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Topics - Deathlike2

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151
Gaming Discussion / FF4 - Bow+Arrow Impact
« on: July 27, 2008, 09:40:59 PM »
I guess this is the long awaited post, but here's a breakdown of Bows+Arrows in general, relative to when you have access to it and the monster distribution... Note that this info may be helpful to gage how powerful the weapon balance, particularly for characters that aren't Rosa (Aim ensures maximum hit rate which means maximum damage effectiveness, but it doesn't magically improve her attack power).

Irow Arrows - First Buyable @ Kaipo
Bow (Short Bow) - First Buyable @ Kaipo

It has virtually no impact other than being the first arrow set Rosa can use. Bows and Arrows in general are useless for Rydia+Edward due to low hit rate are better options. Rydia's Rod or IceRod has a better chance of doing mediocre to decent damage (particularly with the IceRod) vs the enemies. Edward's Harps have a very high hit rate, despite not being back row compatible (except in FF2US).

Holy/White Arrows - First Acquired @ Damacyan/Mt. Hobs, Buyable @ Mysidia, Holy elemental, 4x attack power vs Undead and Spirits
CrossBow - First Acquired @ Damacyan, Buyable @ Mysidia

One of the few times you get it, I actually recommend that combo particularly on Mt. Ordeals, less so on Mt. Hobs, only because you obtain a limited supply of Holy Arrows. Reliablity can be hit or miss, but if you gain a number of levels with the twins, they will eventually gain enough Strength to increase the attack multiplier to be semi-reliable. This combo can easily murder most units, with the exception of the Lilith (and Slap is a nasty attack at this point in the game). These arrows become useless @ the Underground Waterway in Baron.

Fire/Ice/Lightning Arrows - First Buyable @ Toroia, Lightning Arrows give 4x attack power vs Mechs
Greatbow - First Buyable @ Toroia, +3 Str

These elemental arrows are not that great when you first get them.. since the Holy Arrows are actually better for Cecil in the Magnetic Cave. There are a few monsters that are not weak against Holy elemental, making it the viable arrow of choice. The Greatbow starts pouring on some Strength bonuses that may help in getting the additional attack multiplier to make it even more useful than before.

Darkness Arrows - First Buyable @ Dwarf Castle, inflicts Darkness Status

These arrows are nifty if you want the Darkness status to wreak some havoc on certain enemies. Darkness status halves magic evasion (useless for enemies) and evasion (same reason as before), but also halves hit rate which can effectively reduces an enemies's attack by half and halves spell hit rate, which may allow some magic attacks fizzle out more frequently. Unfortunately these arrows are generally overshadowed by the Ice Arrows you would primarily use in this part of the underground, but those don't have enough power to kill the Black Lizards.. unless you overlevel or give Rosa some decent Strength boosting equipment instead of Spirit/Will Power boosting equipment.

Medusa Arrows - Pretty much obtainable by stealing or praying for those drops (first monster you find that will drop these are the Black Lizards), inflicts Stone status

These are the weakest arrows of the bunch in terms of power, but their primary task is to insta-kill monsters via Stone status. Status inflicted effects are primarily based on the target's level vs the attacker's level. The higher the level the attacker is, the more likely the status is inflicted. It's handy to know this when you are hoping for that Stone status to be inflicted... you might be in for a surprise.

Archer/Killer Bow - Obtainable @ Tower of Bab-il Underground, Buyable @ Eblan Caves, +5 Str

This is a nice improvement, and can better guarentee a chance at an increased attack multiplier. Although, that's not too much of an improvement...

Poison Arrows - Acquired by Monsters related to the Hydra and Naga, first seen @ the Underground Waterway, Buyable @ Eblan Caves, inflicts Poison

If you get them in drops early in the game, they are technically more valuable to you then than at the time you can buy them. Poison status is a useless effect when the rate of poison damage is directly corellated with the monster's HP. In other words, you won't benefit from the Poison damage. These arrows by themselves don't really do much when you can buy them. One of the few rare notes is that the Holy arrows are the most effective around Cave Eblana.. with Fire arrows and Ice arrows holding up the rear in terms of overal effectiveness.

