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Author Topic: FF4PSP - Journey Log  (Read 24017 times)

Deathlike2

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Re: FF4PSP - Journey Log
« Reply #30 on: December 05, 2012, 04:42:32 PM »
Sounds good... I still have to test it.

The Challenge Dungeon... would arguably be called an asylum. It would've been nice if the monsters involved dropped more money (like, have more Gil Bird encounters). It also discourages completionists (trying to get 150k for all the treasures, is simply insane). It probably might just be worthwhile getting 60k in total (best and worst treasure). I got a Dry Ether on 10k, whereas I got an Ether on 20k (Ether is 10k normally, Dry Ether is 50k normally). Go for the bang for the buck.

There is some oddity that targets Guard C (bottom slot) more often than not, and Guard B (middle slot) in some instances. The Bandit and a few other monsters like hitting on Edward (between top and middle slot). Go figure.

The special toad monster reminds me of the early toads in the game. It makes sense if you can get Edward to silence them, but that just means you'll just be attacked directly (starting with Guard B). It makes sense to just keep the toad casting the spell on you than it attacking you. It's easier to acquire Maiden's Kiss than buying the Remedy to heal it.

I hope the Ogre drops a few Giant's Gloves... it would make battling easier.

Edward's offensive singing is probably a lot more beneficial... as neutering the monsters through Sleep or Confuse allows you to live longer.
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Deathlike2

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Re: FF4PSP - Journey Log
« Reply #31 on: December 05, 2012, 11:36:16 PM »
OK, here's my analysis of the dungeon...

1) Avoid the Chocobos like the plague. It's like playing in a casino (in fact, this dungeon is that and then some). For the chance of getting a small bonus, you have a greater chance of finding the evil Chocobo that steals your money (and talking to it can just drain your money if you're that bored). Why play the odds? 10k loss at any point is stupid.

2) Since the Gil Bird is a given, it is not a bad thing to become an expert dungeon spelunker... which means searching for every nook and cranny for items and money. Since this isn't timed, there is no real negative consequence. Buying Spider Silk in advance helps.

3) It does help to have 10k (grind for some in the waterway if need be) as you need that extra bit for a "just in case" moment.. which will be explained in a moment.

4) Invest in the guys who need money. If you don't get it back, then that's 15k total down the drain... but if you do invest, you are ~30k richer. Risk-reward says you can make up 15k easier through fighting monsters that you want to grind against anyways.

5) In the 3-monster toll section, you have the worst case chance of losing 10k in the deal. If the monster in the back always drops its item, you essentially will be able to make up that money for the most part. Not a huge loss IMO. You benefit when you get the probably low-loss deal (it's a 2/3 probability, so you are still likely to get what you want).

6) The 5-monster toll section should be visited last. It is probably the place to collect some of what you need (the loans, and possibly the pig).

7) I got one of the rare items in the 20k chest (I did another 50k+20k+10k run). I did have some extra money to spare from the guys that were loaned money (30k from guys I loaned). Spending 10k for the unlikely rare chest is not too hard to accomplish anyways. You just need to make sure that the 50k chest is first bought off. That is the goal after all.

Why does this dungeon feel like a casino? Really...

 :edit:
Third run completed - Obtained Level Band (50k) and Silver Apple (10k)... didn't quite have the money for more, but it doesn't really hurt to get the 10k chest based on this.
In my first run, the 50k chest was an Elixir. Second run had the Ice Whip in the 50k chest (Exorcism Suit in 20k chest, 10k chest had Silver Hourglass).

It's all probabilities after all.

 :edit:
Two more runs completed:

Fourth run:
50k (Muse Harp)
20k (Professor Robe)
10k (Silver Apple)

Fifth run:
50k (Adamantite)
10k (Solar Curtain)

The 10k loan guy on the 5th run refused to pay up. The girl did however (so, the girl is probably a bit more reliable).

I actually hate him (the loan guy) when he appears in the first room of the dungeon (the one that is past the door the girl that explains the dungeon to you).

The Whisperweed item sells for under 1k, so that's paying for convenience (since you pick it up in the path leads to the guy that wants it). So, prepare for disappointment in advance.

