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Topics - Deathlike2

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286
Final Fantasy IV Research & Development / Barrier Status...
« on: February 07, 2008, 12:10:37 AM »
Entroper, what is this status?

287
Final Fantasy IV Research & Development / Dispel - Ill Conceived?
« on: February 07, 2008, 12:09:46 AM »
Dispel only appears to remove only three statuses.. Berserk, Image, and Barrier.

Is that it?

The difference between this and the Black Hole attack is that it is simply Dispel+Reflect removal... as far as I can tell.

Edit: Updated post to include Barrier Status. Yes, the Black Hole attack does dispell Barrier for sure.

288
Final Fantasy IV Research & Development / Steal/Sneak Command
« on: February 04, 2008, 05:10:30 AM »
This command is purely driven by level.. but does Agility factor in at all?

Has anyone figured out the damage taken on steal failure?

289
Final Fantasy IV Research & Development / Odin Summon
« on: February 04, 2008, 05:09:17 AM »
Although Odin won't work on enemies with the boss bit, what factors power this spell?

I would think it would be powered by Wisdom... or is it powered by level... or both?

290
Final Fantasy IV Research & Development / Power Command
« on: February 04, 2008, 05:06:11 AM »
Increases base attack power by 2.

Time to command execution most likely based on Agility.

This command is most effective vs Flan/Pudding, even though it isn't a targeted weakness, but a complementary command to Kick.

FF4A Specific: Deadly increases base attack power by 3.

291
Final Fantasy IV Research & Development / Jump Command
« on: February 04, 2008, 05:01:25 AM »
Increases base attack power by 2.

User cannot be targeted physically.

I could be wrong, but Reflected spell attacks can target the user while in Jump status, although this will fail miserably. This implies there may be issues in targeting while under Reflect (like all those hidden spells that were dummied out in FF2 US. This is more notable behavior with Evilmasks. Not sure if this is fixed in FF4A.

FF4A Specific: Double Jump seems to consider the attack a result of 2 Jumps.

New Edit: Time to command execution is based on Agility. Consider the effect of the Blood Spear early game.

292
Final Fantasy IV Research & Development / Darkness/Holy elemental attacks
« on: February 01, 2008, 09:42:41 PM »
Other than Cecil's Shadow weaponry and Holy+Meteo, what monster attacks are Darkness/Holy based?

293
Anyone willing to give a complete list of equipment that both Rydia forms can't equip?

All I'm sure about is that the staff set is unequippable by Older Rydia.

294
I was thinking about this a little when responding to a post on RHDN regarding palette swaps...

There are certain commands that seem to have their own sprite animations.. like Kick and Jump (and maybe a few others I can't think off the top of my head). Are these usable for the other characters and do they function properly (graphically and do correct damage)?

295
When the Adamant Armor is equipped, then deequiped on any member of the party, the character becomes weak against every basic elemental (Fire, Ice, Lightning) unless there are other elemental protection available.

It seems that there is a bit(s) that is forgotten to be turned off when the Adamant Armor is deequipped, and the characters end up being severly weakened.

You can also transfer this to a new game after resetting the game and the character that was equipped with the Adamant Armor previously will be weak.

I'm not sure if this applies to FF4A though.

This does not apply to the Glass Helmet since the Immune attribute does not even work with this piece of equipment.

If someone is willing, please release a patch fixing this behavior.

Edit: It is worth pointing out that it affects FF2USHT's Cursed Ring as well.

296
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:)

297
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.

298
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.

299
Gaming Discussion / Secret of Mana - Enemy Type Bonuses... Lies?
« on: January 10, 2008, 03:48:03 PM »
I'm still doing the SOM Hardtype hack (but I'm pretty sure I could verify this with SOM w/o the hack), and I'm finding that the weapons that supposedly have bonuses.. don't seem to exhibit any. The damage is on par with other weapons with the same attack power. It doesn't appear to create increased critical hits, nor does it ignore enemy defenses.

The Dragon Ring does nothing against Dragons.. all the varients, including the "Dragon Worm" in the Pureland.

I've effectively come to the conclusions:
1) It affects hit rate only, which I doubt.
2) There are no bonuses. Remember this game was originally going to be for the fabled SNES CD, and I'm betting that these attributes never were finished properly coded in.

The only weapon/armor bonuses that apply are of the status variety, including increased critical hits.

300
Final Fantasy IV Research & Development / Kick Command
« on: January 10, 2008, 12:56:34 PM »
Damage to all targets: Attack Power * Attack Multiplier / 4
Does no damage to monsters of the Flan type
Factors against target defense
Attack is not considered physical (nor magical)
Non-elemental attack, regardless of what is equipped on the arms

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