øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=3390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index717d.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index717d.html.zx-žh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀK¡ÚOKtext/htmlISO-8859-1gzip@øÕ¡ÚÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:32:05 GMT0ó°° ®0®P®€§²ð®,žh^ÿÿÿÿÿÿÿÿî9¡Ú Show Posts - Deathlike2

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Messages - Deathlike2

3391
General Discussion & Support / Re: FF2us HardType Walkthrough by Deathlike2
« on: December 22, 2007, 11:24:23 PM »
The only duping that is worth doing is the Cure staff early game. The other situation is that the weapons become "hand me downs", which doesn't really matter in Cefca's case (contribution is minimal because he survives longer in the back row).

3392
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 22, 2007, 11:02:31 PM »
Is the Granite Sword the rare drop, or the next to rarest drop? -> I don't remember.

Well, it's the renamed Medusa Sword, if you still remember.

Btw, I did say way back that you don't sell Holy/White arrows. The only time you give them is at Mt. Hobs in the treasure chest closest to Chang.

Also, remember why there is a v1.1 of FF2? Well, IIRC, it is either the certain set of enemies.. or the gradual pertrification of the Medusa/Granite Sword vs certain enemies that makes the AI go nuts and lock up the game.

Btw, regarding the Cursed Ring, when do the drops start. I would've thought the Spirit/Soul enemies would drop them.. but either you tweaked it so they don't drop at all, or they drop very very seldomly...

3393
General Discussion & Support / Re: FF2us HardType Walkthrough by Deathlike2
« on: December 22, 2007, 06:32:39 PM »
Kaipo Revisited

Getting Rosa is great, but she's probably the slowest member on the team at the moment...

Level suggestion: Rosa at level 14 so she has Cure2 accessible. On the other hand, Rydia should have already had it by now so this isn't required. However, leveling Rosa up will allow Rydia to focus on using her other spells w/o having to use her for healing.

Fear The Monsters: Each and every Bomb monster will explode sooner or later. The longer it takes you to kill them increase the chances of taking massive damage. Also, the Spirit monsters will eventually put you on death notice especially if you decide to be slow on the trigger.

* Boss: Mombomb is not that scary in this incarnation. Good targeting makes the battle easier.

Equipment: Claws can be equipped by others, not just Chang. The thing is that Chang does not take in any attack power bonuses at all as he strictly follows a different attack power formula that primarily relies on his level (a level up virtually increases his attack power by 2 pts), which behaves a lot like the FF1 Monk/Black Belt.

It is worth pointing out that Chang can equip bows+arrows.. and although that won't increase his attack power... it doesn't decrease either. This might come in useful... perhaps.

There's some good stuff worth buying at Fabul...

*Battle of Fabul isn't that difficult, given that some of the battles are rehashes of older enemies.

3394
General Discussion & Support / Re: FF2us HardType Walkthrough by Deathlike2
« on: December 22, 2007, 04:14:09 PM »
Damcyan

The "prince" is called Cefca (Ks damnit  :tongue:)

Equipment selection resembles James (in fact, if you still have Kain's shield, you can give it to him for a great benefit), except poor HP growth forces you to keep him in the back row. The "Steal" command is your friend, for the brief time you will have him. "Potions" are worth stealing from the Imp/Goblin type monsters.

There is no exact need to level Cefca up, however, it would help his hit rate (back row reduces the damage output and hit rate), depending on the weapon you give him. Level 10 should be enough.

There is nothing of note in the Antlion's Cave other than a palette swap (it looks good anyways).

3395
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 22, 2007, 03:48:54 PM »
Is the Granite Sword the rare drop, or the next to rarest drop?

Wtf is the "Diamond Crystal" for?

Is the Bomb Summon spell a rare drop or the next to rarest drop?

3396
General Discussion & Support / FF2us HardType Walkthrough by Deathlike2
« on: December 22, 2007, 02:46:43 PM »
I guess I could write parts of it out and you can copy+paste whatever you think is appropriate... I don't feel like writing it in one big post because I know I'm gonna forget.

Baron:

Like the original trial, don't fight your opponent, because he will own you.

You do actually battle on the airship. There is no silly auto-battle where the main character decides to use items that are obtained late game. :P

Minor strangeness:  After being "teleported out", you can run like the wind, and that kinda stops..