The Flamebeast specifically counters with its Blaze attack when its HP reaches 500 or so (after you attack it). If you time it right, Harley's Ice Whip can cripple that attack (if not kill it outright) when you time it correctly. Blaze is dependent on the monster's current HP (it's either 1/4 or 1/5 damage based on that, probably the latter since it is mainly based on the original).

The Belphegor monster is not a threat... it doesn't even resemble the monster in the Interlude at all... besides, you should have Silver Breastplates across the the board.

It's kinda of amusing to see some randomness from the monster... as the Bandit after 2 physical attacks (that the monster deals) casts any one of the level 1 elementals (Fire, Blizzard, Thunder)... too bad it's a joke monster IMO.

Muse Harp has 90% acc and it literally an unholy killing machine.
Ice Whip has pretty high acc (I'll need to double check what that is) and Harley magically becomes stronger than Edward (Edward will catch up eventually). Accuracy seems to be @ 70% or so.

Exorcism Gown is heavy... for whatever the reason (0% evasion). +2 INT and +2 SPR is meh, although resistance to the same thing that the classic Ice Shield is can be a bonus I guess.

Professor Robe is much nicer than the Gown... it's not heavy (+10% evasion) and it's great for magic users (+5 INT and +5 SPR). It seems that it can be equipped by everyone (like the Exorcism Gown).

Too bad neither of the two characters can equip the Giant's Gloves.

The annoying Toad monster casts and reacts with Toad (it is much more vicious while under Silence status)... so it may make sense to let Harley have at it (should be an easy kill with the Ice Whip) or Edward to lead off to potentially reverse Toad status...

 :edit:
I want to point out that the next JPCSP should have some improvements performance-wise, but there will probably be some graphical issues (when you compare play to the real PSP).

On my sixth run.. I got the Officer's Cap (50k) and a Light Curtain (10k).

The Officer's Cap has 7% evasion (or was it 6?) and provides decent stat boosts (+3 STR, +3 STA). It's kinda in between the Green Beret... but it has better overall magic defense... Seems like anyone can equip it...

A few more notes on the dungeon:
Expect to spend 3K on the elevator. If you have to goto the 3rd floor, just use the back passages on either side of the 2nd floor main area stairs. It's worth the trek for the money instead of spending money to go up one floor. The 4th floor is only accessible by elevator anyways.

I bet the treasure algo for buying the chest is simple:
50k - guaranteed good stuff (until you pick them all up)
everything else - anything goes (you have an equally likely chance of picking up good stuff than something random, until the good stuff is gone)

 :edit:
Finally cleaned it out, but I want to finish the level grind on Edward+Harley.

Last useful 50k item was the Soma Drop on the next run... then junk all the way (did two runs since last edit).

So far, the number of times the 10k loan guy refused to give me back anything was twice (or was it thrice?). Considering that your gain is between 15k to 30k (50% to 200% of what you paid in), it's not so bad.

The woman who needed the 5k loan seems to always pay up, comes with 10k to 15k (100% to 200% of your original investment)... so be nice.

Special item values (not exactly close, but whatever):
Gil Bird (10k - 15k)
Bard's Lyre (5k - 8k)
Adamant Pig (8k - 9k)
Whisperweed Seed (500 - 850) << sucks either way
Poet's Notebook (don't remember, was like 3K or 5K?) - only did this once, very unreliable

It might be an idea to bring more money into the situation to get all the chests in one go, but you'd probably get two rare items at best... it's still not worth it.

I haven't used Feast of the Land a lot, but the band seems to be similar to a multitargeted Curaga... w/o costing you actual money. I don't think it uses Harley's Spirit to make it better/worse, but simply Edward's.. need to play around with this more.

Non-rare treasures seem to be limited to Silver Hourglass, Ether, Dry Ether, Remedy, Solar Curtain
« Last Edit: December 07, 2012, 12:24:12 AM by Deathlike2 »
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Re: FF4PSP - Journey Log
« Reply #32 on: December 07, 2012, 01:31:12 PM »
Solar Curtain? What? I hope that was a typo of Lunar Curtain or I missed some really rare item.