Mute Arrows - First Acquired @ Castle of Eblan, Buyable @ Tomra, Inflicts Silence Status, 4x attack power vs Mages

It's kinda annoying that the time you buy them, you won't be able to use them vs the Mad Ogre (I digress). Anyways, these arrows are nifty, but unfortunately you obtain a bow that is an insta-Mage destroyer, minus the Silence status..

Elven Bow - First Acquired @ Sylph's Cave, 4x attack power vs Mages, casts Shell as an item, +5 Wisdom/Intelligence

This is an insta-Mage destroyer weapon. This is probably the first bow that is useful for any character than can take advantage of it, given that it's strangely abnormally high hit rate will allow 99% hit rate @ level 96, which is the maximum. This weapon IMO is the best in FF4, since anyone can use it and Mages are very visable late game and can be taken advantage of. Unfortunately this weapon won't get them killed unless paired with reasonably powerful arrows...

Charm/Fairy Arrows - First Acquired as a semi-rare item drop from Lamia and Queen Lamias, Buyable @ Land of Summoned Monsters, Inflicts Charm Status, 4x attack power vs Giants

These arrows seem useful, but I think they are not as useful as they could be. There are very few Giants (and their formations) late game that you would expose these arrows to, unlike certain areas of the game. Adding Charm status is a nifty touch, but technically too little, too late for their impact. Even the Lightning Arrows, as weak as they are have more impact overall in the Giant of Bab-il than these arrows in general.

Samurai/Yoichi Arrows - First Acquired @ Land of Summoned Monsters, Rarely Dropped by Marlboros @ Sylph's Cave, Buyable @ Blacksmith's

These are the most useless second version of the "generic arrows". Unless you are playing FF4ET, these arrows are useless. They need significantly more power so I'd give a damn.

Samurai/Yoichi Bow - Acquired @ Land of Summoned Monsters, +10 Str

Although this may appear to be the "strongest" bow, I don't believe it's as impactful as people think it is. Hit Rate for those who don't have Aim and Strength bonuses are more beneficial to Rosa.. not Cecil or Rydia (Rydia gets uber Strength bonuses post level 70). Still, the Elven Bow is better, but that's my opinion.

Artemis Arrows - First Acquired By Kary/Moon Goddess drops (though stealing is a better option), 4x attack power vs Dragons

Given that the distribution of dragons are insane in the Lunar Subterraine, you would be foolish to avoid this. Paired with the Elven Bow, you shouldn't be fearing very much. The only issue though is that the enemies that are not dragons won't really be torched... but I guess that's better than nothing.

Artemis Bow - Rare Drop by Kary/Moon Goddess, 4x attack power vs Dragons, but that's only in FF4ET, +10 Str, Agi, Vit, -10 Wis, Will

This is a completely overrated bow if you aren't playing FF4ET. If you pair this Bow with the Heroine/Minerva Robe, you will have a dumb, but strong female archer. The Heroine/Minerva Robe in FF4ET does not have the stat penalty so it becomes relatively favorable to use in that version of the game. I don't see the specialness of this bow otherwise...

Note: I've already written some threads on what I think the bow+arrows should be in powerwise and the optimal Rosa configuration (maybe I'll dig up the links later if anyone cares)... the reality is that there are many parts of the game where the arrows and the bows have little or no impact. Increasing the hit rate early on (maybe lowering the attack power, but that's a balance issue) will help their progression and people liking it better for those not named Rosa.

152
Gaming Discussion / FF4 - EXP/Monster Distribution
« on: July 23, 2008, 08:53:28 PM »
I figured I should explore this detail since I haven't written that many posts (articles?) on the EXP distribution.. as it might give one some insight/interest into something that seems a tad weak, although maybe I'm a little paranoid... The monster distribution will be explored, but won't be the focus here...

Baron->Kaipo
The experience distribution seems alright, topping out at ~160 EXP between 2 people for the most part, and some solo Cecil time so you have a chance to beat the Baron Soldier+Captain with ease... the hardest monster set may be the Sandmoth+Larva combo... as being afflicted by blind status is a really bad thing (tm).