Pay attention to how enemies actually can rape you and can take some punishment. This means that you need to heal up (and save) early and often. Save money by using the Baron Chocobo forest instead of the Inn.

Level suggestion: James to level 8 or whenever Kain gains one level. I guess one could overlevel, but Cecil will never have decent enough Will to heal, so you're better off just buying potions for now.

Status lookout: Unlikely the original FF2/4, being devoid of a helmet, ring, or robe will provide no evade bonus, so it does you good to actually have something equipped. Also, Kain and Cecil's magic defense stats are... crap.

Boss: Mist Dragon behaves the same, so don't be retarded.

Post Mist disaster:

Try to save often and hold out long enough (try not to use items) before heading into Kaipo for Rydia's sequence. The levels will be beneficial when you have you level Rydia up.

Boss: They are stupidly easy, and fortunate for you, the leader of the pack don't run away... meaning free EXP!

Level suggestion: Rydia to level 10 (well, that's what I always do). Rydia's starting stats are a godsend, but she will still have to gain enough levels for a second attack because Cover only automatically works when less than 1/4 of a character's HP is remaining.. so you have to be really weary of her current HP.

Rydia's starting weapon is useless when the enemies HP is beefed.. so consider liberally using Chocobo so she isn't useless. Level 1 elementals not as useful  since you must take advantage of an elemental weakness, and they won't kill on the first go.

Wanderers drop a nice weapon upgrade, if you want a nice STR boost to increase your attack multiplier.

Kaipo's equipment is a god send for Cecil. Decide whether you prefer trading defense for magic defense (I'm usually pro magic defense over defense) or defense for evade.

Wooden Staff targets the enemy.. but doesn't do anything that I can tell...  :hmm:

Getting Tella is not a bonus, but just another body to take hits. The best thing he provides is a healing staff, which is definately worth using virtually every turn so Rydia can focus on casting magic. Tella's starting magic is still the same, but his tweaked MP makes him even more useless, not that it wasn't already the case. You only need him to do two things anyways.. heal, or do one major attack.

The elemental rods you pick up are still useless, but if you need the extra magic boost, then go for it. The Thunder Rod is the strongest of the bunch, but that's not saying very much.

Magic: Warp has become a nifty spell. Remember the Molbol (FF2)/Marlboro (FF4)? Well, this spell does exactly what their bad breath attack does. The only issue is if the targets are resistant to one status attribute, it is immune to the attack.

Also, Rydia learns Toad at level 13... removing the need for CureToad.

Realize now that Cecil will never be the healer you want him to be.. other options will present themselves so take advantage of them.

There is one enemy in the Watery Cavern that plays the boss music. You can certainly run away, but if you know what you're doing, you just treat the enemy like if you were facing a boss... go all out.

Fear The Monsters:  Minimages in huge groups are very annoying. The chance that someone will end up being paralyzed is pretty high, and that can prevent you from healing. Some of the attacks will include HP leakage, which can do a lot more damage than it normally does.

Boss: The 8-legged monster is still weak against the "Dark Knight's" weapory, so 2x damage is a good thing. However, those weapons are still useless against the Zombie that roam around the area.

The Berserk spell is still useful, but at a tradeoff... not that it should matter.

3397
General Discussion & Support / Re: FF2USHT bug fixing?
« on: December 22, 2007, 01:31:42 PM »
Should there be anything worth pointing out while playing this for a second time.. like special drops, or where the hell the Pinkpuff enemy (or equivalent) is?

3398
SPC - Hard Core / Re: Mystic Quest
« on: December 22, 2007, 01:30:26 PM »
All I can come up with is by using your Mystic Quest editor is that tweaking some HP numbers is that the type of "counters" can change (eg. stone-counter instead of poison counter or the magic shield o' doom can be installed on an enemy)... and that max HP drives the attack power of the enemies... meaning that each special attack has a specific multiplier as far as I can tell. Weakness also ignores magic defense..

Although, this is nothing that you probably you don't already know.

3399
Gaming Discussion / Re: FF2/4 Rosa's Best Armor->Weapon Combo
« on: December 22, 2007, 11:17:58 AM »
I would definitely not give her -25 WIS and WILL, as the penalty will screw up her spells as well.  I usually try to boost my mages' WIS and WILL as much as possible, and she can rotate out arrows that are effective against whichever enemies are attacking.  Magic defense matters much more than physical defense from the back row.

