øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=3270e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index71d1-2.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index71d1-2.html.zx*žh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ºOKtext/htmlISO-8859-1gzip0|ÖºÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:32:02 GMT0ó°° ®0®P®€§²ð®)žh^ÿÿÿÿÿÿÿÿ€*º Show Posts - Deathlike2

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Messages - Deathlike2

3271
Gaming Discussion / Re: The worst review in gaming history...
« on: January 15, 2008, 10:09:44 AM »
This is what you should be saying to the author...

You fucking douchebag

3272
Gaming Discussion / Re: Secret of Mana - Magic Thread
« on: January 12, 2008, 12:59:28 AM »
It would be nice if someone could verify this.. but a single target Evil Gate with the special level 8 effects seems to boost the damage... seems to tweak the algorithm somehow... (I need verification because the SOM Hardtype hack could have tweaked this, but that's doubtful).

3273
Gaming Discussion / Re: Secret of Mana - Magic Thread
« on: January 11, 2008, 10:35:56 PM »
When performing the "special spell effects" at level 8, they cause more damage than the regular spell effect. Damage seems to increase 10-33%.

3274
Final Fantasy IV Research & Development / Re: Meteo WTF?!
« on: January 11, 2008, 11:39:43 AM »
I wonder whose brain fart that was to make Scarmiglione absorb Holy? :D

Although it is common to find Undead weak vs Fire+Holy, it cannot always be a given though. The elemental battle meant to force you to cast each and every castable elemental damage magic (Fire, Ice, Lightning, Holy).. the only exception that Barbariccia (Elemental of Air) was never meant to be weak vs Holy and Lightning (this behavior changed in FF4A, which makes a lot of sense)

3275
Charm protection is given to a small number of armor in the game.

Headband, Adamant Armor, Crystal Ring, Ribbon (FF4A only)

There is a reason why the Behemoth hordes them for a steal option.

Plus, the spell itself for Rosa/Porom AFAIK works 100% of the time, barring Charm immunity.

3276
Gaming Discussion / Re: Secret of Mana - Magic Thread
« on: January 11, 2008, 11:28:31 AM »
My guess is that Acid Rain has a greater lower bounds. All 3 Undine attack spells seem to work equally well on monsters weak (or neutral) vs Undine.

3277
Final Fantasy IV Research & Development / Re: Meteo WTF?!
« on: January 10, 2008, 11:46:34 PM »
Meteo is holy elemental.

I originally thought it was Fire elemental, but clearly I was mistaken.

You can test against the Blue Dragon, since it absorbs Holy elemental.

In FF4ET, there is no monster that can be tested against, unless you cheat and fight the Mist Dragon or the Dark Dragon version of the Dark Elf...

In FF2US, Meteo heals Scarmiglione (Milon-Z).  On my first playthrough way back when, I had also assumed Meteo was fire elemental and was highly disappointed when FuSoYa's Meteo negated the pain Rydia's Fire3 had just inflicted during the "Elements" fight.

I believe that Meteo deals earth damage, not holy.

There is no Earth elemental, take it from the hackers (not me) that deal with the game, and the FF4A info. The Elemental battle in the robot have 3 of the 4 boss forms absorb Holy, which includes the undead Scarmiglione. Best test is against the Blue Dragon, which absorbs Holy (which makes Cecil the weakest fighter against this beast with any of his Holy elemental swords).

3278
I'm curious to test this out or hear someone else's results from the Gigas fights...

Do you actually deal more damage under the effect of the bosses' Saber spells? :hmm:

Well, just do it against regular enemies first. Test different level saber spells and enemies weak vs a particular element.

I used a Level 4 Light Saber, and it did no extra damage vs Dark Stalkers other than the damage boost I'm talking about. I used a Level 7 Water Saber and it did more damage than the Light Saber.

The bosses saber spell only help you if they are stronger than your current saber level (which, more often than not is the case).

3279
Gaming Discussion / Re: Secret of Mana - Magic Thread
« on: January 10, 2008, 11:28:01 PM »
Dark Force - Uses a special HP based algo that really sucks. Does only 1 damage vs bosses.
Do you mean Evil Gate here?

Brain fart. It's a friggen long list.  :tongue:

3280
Gaming Discussion / Re: Secret of Mana - Saber Status Behavior
« on: January 10, 2008, 11:24:38 PM »
Stone Saber was a game breaker a long time ago. I forget which order happens when Stone Saber is in use, but petrify status implies "stun", still hittable (to reinflict the status with another Stone Saber whack), and 1/2 HP loss. Rinse and repeat.