Kaipo->Damacyan

The experience here is alright, though one may argue that the most MP draining issue are the Zombies... (when there are six of them). The most rare monster are those Blue Toad monsters (called Toad Ogre I think in FF4A)... and they potentially can be the most threatening. The TinyMage is the hardest.. particularly if you have to face them in bulk. I forget if Hold works on them, but that easily reduces her MP pool that could be used in calling Chocobo vs Octomammoth.

Damacyan->Mt. Hobs

The most experience you can obtain are from the Yellow Flan monsters (I forget their name off the top of my head).. but you trade 5 MP to get the experience.. it's a pretty damn good bargain..

Mt. Hobs->Mysidia

It's worth pointing out that the Bombs give the most EXP, but they hurt too. I often think they were unbalanced to prove some sick point, so the want to learn Cure2/Cura is often warrented here. Otherwise, most of the monsters are not too much of a threat if you use Edward correctly...

Mysidia->Baron

This is where the EXP seems to level off into "the same" for most of the game... everything seems a tad hard before conversion.. yet insanely easy afterwards. It's hard to make of the imbalance, other than Liliths being very valuable, yet hard to kill physically... generally speaking.

Baron->Tower of Zot

Maybe it's just me, but the EXP pool starts sucking, not just because you have a 5th party member, but EXP growth is completely retarded in this, and EXP doesn't really come fast enough, even with the AquaWorm combinations...

Tower of Zot->Tower of Bab-il (Underground)

The major source of EXP technically comes from the dolls, but their drops kinda stink (I mean, you get free Image casting items, but is it worth it? Perhaps...) Otherwise there aren't many monsters worth worrying about.. except when you are facing the Flan monsters before you have the Earth/Gaea Hammer.

Tower of Bab-il (Underground)-> Tower of Bab-il (Overworld)

Same summoner, different dolls (that technically are a bit more threatening).. yet everything else is weak by comparison (well, maybe the Chimera, but you end up having to use Bio/Virus). It's nice when you expose elemental weakness, but sometimes I feel it goes to an extreme...

Tower of Bab-il (Overworld->Underground)->Sealed Cave

Summoned monster options are better, and have better EXP or better drops (particularly the Mad Ogres). Probably the only monster that can threaten your ass is the Green Dragon... and that monster is rare (well, the summoned version is easier to find, but not by much).

Sealed Cave->The Moon

There are a number of optional areas to visit before the Sealed Cave... EXP distribution finally becomes sane (if you don't factor in summoned monsters).. the easiest place to get EXP seems to be the Sealed Cave.. though the best place is the Land of Summoned Monsters.. the Sylph's Cave is kind of an in-between, though there are more nuisances than hard monsters...

The Moon->Giant of Bab-il

The experience is a little erratic, but consistant. It gets better if Bahamut's Cave is visited, but the difficulty also rises nicely as well. At least "optional" doesn't have to suck...

Giant of Bab-il->Lunar Subterrane

Someone needs to help me with the damage taking between the Genji armor set vs the "Ninja Armor set"... it's somewhat hard to quantify the damage taken (well, I'd have to look into it further, but I don't remember it being that dramatically different, though I have to see how much of a power loss I get for doing so as well, though I think that's not an issue...). Since abusing Searchers is making Rydia or FuSoYa make pitiful hits... the monsters can be plentiful. The only true issue is that Machine Dragons are the most overpowered monster when you face them... (Flare/Nuke + Holy/White could negate their impact, but that multitargeted Fire attack is nasty).

Lunar Subterrane->End

I find myself disappointed at the end game formations.. I understand that the 3 Red Dragon formation is pretty close to the 2 Behemoth in terms of EXP (unless you are FF2 or FF4ET), but when they explored the 3 Red Dragon formation.. why didn't they do the same for the friggen Behemoth? It actually looks better for them due to meshing death color and their natural color... although I wonder if the EvilMasks should even attempt them (hell no)... or their EXP matches their difficulty.. even though the Mech property is worth exposing....