Well, I've never valued Holy... I believe in Cure (out of battle), Cure3 (very good bang for buck), and Cure4 (magic power useless when used on solo ally).

Physical defense is still important, but then again Zeromus doesn't physically attack (if at all, it is extremely rare).

The question really is "what is the best tradeoff", hence the question.

3400
Gaming Discussion / FF2/4 Rosa's Best Armor->Weapon Combo
« on: December 22, 2007, 01:36:12 AM »
Similar to the previously posted question.. I wonder which is a better combo... I'll list pros and cons to be fair. Assume here that Rosa has a Protect Ring and Ribbon to get a better idea at what I'm getting at...

White/Holy Robe + Artemis Bow:

Pros:
Strongest Bow
Probably the best robe for Rosa for magic defense
Stat boosts are great (+10 STR, AGI, VIT), and most of is countered (-10 WIS, WILL is countered by +15 WILL)

Cons:
It doesn't get the best attack multiplier as it possibly could
Darkness resistance (resistance or elemental or both???) is useless in the Lunar Subterrain.. unless someone can find a good excuse or example
No dragon bonus for the bow...

Heroine/Minerva Robe + Any other weapon combo not named Artemis Bow (Elven or Samurai/Yoichi Bow or Silence Staff)

Pros:
Great stat boosts and in turn good stat multipliers (+15 STR, AGI, VIT)
Great defense and best evade
Immune to paralysis (pretty much good against King-Ryu aka Thunder Dragon)
Rosa is finally decently fast

Cons:
Awful magic defense and subsequently a slightly retarded magic defense multiplier (-15 WIS, WILL, virtually ensures a 1x loss to the magic defense multiplier)
Paralysis is harmless, compared to say Charm

Heroine/Minerva  Robe + Artemis Bow:

Pros:
Offensively and defense, she will kick ass and take names because of strong attack+defense multipliers (+25 STR, AGI, VIT)
Defense is maxed out and she will have great evade
Immune to paralysis
Rosa is the fastest she could ever be

Cons:
Worst magic defense in that combo.. as it means -25 to WIS and WILL == "What magic defense?"
Paralysis is still harmless
Defense is way too saturated, especially when the Protect Ring already provides +15 Vit

So, what do you think? In the end, I've essentially figured out that Rosa is the best candidate for the Adamant Armor... and that's not saying much. With that said, some thoughts on the subject would be nice.

Edit: Updated the numbers for the reference.

3401
Gaming Discussion / FF2/4 Rosa's Ultimate Weaponry
« on: December 22, 2007, 12:56:15 AM »
I spend too much wondering how Rosa seems to get the shaft for the best equipment of the game. Her stat growth sucks and that never helps the decision here. Here's a couple of choices and some pros/cons to keep to keep it balanced...

Silence Staff (and Silver/Mythril Shield if you prefer using the Sneak trick)
Pros:
No need to pay for Arrows
Mage killer+Shuts them up if needed
+10 Will to counteract the Heroine/Minerva Robe penalties
(If using the Sneak trick, she gets awesome defense to the point where you don't have to worry)

Cons:
Requires some luck for a Silence Staff drop, but it isn't as hard to get than other drops
Is not "back row" friendly, therefore maximum potential not usually realized

Elven Bow + Your pick of arrows
Pros:
Mage killer
+5 Wis if Rosa needs the extra magic defense multiplier and somewhat counteracts the Heroine/Minerva Robe
Back row friendly
Arrows easily acquirable
Hit rate is maxed

Cons:
Item list sucks with arrows in FF4... much less an issue in FF2/FF4ET
Damage increase may not be too substantial over the Silence Staff (depending on your pick of arrows), even though it is back row friendly
Aim is essentially useless

Samurai/Yoichi Bow + Your pick of arrows
Pros:
+10 Str most likely to tip the multiplier favorably
Back row friendly
Arrows easily acquirable

Cons:
Item list blah blah blah.. then again, Whistles and Big Chocobo are an option
It is kinda mediocre?

Artemis Bow + Your pick of arrows
Pros:
Strongest of all the bows
+10, STR, AGI, VIT are awesome bonuses with a chance to increase some good attack multipliers
Back row friendly
Arrows easily acquirable

Cons:
-10 WIS, WILL hurts a lot for magic defense, especially with Rosa's stat growth... it gets worse when the Minerva/Heroine Robe is involved
Weapon does not live up to its name... nothing special vs Dragons by default

Which version would you prefer?