3281
Gaming Discussion / Secret of Mana - Magic Thread
« on: January 10, 2008, 08:09:17 PM »
Feel free to detail or at least give your impressions about the spell power/effectiveness in this thread.

Girl:

Sabers - They stick until a number of hits is reached. Number of hits is determined by spell level, probably in a linear fashion.

Speed Up - Obviously duration is involved, but what about the evade/hit rate increases (numbers?)

Defender - Duration increase, defense seems to increase in proportion to current value (somewhat  likely) and spell level (very likely)

Cure Water - Spell level powered, but Wisdom or Intelligence Powered?

Fire Bouquet - Attack power decrease and duration seems to be proportionate to spell level...

Balloon - Lowers Wisdom? It doesn't seem to do that at all.. plus it is useless vs bosses

Lunar Boost - Attack power increase and duration seems to be proportionate to spell level..

Moon Power - Critical hit rate increase duration seems to be proportionate to spell level (but what about critical hit rates in general?)

Revivifier - Healing is proportionate to spell level... but what happens when split targets are involved?

Wall - Duration + spell level

Lucent Beam - Damage multiplier based on spell level

Lucent Barrier - Number of hits blocked is dependent on spell level

Sprite:

Most basic elemental magic (Gem Missle, Lava Wave, not Fireball , Freeze, Air Blast) do the same base damage/spell level algo.

Fireball is actually stronger than Lava Wave, spell damage swappage mistake. Lava Wave was meant to be the intermediate spell...

Most stronger elemental magic (Earth Slide, Thunderbolt, Exploder, Dark Force) do the same base damage/spell level algo. Although Dark Force is only 2 MP, it is very damage efficent at the same spell level vs its other elemental breathren. Exploder and Thunderbolt cost the most in this comparison.

Burst does the most damage, with the most reasonable MP consumption vs the other attack magics.

Speed Down - "Tangled" status affliction, useless vs bosses

Acid Rain - Deals the same damage as Freeze, plus the defense reduction/duration is related to spell level

Energy Absorb - Deals the same damage as Freeze with a perhaps a tad bigger variation. Max damage is limited to enemy's remaining HP.

Silence - Status afflication, duration related to spell level

Change Form - Seems like a status change really (like Moogled, Pygamized) - monster becomes as powerful attack/defense/magic defense/weakness of monster it changes into.. the monster it changes into is a fixed set (Rabite, Lullabud, Mushroom, Kid Goblin, Green Drop, Pebbler, Water Thug, Pumpkin Bomb). The monster will behave in the form it is changed to. HP and MP remains the same. Useless vs bosses.

Note: Green Drops can still self-replicate, but only into normal Green Drops and not the changed Green Drop that it was spawned from.

Sleep Flower - Sleep status effect, useless vs bosses

Evil Gate - Uses a special HP based algo that really sucks. Does only 1 damage vs bosses.

Dispel - Removes status benefits (Wall and Stat Ups).. although a neat thing to know is that when it cancels out Saber magic, the attack bonus is kept until overriden by another attack power modifying spell. It may not remove the spell effect if the level of Dispel is not high enough (I had this happen to me once vs a Boss that used Wall  :tongue:)

3282
Gaming Discussion / Secret of Mana - Saber Status Behavior
« on: January 10, 2008, 07:53:48 PM »
If you use a saber to inflict a status effect, if the saber's elemental is favorable to the enemy you will be unable to inflict the attached status effect. If the enemy is under a spell effect, you are then able to inflict your saber's effect unless the target is actually immune to said effect.

3283
Gaming Discussion / Re: Secret of Mana - Enemy Type Bonuses... Lies?
« on: January 10, 2008, 06:59:02 PM »
Perhaps, but SOM appears much more buggy than SD3.

One word: Nasir.  Ask Leno, he'll know what I'm on about.   :laugh:

Same guy who wrote the friggen buggy FF1. I guess this guy has vision, but misses bug testing.  :tongue:

3284
Gaming Discussion / Re: Secret of Mana - Enemy Type Bonuses... Lies?
« on: January 10, 2008, 06:45:58 PM »
Perhaps, but SOM appears much more buggy than SD3.

3285
Gaming Discussion / Secret of Mana - Saber Magic - Elementally Useless
« on: January 10, 2008, 04:31:04 PM »
Supposedly, elemental saber magic is supposed to increase your damage vs enemies weak against an elemental.

Unfortunately, this is not the case. If you use the elemental favorable to the enemy, the enemy does not take less damage, in fact, it would be increased damage.

Now, what would account for that? Well, basically the saber itself increases your attack power, depending on the spell level itself. The damage is slight, but it becomes much more apparent when your attack power is higher. Best part is that this stacks with Lunar Boost.