Either way that Challenge Dungeon almost broke my spirit. Seems that you got it done in a timely manner. Oh by the way did you pick up a Golden Tail from the Tail Trader in the Waterway? I didn't see you mention it so I wasn't entirely sure if you had or not.

Deathlike2

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Re: FF4PSP - Journey Log
« Reply #33 on: December 07, 2012, 01:44:08 PM »
Looks like I'm pretty much done with Edward's Challenge Dungeon... some notes..

1) The Officer's Hat has 7% evasion. It does allow Edward to get the extra multiplier he needs...

2) Finally got the Poet's Notebook or whatever... got it sold for 1K. Not worth the time to pay attention to this.

3) This dungeon also reminds me of FF7's mini-games (mainly the Coliseum or whatever it was called). The only difference is that you can actively throw away your winnings.

4) Gil Toss does not seem to scale linearly, it's more exponential (on a upward curve). At a lower level (I should have tested this at lower levels), the attacks were a joke.
At level 20 to 30 or so, the damage was a little under 10 times her level. Being closer to level 40, the damage was closer to 15 times her level. One wonders how much damage Gil Toss will do at the highest of levels.

5) Gil Toss ignores defense. This kinda sounds useful against Flans, except Flans don't give enough money back to make it worthwhile (maybe EXP would make more sense there).

6) Feast of the Land might actually combine the Spirit of both characters.. or it may actually scale with GP Rain's level scheme. At the lower 30s, it healed like 600HP to all characters... at level 40, it heals 900HP. If you combine the Spirit between both characters, then it does look like a high Spirit based Curaga. If you factor in the damage that Gil Toss scales with, then it's the effectiveness of Gil Toss added with split Cura in a healing form.

7) Gil Toss doesn't seem to change when there's 1 or more than 1 monster. So, split damage is a non factor.

 :edit:
In response to the post, I meant the Light Curtain (item names of unworthy note escape me). I couldn't quite remember the word.

I've already traded in for the tail (technically, I could get another if I wanted to).

Also, one of the lame random treasures can be the Unicorn Horn.

There's a tendency in the treasures in the 1st Floor side paths (the stairs to the lower floors). On the treasure raid on the lower right side, you will very likely get elemental attack items of the -ara types (or was it just basic, it doesn't matter, since I never bother with the stuff). On the boss side (the upper left), the treasures tend to be with the elemental Fangs.

The lame Poet's Notebook chest tends to have a High Potion. Meh.

The Whisperweed Seed's other item drops tend to have the Bronze Hourglass and Spider's Silk (and maybe a few others).

 :edit:
Since the last tale is Kain's, I'm working on Ceodore's tale now.

It's nice and easy to gain EXP when you have fewer people around. Damn you Royal Soldiers and Edge's other ninjas.  :tongue:

The Thunder Dragon is a lot more tame than the original. Far more manageable... but on a surprise attack, it will hurt (the Lightning attack will occur after 2 attacks).

The Plate Mail hurts more than it helps. Since it is heavier than normal armor, you take a lot more raw damage, that could be avoided through. The older Chainmail is better for that reason alone.

The Adamantite Golem is not as threatening if you attack from the back row. Although it will take a bit longer to kill him, you are more likely to survive the tri-attack.

I'm not really threatened by that larvae based monster in the challenge dungeon... I don't know what threat it provides.... it's name ends with luca or something  :tongue: It gets killed by Kain pretty easily.

The simple band that Kain and Ceodore has sucks at killing flan (2 damage, which is the sum of both of their attacks).

The Flan Ring doesn't seem that special... other than the small racial defense... but it does have +20% evasion.

Nice to see Ceodore gain a 3x magic evasion, probably faster than Cecil in the original game (and probably in TAY as well).

Note: I forgot to mention that the Flamebeast doesn't actually counter @ low HP, but it tends to be reasonably quick after 2 or 3 physical attacks it makes.

Also, I'm not picked up tails in Ceodore's tale (should be easy with its frequency, but unfortunately large drop list), Yang's tale (should be even easier - monster frequency is high, small drop list), and Edge's tale (Behemoth's frequency is very low AND has a large drop list).

Quick edit later...  :edit:

Noctiluca is the monster that I forgot.

