Rune Axe, but the Infected Axe gets so much love?

Also, I kinda wish the Insect attribute would get exposed more often... either by Poison weaponry or by Ice weaponry. Ice weaponry would be consistant with what the game currently prefers. Poison weaponry IMO gets little respect. Poison status doesn't work very efficiently, and frankly I've shunned it (hack or no hack) for better alternatives (Charm Claw or Cat Claw over the Poison Claw... Poison arrows aren't very memorable, even if they are stronger for the time being and some enemies drop them like candy, but are shelled in favor for the elemental arrows for damage multipliers). Poison would have to do its damage quicker to be useful (you may have to lower how much it damages for compensation, like reducing the damage from 1/8 MaxHP to 1/10 MaxHP and tweak the poison time appropriately).

3369
Final Fantasy IV Research & Development / Re: FF2/4 The Buggy Avenger Sword
« on: December 25, 2007, 02:02:24 PM »
Ok.. I managed to do this.. twice on FF2 v1.0.

Here's some screenshots:



What happened is that Cecil was coming of a Cure2.. and Edge was starting on Flame.



The second time around, I wasn't as successful, but got lucky.





Cecil came off a Cure.

It seems to me the bug is caused when there is no shaking by Zeromus. Part of the shaking process is inflicting a multitargeted Dispel on everyone, making Kain stop from attacking further. When he fails to do it before Kain's turn, it seems that something goes haywire and the Berserk is reinstated and that spell effect comes up.

However, Kain doesn't look to have a spell casting stance.. but for sure he was meant to have some spells before this game was finalized.

3370
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 25, 2007, 01:36:51 PM »
Suggested change..

Make sure the Rage spell Rosa has is renamed to Rage2 or Rage+ since it is a multitargeted spell... different from Cipher's Rage spell.

3371
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 25, 2007, 01:17:53 PM »
Here's the other bug:
As Trenton once told me, "you use the term 'bug' too loosely." Besides, from the looks of it Boomerang wasn't going to fit anyway. :wink:

6 letter names are a bug! 5 letter spell names are a bug! Item lists with poor naming is a bug!  :bah: :wink:

3372
Final Fantasy IV Research & Development / FF4A Minor Stat Changes
« on: December 25, 2007, 01:07:51 PM »
Fundamentally, the game behaves the same between both SNES and GBA versions in regards to stat math.

However, there is one minor difference.

In FF4, for any stat the goes below 0 (Cursed Ring can make this happen), will be calculated as 1. The exception is that the stat can be 0 if the stat additions+losses equal 0.

In FF4A, for any stat that goes below 0, the game will display 0 for that stat. However, internally, the value is still negative when doing the stat calculations. There is probably a lower limit where a stat can be negative. For instance, if you manage to have negative vitality, the lowest defense rating you could get is 0, and not a negative number.

3373
Final Fantasy IV Research & Development / Re: FF4A Magic Behavior Changes
« on: December 25, 2007, 12:59:57 PM »
Enemy "beneficial" magic tends to behave more oddly than character beneficial magic used on the enemy.

These spells include Fast/Haste, any of the Cure magics (Cure3 for the Phase/Evilmask), and Reflect.

These spells are tested against your magic evade (and magic defense if using a Cure based spell).

In FF4A, only Reflect has changed to always work.

3374
Final Fantasy IV Research & Development / Re: FF2/4 The Buggy Avenger Sword
« on: December 25, 2007, 12:56:48 PM »
Which version of the game are we talking of?

I would suggest you tinker with the battle order and see if that changes the situation.

3375
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 25, 2007, 12:52:23 PM »
Beats me, it's only buyable in Eblan Cave.. and IIRC, Fusoya can't.