I kinda liked the themed monsters (Zemus's Breath+Mind), but couldn't they have done a little better...?

Ok.. I guess this was kinda bland, but I probably could do better.. hopefully the arrow analysis is better... hopefully to explain why I think it's underpowered at times.

153
Game Modification Station / Instead of "You Spoony Bard"...
« on: July 21, 2008, 03:43:14 PM »
No, this isn't a "I hate this quote" thread, but rather some ideas to revamp that somewhat painful scene of Tellah trying to kick Edward's ass..

I thought a bit of this through, but it needs some actual testing+verification type of deal...

Here's the basic idea..

Anna says a few things before she dies, including how she protects Edward from arrows...

I've finally envisioned what could be done with the existing battle engine, while telling the tale (though, there are a few flaws to this)...

It would insert an auto-battle fight sequence when Anna talks... (I know JCE's hack did insert a couple of battle sequences that never normally happen, on the other hand, he rid of a couple auto-battle sequences at the same time). You would include Golbez as the enemy, and Anna+Edward in the party. Anna would execute the Cover command, and Golbez would intentionally target Edward with a bow+arrow setup.. and Anna dies from the attack..

Here are the underlying issues..

1) Figuring out how to change the weapon wielded by an enemy character would be a start.. since I wrote that thread a while back..

*2) Figuring out how the Cover command works under the auto-battle sequence... if it will even work properly. The important part is figuring if one can use another character to use said command... if worse comes to worse.. you would have to use the Cecil profile somehow...

3) Missing animations for all these actions would have to be added.

Issues that shouldn't be too complicated to resolve:

Battle script targeting for this battle shouldn't be an issue. As demonstrated in the "Yang hates DK Cecil" thread, targeting shouldn't be an issue, since particular character targeting is doable...

Issues that cannot really be resolved:

When characters target each other, the enemy takes the weapon animation correctly.. it doesn't happen the other way around (in fact, no enemy does weapon animations other than themselves, which is just the default fists). It may be an interesting idea to reverse the positions (switching enemy and allied positions), but you would have to see how that would work out, and I don't think the enemy is able to execute a Cover command (but hey, that requires testing too.

That would be the only way of producing this "missing visual" that could have been added to the game originally...

154
Gaming Discussion / Dumb Question for assassin
« on: July 19, 2008, 08:19:00 PM »
I figure you would know better than I would.. but wtf does the Magic Gourd do in Secret of Evermore?

155
Final Fantasy IV Research & Development / Zeromus and Bio+Big Bang
« on: July 18, 2008, 05:59:26 PM »
This is more of a query than an imformative post..

IIRC, when Zeromus uses Big Bang, it comes with a Spell Multiplier of 10, so technically it can't be evaded, but is there something coded to the spell or caster that makes it work 100% of the time? (The minimum spell multiplier success is always at 1.)

The same goes for Bio/Virus, since I don't recall it ever being evaded, even when the Spell Multiplier for that is somewhere like 8 or so (but always split), but should normally be evadable...

Edit: I may have overlooked the obviousness of the spell, but the only connection between the two spells is HP leak, which "could" be the the culprit.

Bio can be normally be evaded (used by the Ghost Knight/IceSoldier) and I'll have to double check if that's evadable by the FF4ET Eurkaryote/Prokaryote...

2nd Edit: There's also the fact that HP Leak is inflicted when Mind Blast (the Mage/Mind Flayer or Breath monster) is used...

156
Final Fantasy IV Research & Development / FF2US/FF4ET - One Less Shop
« on: June 29, 2008, 11:28:23 PM »
I guess this is trivial, but is worth mentioning anyways as a reminder.

FF2US (and FF4ET by extension I think) has one less shop available than the original. The missing shop is at the Land of Summoned Monsters.. there used to be two item shops there, but since there is no need with all the status specific items removed, the shop was removed. That shop sold status specific stuff you could not buy anywhere else including the Cross, EchoHerb, and I think a few other items...

This is something you may want to tinker to readd back in if needed.