I've collected all Ceodore's treasure in the challenge dungeon... I just need to get to level 50 (that wasn't my original intent, but it's going pretty easily). At the moment, I'd like to grind for the tail, but also get a headband from the Ogres (need the extra strength.. the defense will improve through the evasion over the Mythril Helm).

 :edit:
Collected the Blue Tail... I'll play Kain's Tale later today. I'll try to grind the Red Tail out (Yang's Tale) and maybe a Rune Staff from Rydia's Tale.

Awaken seems to be more of a desperation move than anything. If only there was a band to heal that damage quickly... or a "revenge" type of band that deals damage based on his HP loss.

 :edit:
Collected the Red Tail. It almost always seems that Auto-Battle helps with the RNG in your favor... kinda like those TAS runs with people exclusively messing with the RNG with their input and Wii RNG abuse for TAY. FF4 certainly can already be abused by that.

I want to note that during Edward's Challenge Dungeon, I didn't really have to use MP or do much healing outside of potions. It's kinda lame in that sense. Other tales kinda make it more prominent to use MP through healing or bands.

Focus seems to make Yang take increased damage (seems to take in 50% more damage than normal). I wonder if it is dropping his evasion.... it probably  a potential effect vs magic as well...

I will not try to get the Rune Staff in Rydia's Tale... it's hard to want to obtain something you can't equip and play with (outside of the tails).
« Last Edit: December 08, 2012, 05:17:11 AM by Deathlike2 »
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Deathlike2

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Re: FF4PSP - Journey Log
« Reply #34 on: December 08, 2012, 07:28:41 PM »
Started Kain's Tale...

One thing that isn't quite obvious is who the real Kain was that appeared near the save point that saved Porom... because it would have been easy to confuse them since the first part was the original Kain, and its "profile" is the same as the bad Kain (for this tale aspect specifically), so it can be confusing if you hadn't done Porom's Tale.

At level 50, all monsters are easy. Even then, they are still too damn easy.

It is worth noting in the context of the original game that Kain starts with the equipment he had when he rejoins you in the Tower of Zot.

Original Kain or Dark/Mirror Kain has more INT that the Hooded Man/Real Kain. Real Kain has a lot more SPR... which is similar to how he was in the original FF4 portions. Sometimes you must overcome darkness with more Spirit, but evil is a lot more devious...

I don't know why I need all this spare extra Mythril equipment when you can pick up most of it in Ceodore's Challenge Dungeon. Mythril Shield from the Armadillo is all you need for Kain (well, in addition to the Mythril Armor you pick up).

Bone Wrist is a major upgrade, since Spirit/Ghoul resistance as I've mentioned before is... close to useless. This is the only way (at this point) that Kain can get undead resistance. Cedore should be living off his father's Paladin armor (which is still great for Spirit boosting). Mythril vs the Paladin armor is... minimal gains at best with the Mythril. Unfortunately, it is heavy (0% evasion) and the Giant's Gloves are still more useful.

This must be Medusa/Stone Mountain... there's barely undead here.

Blood Sword is a classic. Too bad the racial nerf may have crippled this weapon's usefulness vs Flan. Even the Flandango/Index Finger would need a buff because of the racial modifier nerf. Still a solid weapon at this stage of the game.

Slumber Sword is still overpowered (magic-wise), but I kinda wish I had to fight for it. It was far harder when you had Tellah, Yang, and Cid in the original to obtain (still easy though).

Stoneblade is an upgrade... and yet not an upgrade. Increasing the attack power by 20 from whatever you have at the moment is an improvement, but the accuracy (66% hit rate) will still reduce damage to whatever you had before (It's kinda like a Legend/Mythgraven Sword vs Ancient Sword debate). The good part is that it is non-elemental and are the only viable things to kill flans. Unfortunately, you need to successfully apply this weapon 4 times (or 3 times and just wait it out) to kill them. Oh well, I have a pair, so this should go twice as fast. It took me an hour and a half (combined time) to pick a pair up.

Cross Helm is heavy (0% evasion), but blind protection is nice.

