Aslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=240e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index729b-3.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index729b-3.html.zx̝h^K7OKtext/htmlISO-8859-1gzip@7Wed, 11 Mar 2020 08:30:29 GMT0 0P̝h^37 Show Posts - Deathlike2

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Messages - Deathlike2

241
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 24, 2013, 01:06:25 AM »
I will look into the bands Temptation (Rydia, Rosa, Izayoi, Harley) and Weapon In Progress (Harley, Edward, Cid, Luca) sometime soon.

Apparently every character must have a min of 5 bands...

If I forgot to mention earlier.. Ultima Spark (Golbez+Cecil) does the same damage to all enemies unless there is one, where it then deals 50% damage than normal.

Break Breaker doesn't seem to exceed 9999 damage (although I haven't actually tweaked Palom and Porom's stats enough to make it so), but it allows Cecil to do 25% more damage or so to all targets.

242
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 23, 2013, 04:22:33 PM »
OK, some info about Bluff - feel free to argue or whatever about the points I'm about to make:

Bluff's description is straight forward, at least with regards to Palom, however, the other aspect of it affecting the enemy is critical importance.

So, this is how it works...

For Palom's INT boosting to work, a monster must actually be affected by Bluff ("The monster cringes" message must be displayed). You can see the monster affected by a different/darker shading of the monsters when afflicted. This doesn't happen vs bosses and in fact, does not work vs any monster with the boss bit. Bluff is useless vs bosses and those monsters that have the boss bit.

When successful, Palom's spell multiplier seems to increase by 1... probably more as more monsters are affected. This can be repeated as many times AFAIK as there is a magic stat on the monster and this can effectively boost the spell multiplier past 25 (which is the normal cap on such magic multipliers).

The other side of the coin is that the monster's magic stat seems to decrease by 1. It will take a minimum of 4 Bluffs to reduce the spell multiplier of the monster. You can effectively "mind drain" a monster to death if you have the patience to do so.

This was tested against Dark Sages (2 Dark Sages+Armored Fiend). Their spells started to "lose power" as Palom continued to Bluff them to stupidity. I made Palom used Bio (with a spell multiplier of 22, 84 INT) and that only damaged the 2 Sages by the normal damage (2600 or so) and by the time I "mind drained" them to death... Palom would do 5k+ damage to both and their spells started to miss outright.

This command is helped by the "mage" tower in Palom's tale, where draining the low magic stats of the monsters really does help Palom a lot when you need him to deal damage in addition to reducing the power of the magic there.

Palom also has the Limit Ring, which may or may not be a factor in this discussion.

243
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 23, 2013, 12:48:20 AM »
I have come to the lame conclusion of GP Rain's formula:
Damage = LEVEL * LEVEL * .25

Somebody needs to revamp Harley's skills... badly.

I gave Zangetsu not so hot credit... he does have a better armor pool and MP pool to work with, unlike Kain. The only issue that he has no distinct spell of his own...
Izayoi has Healing Salve (Curaga-like)...
Gekkou has Feedback Wave (Revenge)
Tsuiknowa has Restore Weed (Basuna?)
Edge has no distinct spell, but he has all the fundamental Ninjutsu.

Gekkou may arguably be the fastest version of Cid (and Luca, but she gets all the really good armor). His spells probably aren't worth writing home about... but the bands he has are really nice and the only stuff you'd really want to throw are Shurikens....


244
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 22, 2013, 12:36:23 PM »
My guess is that Attack Power is secretly boosted through levels... like a hidden attack power bonus of....

Attack Power Bonus = Attack Power + (Attack Power*(level/3)/100)

I've collected all the Phase equipment, so here's a breakdown.

Phase Cutter - +20 STR
Phase Shield - Holy resistance (didn't check for Darkness resistance, will try soon), craploads of evasion+magic evasion
Phase Helm - +20 SPR, INT, Ice resistance
Phase Body - +20 STA, Fire resistance
Phase Knuckles - +20 AGI, Lightning resistance

The Phase Body is overrated, since the other armors can provide more useful bonuses... but it does increase evasion which I guess is nice.

 :edit:

Also, I found out you can cast Arise on a character, despite them not being dead. Apparently it heals the target to the max anyways.

 :edit:
Phase Shield has no Darkness resistance (not that it matters).