157
Gaming Discussion / An Alternative Rydia Plot For Hack Discussion
« on: June 28, 2008, 12:07:28 AM »
It would've been nice if the Rydia's mom-summoner/summoned monster life chain was expanded upon more. Not that the game did a decent job of explaining it away... but it would've been interesting if Rydia went down for a while for that reason alone...

Plus, you would have to fill in the gaps on how Rydia learned all the other summons instead of the lame attempt by FF4A to make them Beastiary entries...

158
This serves as a confirmation, if this info wasn't obvious already.

The Lightbringer's attached Holy spell uses the Spirit stat of the character wielding it... the same is true for the Fiery Hammer's attached Flare spell.. but that uses the Intelligence stat.

This implies the Lightbringer is much stronger than the Fiery Hammer, even though Flare has a higher spell power. Cid's Wisdom growth is rather weak in this department.

The spells that are cast from the weapon are treated as if the character used the spells themselves.

Technically, Cid would do much better if the Fiery Hammer casted Meteor.

Edit: The spell Tornado that comes from Abel's Lance is always successful when used, but I suspect that's a custom Tornado spell at work.

159
Here's a link to the original thread of discovery - http://slickproductions.org/forum/index.php?topic=594.0

Here's a summary:

In the original SNES version, healing multiple targets seems to include the dead in the split damage multiplier.

In the GBA version, healing multiple targets seems to factor against their magic defense, instead of ignoring it like does for characters.

I wish I knew how they botched this.

This would explain why more spells don't use the Cure spell set and have custom spells...

160
Final Fantasy IV Research & Development / Zeromus Notes
« on: June 07, 2008, 02:45:26 PM »
Other than the obvious battle script stuff.. there's a few things worthy or note in them.

The first Big Bang's damage can be altered dramatically, since the magic power of it doesn't reset after countering against magic/summons. This is fixed in FF4A. Strangely enough, the attack doesn't seem to be evadable at all even with the lowered spell multiplier... but is at least minimized to a 1x spell multiplier hit. It's worth looking into further.

Apparently the HP refill is very obvious if you don't see a counter vs magic/summons midway through attacks... it seems that the HP check takes precedent over the counter check.

161
Gaming Discussion / FF4A - Deadly vs Double Jump
« on: June 06, 2008, 07:32:59 PM »
So, people have argued over this on Gamefaqs before.. but I haven't gotten around to putting up the math behind the argument of which is better.

So, let's go over the basics.

Deadly is 3x attack power.
Double Jump is dealing 2 Jumps.. this isn't doing 4x damage mathematically due to defense factored into the calculation.

So, anyways, which command always does 9999 damage under optimal+worse conditions? Let's find out...

If the monster has 254 defense...

For Deadly...
224 is used for the sake of argument, given that Yang's attack power is limited to that... numbers will be rounded up
9999/(224*3 - 254) = ~24 multiplier is required for 9999 damage
9999/(255*3 - 254) = ~20 multiplier is required for 9999 damage

For Double Jump...
9999/(255*2 - 254) = ~40/2  = ~20 multiplier is required for 9999 damage

Double Jump is only slightly stronger overall if attack power was maxed (at 255)... however.. Deadly will never have such an attack power to work with (unless hacked).

However, people forget the details of Deadly and Double Jump when making these comparisons...

Deadly/Power:
All magic evasion drops while using this command. This means that Yang is a magic damage magnetic, especially when he has the worst magic defense of all existing characters.

Jump:
The character is in Jump status where it cannot be targeted. The only real negative is that spells that do split damage will hurt more.

So, Double Jump > Deadly. Period, end of story.

162
Gaming Discussion / FF4 - Magus Sisters Not So Magical
« on: June 06, 2008, 06:49:26 PM »
These sisters were a pain in the ass back in the day.. and I hated them alot. Then years after I discovered emulation and FF4, I started to think they were retarded.