I will say a few about Spears/Lances... they are usually much better (as few as you usually get in the game) than their Sword counterparts... if only for the Wind elemental attribute. Ceodore can use them (just not the Hooded Man, for obvious reasons) and as an endgame option, they are not so hot due to raw attack power. Its best combo is, and always has been, when it has been used with Jump. That has always been why Kain is generally stronger then Cecil. Kain's above average stat growth in the original is meant to help Jump improve dramatically, and it shows. So it sucks to say that the usefulness of the weapon is only based on the application of the weapon's usage... so long term, it's not so hot for Ceodore or Golbez (which I believe can equip them as well) to have a spear/lance equipped late game (Golbez will be expanded upon later when I actually use him). I guess Cecil in some ways wanted to teach his son about Kain and Dragoons early on (it would probably be better than Awaken, by far).

 :edit:
I would like to note that Undead protection was limited to spell casters for the most part (excluding ninjas), so it's worth noting that this seems to be a fighter type of armor.
« Last Edit: December 08, 2012, 10:12:50 PM by Deathlike2 »
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Deathlike2

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Re: FF4PSP - Journey Log
« Reply #35 on: December 09, 2012, 11:35:21 AM »
This was short... getting Dark/Mirror Kain to level 50 is... not worth it. Got him to level 40 and facepalmed at the fact that it would've been limited to 50...

Cid's starting equipment sucks. At least he gets crack from the STR bonuses, but the Horned equipment set really sucks. I eventually picked up another set of Giant's Gloves and the Headband should suffice for now. Already replaced the armor with the Mythril Armor (and then Ice Armor).

Slow characters... at least it makes Ceodore and Kain so much easier.

It's nice the the Holy Dragoon aspect of Kain allows him to equip the Paladin armor... too bad most of that armor isn't that useful at this point.

The Dragoon Spear provides +3 to all stats, plus being Holy elemental... it doesn't seem to have any anti-Undead or anti-Spirit/Ghoul extras, but most of them are weak vs Holy in the first place.

The Grey Coeurl in Devil's Road isn't too hard... but I don't quite know what triggers his Blaster attack, but that's a non-issue. Lots of HP.. great reason to use Cross Slash Prime... it feels like a 50% damage upgrade (it's still a combined attack) in addition to jacking up the MP cost.

Cross Slash Prime seems to apply status effects from weapons (not entirely sure of elemental attributes, but possible). I've had the Stoneblade on Ceodore and it seemed to be applied on the Grey Coeurl.

It's nice that the game found some elegant way of swapping out the weapon Kain has for his battle.

Some notes on some bands:
Divine Heal - Feels like Curaja, w/o actually having the spell. Will need to look into this further

Rocket Launcher - not good enough vs Flan, will need to test further

X Chaser - It seems to increase damage through dealing something like a combo of Cid+Rosa's damage. A nice feature is that it has a good chance of instant death (applies death status, so it won't work on monsters resistant to death).

Saint Dive - I'm not entirely sure where the damage comes from or how it is derived, but it does ignore split damage and feels like a weaker version of Holy is applied. Think of it like a level 2 elemental version of Holy (based on the black magic spell power).

Aiming Thrust - I'm not entirely sure how much damage it is supposed to deal,  but it deals double damage from what Kain would normally do, with a good chance of applying instant death (like X Chaser).

 :edit:
Blessing heals both HP and MP at a rate (average) close to 1/16 of the character's maxHP and maxMP.

Blind really does shut cripple the accuracy of a character. I haven't used enough magic with it, but it seems if acc is reduced by 3/4, or just set it to 0. It does require healing now... since it is really nasty.

A level 30-ish Dark Kain had problems attacking and jumping while blinded.
« Last Edit: December 09, 2012, 05:42:03 PM by Deathlike2 »
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Deathlike2

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Re: FF4PSP - Journey Log
« Reply #36 on: December 10, 2012, 06:15:09 AM »
Some more notes:

The Underground Waterway monsters mainly consists of new creations (well, at least with the palette swapping). This is actually great since lots of existing monsters and formations have been reused a bit... you might as well actually make it distinct at this point.

One of the monsters in that revised dungeon does apply poison... I figure it is the snake monsters.