Also, Machine Break breaks down to the combination of Cid and Cecil's normal attack, with a 50% damage bonus... and a 50% damage bonus to that if the target is a Machine. The only issue is that you need the Limit Ring to expose this (I've seen it do 20K with the Ultima Weapon+Thor's Hammer) and that to really benefit, the target should be a machine... but for 7MP, this is insane really (Rapid Ring v2 should help with the band and his speed). Unfortunately, this is affected by row (for both characters I think).

 :edit:
Calca and Brina are ultimate what Palom and Porom would be like if they were fighters... especially given the XP requirements for the dolls...

I have no idea why Harley gains the slowest levels... but surely she could cast some spells with whatever pathetic MP she has....

Cid's Risk Strike does force a Critical Hit (50% damage increase) but consider the following:
When the moon phase is beneficial, the damage dealt is almost 2 times his normal attack...
100 * 1.5 (critical hit bonus) * 1.25 (moon) = 187.5
Risk Strike is useful if you want to avoid HP or physical based counters.... because sometimes not killing the monster outright will get you killed (think Coeurls) or you simply want to avoid damage received by a counter...
Critical Hits happens only <5% of the time (maybe more), but this increases your chances to about 50%... so it's not as risky as it sounds.

Just simply DO NOT use it against monsters with the boss bit. It will fail all the time.

I will be looking into Palom's Boast vs monsters....

 :edit:
Also...

Jump and Focus actually doubles the attack power like before. I haven't looked into Human Kite though... critical hits don't increase attack power though.

 :edit:
I'm starting to think the RNG can be rigged like in the Wii port, but it requires either some thought to being quick and using multitarget spells or bands like Quake and occasionally some insanely damaging single target bands...

245
General Discussion / Re: NFL season (2012-2013) week 20 (playoffs?!)
« on: January 20, 2013, 10:30:35 AM »
Week 20 schedule:

At least last week's games were more interesting than the Wild Card rounds

Quote
NFC Championship: 49'ers @ Falcons: 3 PM eastern (FOX)

49ers - I'd rather have the Falcons win, I'm sure this game will be interesting.

Quote
AFC Championship: Ravens @ Patriots: 6:30 PM eastern (CBS)

Pats - All I can say is that the Vegas line is totally crazy.

246
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 17, 2013, 02:41:34 PM »
When your attack power reaches 190 or so, you are suddenly able to make a dent vs Flan (outside of the Flan Princess). This makes me wonder how base damage is calculated...

247
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 16, 2013, 03:27:39 PM »
Go! Calcabrena and Final Calcabrena are affected by the Special Attack moon phases...

Final Calcabrena is ultimately 2 times the attack of Go! Calcabrena (the dolls attack twice essentially), but the math doesn't play exactly like that. For quadruple the MP (10MP for Go! Calcabrena for 3 characters, 30MP for Final Calcabrena for 4 characters), you deal only 66% more damage overall.

Limit Ring not worthwhile with Go! Calcabrena when the moon negatively affects the dolls.

There's a small damage bonus if the target is solo (with Go! Calcabrena)... but only seems to be 1k extra damage worth.

It's kinda amazing how the Phase Helm is essentially a magic evasion multiplier in one (+20 INT, SPR)...

The dolls are like the fastest and one of the more stronger fighters when you get their equipment (I have yet to obtain the Shield or Armor).... especially given that they don't seem to be like that early on....

 :edit:
Calca and Brina Band (the classic Calcabrina) has the "Cura" version that is more like the Heal Dance... where the HP healed depends on the maxHP of the target (1/4 to 1/3 HP healed), less percentage of the healing happens as the maxHP grows, but more HP is gained...

248
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 15, 2013, 02:27:23 PM »
I forgot to mention that the dolls have some hidden protection against Paralysis as well (thru armor, I suspect).

Go! Calcabrena seems to be powered additionally by Luca's attack, with probably a 25% bonus. On its own, it doesn't really need the Limit Ring... although the damage goes upwards towards 12K.

Final Calcabrena definitely needs the Limit Ring as it has dealt 20k worth of damage. It's effectively the worth of having Cid's attack, with a 50% bonus...

Neither band seem to be affected by the moon phases.

249
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 15, 2013, 12:40:50 AM »
Mystic Waltz is kinda interesting..

75% of the time, it does a multitarget cast of Confuse and Silence. It's not a bad utility status attack and the spells will fail to cast if the targets are immune (at the very least, if the monster is only resistant to one of the statuses, the other will still apply).