I don't mention FF4A because there are obviously better options (and Aim actually increases damage output, even when hit rate is 99%). FF4ET makes the Artemis Bow+Heroine Robe combo really really awesome and simply is a superior solution (too bad it isn't used anywhere else).

I'll post a follow up question later...

3402
General Discussion & Support / FF2USHT bug fixing?
« on: December 21, 2007, 11:41:41 PM »
I was thinking about replaying the hack again.. it was this or playing J2e's translation again (just to redo the game for stat maxing/equip maxing fun). I was planning to do this mostly for one last bugfix version as I recall there were few cosmetic bugs (mostly item names that got borked somewhere along the line).. but nothing serious IIRC.

Is this worth it or no?

3403
Regarding the immune flag on the Glass Helm/Adamant Armor and the absorb flag (is that even the correct name?) on the Hero Shield (FF4A only), Cursed Ring, and Ribbon (FF4ET)...

The immune flag is consistant on all ports (FF2/4/4ET/A):

By itself with the Glass Helm, it provides zero additional protection, even if other equipment provides elemental protection.

On the Adamant Armor, elemental damage (specifically Fire, Ice, and Lightning) is 1 damage except if the elemental attack is maxHP based, where you take damage as if you were resistant to the attack which usually has a different formula calculation.

The absorb flag is applied completely differently between the SNES ports (FF2/4/4ET) and GBA ports (FF4A):

The Cursed Ring and Hero Shield (FF4A) work the same way when there is no additional elemental protection provided by other equipment... there is no protection provided at all.

If elemental protection is provided (the Ribbon in FF4ET has it built in), then take all elemental damage (including Holy, and perhaps others) and invert it as healing. The behavior though is completely different across ports... as described here:

SNES/GBA: If the elemental attack does not rely on maxHP, but rather by enemy magic power, the attack must be calculated against your magic defense. This is why the Cursed Ring reduced your stats... it is to increase the impact of the elemental healing. The Hero Shield technically does the opposite by reducing the healing.

SNES specific: If the elemental attack relies on maxHP, all elemental damage is 1 and inverted meaning that you will always get healed by 1 pt.

GBA specific: If the elemental attack relies on maxHP, the damage dealt depends on said attack (attacks will deal randomized damage based on the enemy's magic power applied against your magic defense or it will deal full damage as if you were not resistant to the elemental)  and damage is inverted.

There is only one clear difference between FF2/4/4ET (SNES) and FF4A (GBA). The Immune flag takes precedence over the Absorb flag in FF2/4/4ET. It is the opposite in FF4A (Absorb flag takes precedence over the Immune flag).

If anyone needs examples, feel free to ask. Enemies used in testing include the Gold Dragon (King-Ryu in FF2) for it's maxHP lightning attack, Silver Dragon (Ging-Ryu in FF2) for its multitargeted Ice Blaze attack (when it has a partner), and Red Dragon for its multitargeted unavoidable Fire attack (when it is alone).

3404
Final Fantasy IV Research & Development / Re: FF2/4/4A Status Resistances
« on: December 19, 2007, 03:52:05 PM »
Ok, here's some definitive info (probably already known):

If a character/enemy is able to do an attack that inflicts multiple statuses... and attempts to inflict it on a target that is immune to at least one status attribute, the target is effectively immune (statuswise) to the entire attack.

I believe that this also applies in an uninterruptable attack sequence (FF4A's ZeromusEG does a multi status attack IIRC).

3405
Final Fantasy IV Research & Development / Re: FF4ET Pinkpuff "Relocation"
« on: December 18, 2007, 04:43:59 PM »
Offset -  Monster name -  Lv - HP - Attack -  Defense -  Magic Defense - Special bit - Item drop - Attack sequence - Extra bit - Attack statuses - Status defenses/immunities - Weakness - Spell power - Monster type - Counter attack

731BD PinkPuff (FF2us) 60 10 27 5F 99 C0 25 68 7D 58 00 00 08 7F 20
731BD Flan Princess (FF4ET) 60 10 27 5F 99 C0 25 A8 7D 58 00 00 08 7F 20

Not all monsters have all of these fields, but up until the Attack sequence they are all the same data.

That's not what I meant.... I mean, how am I supposed to interpret the drop rate? Is it the hex value (converted into decimal)/256?

Sweet drops!