The Fire Sword (and maybe of the elemental weaponry) is not that useful... so you will have to occasionally pick and choose if you plan on using elemental weapons (it makes you wish Yang was around).

The Chaos Lady (the dungeon specific monster) is a pushover. If you are efficient in killing, Doom is just not threatening...

Most of the monsters in Kain's Challenge Dungeon are generally a mixture of the Tower of Babil (Edge route) with some Summoners on a special floor... and then all the Sylph's Cave and Land of Summoned Monsters combos with creative rehashes. Unlike the original game, your equipment select limits your full defensive potential.

Like the original game, the Diamond Armlet is overrated and should always be a last resort to acquire lightning resistance for the spellcasters... It was key for Edge in the original... The Gold Hairband is the key option.

The Gold Hairband and the Luminous Robe was always a really powerful combo in the game. The both have lightning resistance, but the most important aspect was the racial resistance... Dragons for the Gold Hairband and Undead for the Luminous Robe. Of course, the Gold Hairband was more favorable to Rydia... but nonetheless, it provides what you need for the most part. Of course, the trifecta is the Rune Armlet for Mage protection. That usually covered all the racial resistances you needed in the end game (outside of the sole Giant and Mech, except the EvilMask never attacks physically).

Rosa looks too much like the White Wizard in FF1A... which is lame.

Continuing with tradition, Ceodore can equip some of the same wizard based equipment that Cecil could. The Luminous Robe may actually be better on Ceodore than Rosa... despite the fact Rosa would benefit more.. .but she gets the Gold Hairband, which covers what you need for the most part. Note that there aren't any undead in this dungeon... so that's not why you give it to him... the Ice Shield+lightning based armor combo is great... you get fire and lightning resistance.. all of which you really need in the dungeon. I've never been fond of the Diamond Gloves or the helmet... they suck compared to the armor and the shield.

The Thunder Dragon in this dungeon looks a lot more like the original FF4 version. Unfortunately, if you don't have ANY lightning protection, RUN THE HELL AWAY. Since its Thunderbolt attack is maxHP/2 (with randomness), a surprise attack will allow him to dish almost 4000HP raw damage, killing any character instantly. It's better to fight it when you have given lightning resistance to all characters... then again, the weaker version in Ceodore's version of the Mist Cave is at least twice as easy.

Blessing is not affected by the moon... which is nice (I forget if Pray is).

Cid's Risk Strike doesn't seem to work vs bosses... why bother with the command? It does seem to deal 2 times the damage when it works... but I don't like unreliability in commands if it doesn't work more often than not.

The Sledgehammer adds +5 STR, like Gaia's Hammer. I don't think it's that much of an improvement (like +10 attack power more than the Ogre Killer) when you lose the shield. Sure you will lose the shield later on when the stronger weapons become 2 handed only, but you need the Fire protection vs the Cursed Dragon and Lighting protection primarily against the Thunder Dragon. I guess you can figure out alternate ways of doing it through the diamond armor set, but doesn't allow for Cid to get to his full potential.

With regards to Cid, it's kinda nice to be able to take advantage of a shield... as much as he has evasion like a rock, it's vital as long as you are able to make him really strong, because he's unbearably slow.

Finally, a reason to use the Cross item. The boss on its 3rd consecutive counter attack uses a multitargeted Cross. This is very punishing since you have nothing to block it outside of Mystic Veils... which aren't even applicable to this dungeon or the characters at the moment. I mean there are two major options to killing the Curse Dragon... both options are specific to the "undead" version of the monster...

1) Just Jump with Kain. Since the counter is instant death (seemingly only to Kain), all you need to do is double down on a revive (the spell or item) and then some short healing (basic Rosa's Cura or Ceodore's Curaga will be enough). This may probably be the best option if you don't like what I'll say about the second option.

2) Let Kain do all the work... under Berserk. This allows Haste to be in use, since it goes away when Kain dies. This is preferable in all circumstances that don't affect the attack power negatively (just one of the moons will probably screw this up).