25% of the time, the bird is the word. The small chocobo that is used in Confuse simply rains down like it was some sort of Meteor... and hurts every target on the field. The damage seemed to be powered by Calca and Brena's combined attack (+50% bonus) and it seemed to do less damage when the target had defense... like the Flan... but it still hurt a lot. Damage was approximately 10 to 12k on low defense monsters and 8k+ on flan. Imagine the damage dealt when special attacks are boosted (Dance, Jive, and Bardsong would make it benefit significantly).

Also, the Phase Armor set seems to have some "hidden" elemental properties:
Phase Helm: Ice
Phase Knuckles: Lightning

Others, I'll report back when I obtain the armors... but suffice it to say, a lot of the doll's equipment seem to have additional hidden properties, like Berserk resistance (but not Confuse resistance or Poison resistance).

250
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 14, 2013, 06:10:19 PM »
I forgot to mention that Haste seems to increase the ATB speed by 2... and Slow seems to decrease the ATB speed by 1/2. Chances are it could be more or less... depending on the AGI of the character in question...

So I'm kinda grinding some levels to 80 or so, and primarily focusing on boosting the dolls with mostly half of their complete phase equipment (missing shield+armor).

When you look at the fact that the Phase Cutter has the same attack power as the Ragnarok... it's really nasty.

So... converting semi-lame scary dolls to the reviving Chucky and his bride is what I'm seeing damage-wise. This already moves them behind Harley as the worst characters in the game.... possibly surpassing Edward...

251
It is not possible to boost magic evasion permanently... because there are formulas at work that recalculate themselves when you show up to the equip screen (think like FF1's Monk Bug).

252
I get the feeling that the game says "decrement this weapon" and simply waits to process it on the next turn.

What it should actually do is decrement  the weapon when the character's turn is executed. I know there has been issues with item decrementing in various FF games, waiting to delay it instead of processing it when it happens... I'm sure there's some "item lockage" or "item dependency" at work, but inevitably it is coded poorly.

253
General Discussion / Re: NFL season (2012-2013) week 19 (playoffs?!)
« on: January 12, 2013, 01:46:51 PM »
Week 19 schedule:

Was kinda down with sickness earlier this week, so go figure.  :tongue:

Quote
Saturday:
Ravens @ Broncos: 4:30 PM eastern (CBS)

Broncos - In some ways I want the Ravens to win, but that's not happening.

Quote
Packers @ 49'ers: 8 PM eastern (FOX)

49ers - This game will be interesting, but I don't like my pick either way.

Quote
Sunday:
Seahawks @ Falcons: 1 PM eastern (FOX)

Seahawks - I'm uneasy about the pick, but on the other hand... I'm like most people on this... I'll believe it when I see it.

Quote
Texans @ Patriots: 4:30 PM eastern (CBS)

Pats - Like it has been said millions of times, it won't be like the first game.

254
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: January 12, 2013, 01:43:13 PM »
Alright... some Haste/Slow notes

1) It isn't stackable. Don't bother asking me why. Using Slow twice on a target does not slow it down further - checked it with the ATB race of sorts.

2) Slow negates Haste, and vice versa. It is cheaper to use Dispel to remove Slow status than it is to Haste. Bands that inflict Slow or Haste will react in the same manner.

3) Spider Silk is double powered Slow... like Hermes Shoes for Haste. Not only will Spider's Silk remove Haste, it also applies Slow. However, since Slow isn't stackable, one use is enough in most cases. The best benefit is that it ignores Reflect...

4) Double Pressure is still a White Mageless team's expensive Slow. I still have no fucking clue how Golbez looking silly allows Cecil to cast Slow.

Subsequently, I found that Sap only deals 40 damage. This is unaffected by Slow or Haste.

In some experimentation... Ultima Spark is kinda like having a Holy+Flare type of attack, but actually being non-elemental (I thought it wasn't for a bit) as this was tested against the magic absorber itself, the Blue Dragon. Limit Ring makes this useful.

Advanced Blade is non-elemental as far as I can tell... Golbez depending on his INT can add to the damage that a combined Cecil+Ceodore can do by like 10k damage. I don't think there's a bonus here, but I could be wrong.

255
Final Fantasy IV Research & Development / Re: THE Command Thread
« on: January 11, 2013, 11:03:17 PM »
TBH, you should be posting in the Bluff thread....

Anyways, there is certainly some code within Bluff that makes it not interact with Magic Evasion or it Magic Evasion Multiplier...

Although, I've wondered what would happen if weapons switching was done in mid battle on Palom after putting him under boast enough times....