Well, let's look at their individual battle scripts, and you'll see my point:

Sandy - the amazonish sister

Battle script 0xA3
Code: [Select]
( $4 $0 $1 $AE )
    Cast Charm
    (End of Turn)
    Cast Bersk
    (End of Turn)
    Cast Slow
    (End of Turn)
    Target Self
    Cast Cure2
Always
    Battle Message $64
    Target Enemy Group 1
    Cast Wall

Basically, this script boils down to.. while the middle sister is alive, cast Wall/Refect on her.
When her middle sister is dead, cast a small list of White Magic spells. However.. WHY OH WHY does she cast Berserk? It would never work.

This isn't a great battle script, so I'll forgive this one. The Cure2 is actually cast on the entire party (so the shortest sister benefits as well, but this healing is pathetic).

Onto the shortest sister, Mindy:

Battle script 0xA4
Code: [Select]
( $4 $0 $1 $AE )
    Cast Fire1
    (End of Turn)
    Cast Lit-1
    (End of Turn)
    Cast Ice-1
    (End of Turn)
    Cast Venom
Always
    Battle Message $65
    Battle Message $66
    Target Enemy Group 1
    Cast Fire2
    (End of Turn)
    Battle Message $65
    Battle Message $66
    Target Enemy Group 1
    Cast Lit-2
    (End of Turn)
    Battle Message $65
    Battle Message $66
    Target Enemy Group 1
    Cast Ice-2
    (End of Turn)
    Battle Message $65
    Battle Message $66
    Target Enemy Group 1
    Cast Virus

Until her chubby sister dies, she casts a host of level 2 elementals, followed by Virus/Bio. That's not bad since damage dealt can be considerable given the current party. However, if the middle sister dies, she decides for forget how to cast strong black magic? That's madness.

Onto the middle sister, Cindy:

Battle script 0xA5:
Code: [Select]
If only one Enemy alive
    Fight
    (End of Turn)
    Target 戦闘不能のモンスター全員
    Cast Remedy ($AC)
( $4 $0 $1 $AD )
    Fight
    (End of Turn)
    Target 戦闘不能のモンスター全員
    Cast Remedy ($AC)
( $4 $0 $1 $AF )
    Fight
    (End of Turn)
    Target 戦闘不能のモンスター全員
    Cast Remedy ($AC)
Always
    Battle Message $2D
    Fight

Well, she's the "most evil" of the girls, but she's not even that special. All she does is attack and revive if either or both sisters die, which in theory would be great.

What kinda bothers me is this... why is the tallest sister not able to cast Life2 (or the monster version for that matter since that's reliable in all versions)? The other problem is that Reflect doesn't always match up with the other character's timing, leaving ol' Cindy to occasionally take Bio/Virus and Ice2 damage. It's funny, and yet it is sad. I'm not sure if this is in the battle engine, but if a check to see another target is Reflected would be nice. I know the CPU does absolutely nothing while under Reflect status... hmmm..

Heck, shouldn't Sandy just randomly cast Holy for kicks? It's not as her magic power was exceptional. (Her spell multiplier is 3, so she has a good chance of killing the old man and/or a character with less than 1000 HP, which would be a fun challenge.. at least maybe dumbing down a multiplier would help balance this out).

163
Final Fantasy IV Research & Development / The Golbez-Rydia Battle
« on: June 04, 2008, 03:33:43 AM »
After writing bits of info on "one" of the spells, it was interesting to test how it operates... the results are surprising.

If Older Rydia is not in your party, then the Golbez battle works strangely. The game freezes if there is no character in the middle slot. If there is a character, then they seem to do some strange movement in part of the battle as part of the "summoning Rydia" spell.. and the movement gave me an idea.

Older Rydia must be inserted prior to the battle. Her status/HP is not displayed until the "summoning Rydia" spell is executed. Once executed, Rydia simply comes out of the "Hiding" status (the same one Edward uses) and joins the battle. That is how this part of the battle works. I'm willing to bet you can change the character that appears by inserting them prior to battle. You can keep repeating this method with the FF2 Beastiary codes to properly understand this very battle.

164
Final Fantasy IV Research & Development / Reflect and Counters...
« on: June 04, 2008, 03:14:10 AM »
I wrote about this a while back, but I didn't realize the extent of the problem until I tested this further.