The Curse Dragon when physically attacked does the following (in the order of counter attacks):
Doom - seems to love Kain due to RNG/emulation
Multitargeted Firaga - hurts Rosa the most because she has no elemental resistance, whereas all the men have some part of the Ice Armor set available
Multitargeted Curse - hurts Kain the most in this instance
Dual-hit - seems to target Rosa, then Kain... I'm not sure if this is its natural attack or an actual counter
Restart with Doom counter...

It's insanely easy when Kain does most of the work (if not all of it). Cid is best for using items and Rosa for healing... Ceodore could use Esuna, but that will remove Berserk, so you could set up Rosa to reapply it after Esuna. A Cross will allow you to avoid recasting Berserk.

It is really counterproductive for Cid and Ceodore to attack. Kain's Dragoon Lance is Holy elemental.. which is the weakness of the monster. The strange part is that the "undead" version of the monster isn't actually listed as undead (I'll need to actually see if that is the case). This is Kain's Challenge Dungeon after all...

 :edit:
It's fun when you silence those Mini Satana or Elder Treants and then proceed to put confuse status on them... you'll just end up causing them to attack you. Since the response to confuse status is casting magic, and silence causes all magic to be replaced with a regular attack... you'll see how this result came to be.

 :edit:
I think I was wrong about Saint Dive... since I was testing that on Flan. It seems to do Jump damage with a little bit of variation, and applies Holy elemental to the attack. It's not as much magic (it doesn't seem to be resisted by the Mad Ogre), but Flan do have high defense, which might explain the damage I got (though now, Rosa+Cid are at different levels now, so I will retest).

The Curse Dragon counters are based on the fact that Doom (the countdown) is applied to a character. It will keep attempting to apply Doom until a character is affected, and then it runs through its special attack cycle.

After the Dual-hit from the Curse Dragon, the last known attack is Dark Breath (IIRC, it's fire elemental and very likely based on the monster's HP). There may be more, but Doom's Coundown takes forever.

I had forgotten about the fact that Doom is reflectable. Yes, the spell that the infamous Fataleye/Ahriman uses is reflectable. I don't remember testing it in the PSP version (well, the aspect that it can be applied to a monster with the boss bit), but in TAY, it won't work. At least preventing it from working is the best thing you can do... So, it is beneficial if either Rosa or Ceodore (preferably both) is able to cast Reflect on Kain (and probably the others, since I figure the RNG is probably emulation related) to keep the Curse Dragon from doing nastier things. Its attempts to apply the status is crucial for you to not take any damage... but it is more crucial for the monster to be execute the other parts of the script.

The Obelisk Lance is probably the weapon of choice of Ceodore. The Dragoon Lance is still vital to Kain anyways. Although the Demon Slayer is a decent weapon, there shouldn't be any "Demons" outside of the Lamias that you will be fighting and the weaker creatures outside of Baron. You need weapons to annihilate the Thunder Dragon and other flying monsters and the Obelisk Lance is that weapon. Plus, it's the strongest of the bunch, with +5 STR to boot. Too bad the STR bonus doesn't really lead to an increased attack multiplier for either Ceodore or Kain... oh well.

The Elfin Bow is still effective vs Mages, despite that not being listed (like Rune Armlet's resistance to Mages). Strangely, Shell can be cast on all characters... unlike the Protect Staff's solo targeting. The Elfin Bow still retains +5 INT.

 :edit:
Some worthy notes:

Cross Slash Prime appears to be closer to a combined attack between Ceodore and Kain with doubled damage.

Saint Dive is like having a holy elemental Jump targeted to all. When used against Flan, it does nice damage, but it feels like reduced damage (like 1/4 to 1/2 less damage), since most of the work has to do with Jump.

X Chaser seems to ignore defense when the damage part is applied, but the damage is strictly what Rosa would do to the monster. So, it's reliant on the instant death attack to high defense monsters.

Rocket Launcher deals damage close to 50% more than what Ceodore normally does, I think. However, it is obviously more effective if its targeting monsters with the weakness of Fire. It's not really that good otherwise. I will have to look at the damage soon.

I haven't use enough of Aiming Thrust to get an idea of the damage dealt when Instant Death is not applied.