When spells are reflected, the counter script doesn't always execute properly. When Holy is bounced from a Wall onto a Behemoth in FF4, the Behemoth doesn't respond at all. In FF4A, it produces the proper counter of Storm.

Edit: Corrected the reaction the Behemoth does.

So, apparently there's a bug with it... but it's a little more than that.

I did some interesting testing with HP based counter scripts (HP dependency like Kainazzo/Cagnazzo).. and apparently the monster does not react properly to reflected spells either (he didn't change form when lightning was reflected), but also that he had low enough HP to trigger the "shell mode", but he didn't change there either. So, it is actually possible to say kill Milon-Z/Scamaglione before he changes to Rubicante (I've tested this, and this actually does occur).

This Reflect-Counter behavior is broken in the SNES versions, but is fixed in GBA versions.

Here's a pic that's normally not possible, but is actually possible to due this bug...



Ignore the party, but look at the HP display. Cagnazzo/Kainazzo is supposed to be in "shell mode" but isn't.

165
There's a number of monsters late game that have completely different battle scripts.. for those that are interested.. here's a number of them worth looking at.

Blue Dragon

Battle Script 0x79
Code: [Select]
If Casted on by Character with Lightning

Note: I'll explain it later, but this is wrong already.

Counter Script 0x7A
Code: [Select]
If Self has Charm
    Target 敵味方
    Fight
Always
    Fight
    (End of Turn)
    Cast Blizzard ($9C)
    (End of Turn)
    Fight
    (End of Turn)
    Fight
    (End of Turn)
    Cast Blizzard ($9C)

Note: The Charm script will not execute since the monster has natural resistance to Charm (regardless of the Boss Bit).

I'd swear the scripts are actually swapped, but for the sake of argument... and the counter script resembles something a little different.

If attacked by a Fire elemental magic attack, counter with Blizzard. (edit)

In FF4ET, this script is radically different...

Battle Script 0x79
Code: [Select]
If Casted on by Character with Lightning

Note: It's still wrong, but I'll explain that later too.
Counter Script 0x7A
Code: [Select]
If Self has Charm
    Target 敵味方
    Fight
Always
    Fight
    (End of Turn)
    Cast Lt.Flash ($98)

The Charm script will obviously never execute for the previously mentioned reason.

This is a radical departure from the original monster, since instead of being a cold elemental attacker (with freaking insane absorb properties), it is now a Lightning elemental monster that is extremely weak against both Fire+Ice (but not Holy for some reason).

The counter script is more like this:
If attacked by any magic (including non-damaging magic, but summons are not included here in this counter), counter with Lit-3/Bolt-3.

As you can see, they changed one really vicious monster into a relatively tame one...

Here's another monster... the Tricker/Rilmarder/Lil' Murderer:

In FF2/4, it's really simple...

Battle Script 0xE8:
Code: [Select]
Always
( $2 $0 $0 $2 )
    Target キャラクタ全員
    Cast Lit-3
Always
    Target Enemies in Current Group
    Cast Peep

Counter Script 0xE9:
Code: [Select]
If Casted on by Character with Lightning
    Battle Message $AF
    Battle Message $B2
    Target Enemies in Current Group
    Cast Fast
    $F3 to $F8 -  $82

It's pretty straight forward since the common behavior is known.

In FF4ET.. it looks more like this... (using Dragonbreathren's FF4ET patch)

Battle script 0xE8:
Code: [Select]
Always
( $2 $0 $0 $2 )
    Target キャラクタ全員
    Cast ire3
Always
    Target Enemies in Current Group
    Cast can

Counter script 0xE9:
Code: [Select]
If Casted on by Character with Fire
    Battle Message $AF
    Battle Message $B2
    Target キャラクタ全員
    Cast ire3
    $F3 to $F8 -  $82
If Casted on by Character
    Cast Wisper ($70)

So, on basic analysis alone, this monster mainly acts the same, but it does react to Fire instead and everything else is countered. It's not that dramatic, but these are the kinds of subtle changes made (mainly the Lunar Subterrane bosses have the most dramatic changes). So, for those people who say FF4ET is the same as FF2, they are really really wrong.

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