I've collected all the items in Kain's dungeon, but I haven't gotten the Grey Tail yet.
« Last Edit: December 10, 2012, 07:42:18 PM by Deathlike2 »
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Re: FF4PSP - Journey Log
« Reply #37 on: December 11, 2012, 03:22:08 PM »
A few more notes:
I've collected the Grey Tail... but then again I keep trying to grind for the Purple Tail in Edge's Tale and still nodice.

Blessing allows Rosa to be the virtual fountain of healing. It helps to heal @ 3MP.  :tongue:

The rotating simple treasure chest in Kain's dungeon contains the Bronze Hourglass, Ether, Light Curtain, Unicorn Horn (could be a few more). The most practical and useful item in the bunch is the Ether... especially since you cannot buy it quite yet.

The Grey Coeurl has some double hit fascination... go figure, it hurts when directly hit twice with it.
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Re: FF4PSP - Journey Log
« Reply #38 on: December 11, 2012, 05:57:22 PM »
All those tails, oy... How common would you say the drop is to get them? It can't really be 1/64 can it? I have never gotten a rare tail despite hunting for them for some time.

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Re: FF4PSP - Journey Log
« Reply #39 on: December 11, 2012, 07:01:20 PM »
Well, it's not that common, but I have 11 Cursed Rings in Edge's Tale, so take that for what that is worth (~13 hours of time recorded on it).

For having attempted to grind other tales, it took about 1 hour or so on average (2 30 min moon tries), having faced approximately a dozen or so (maybe more in a half hour go, I'd have to check the #s).

It does feel like I've got permanent taunt on a character in conjunction with Treasure Hunter v2 equipped and Rare Band (v2?) equipped, so that might be attributed to emulation or how the save was formatted.

 :edit:
I want to mention something about the algo used...

It seems that they have tweaked the damage algo a bit. There's variation, but not as much as you think. The algo looks like this...

Base Damage = Attack Multiplier * Attack Power * Accuracy (with some variance, probably 5% either way)
Random Damage = BETWEEN (0,  (Base Damage/2) or 255, whichever is smaller) - it could be between -127 and 127 though...
Total Damage = Base Damage + Random Damage
Critical Hits (probability is probably 1/32 chance) = Base Damage * 1.5 (regardless of weapon, including Bow+Arrows and Ninja-ambidextrous critical hits, which are different in FF4)

Same thing kinda goes with magic, particularly with the ones that use the caster's current HP. There is a damage variance and damage dealt can actually be 0...

Drops seem to occur at a 1/16 rate... with the rare drops being occasionally close to half what the 3rd drop slot usually is it (11/64 IIRC is the 3rd slot). That's just guesswork on my end.
« Last Edit: December 11, 2012, 07:55:27 PM by Deathlike2 »
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Re: FF4PSP - Journey Log
« Reply #40 on: December 12, 2012, 07:50:02 AM »
Started the Lunarian's Tale (or probably should just be called Golbez's Tale).

None of the skills either of them have are affected by the moon (other than magic). Bless, Pressure, Taunt work as is apparently.

Taunt is pretty much like the Trap Door's targeting... so, it's self explanatory... it's kinda like Cover except it's only for one directed attack.

Bless has no variance... it's fixed. It will always heal 1/20 of the character's maxHP, and 1/100 of the character's maxMP. You kinda wish for a Soma Drop for FuSoYa for that reason alone... FuSoYa will heal 3 consecutive times before his turn is relinquished.

Golbez is like the ultimate fighter+black wizard hybrid. He can equip heavy armor like Cecil, weapons like Kain (I've seen him use spears in some vids), and armor like any wizard (Rune Armlet is still pretty damn good). I guess the only negative is that he cannot equip a Bow+Arrow... considering that there are some issues with him... as his weapon options probably would be constrained (I mean, you may have to compete with Ceodore and Kain for some weapons). If you plan on using black magic with him, you would think he would be complemented in the back row with a Bow+Arrow, but just having a shield will suffice, he just won't be a great back row attacker... I don't expect him to be a Black Wizard replacement... since spells like Break and Tornado are a staple of the best black mage magic, but if you're solely focused on damage, the spell list will be fine. For balance reasons, Golbez will probably have the worst INT of all black magic users (well, maybe next to Leonora).

It's nice that FuSoYa gains reasonable amounts of HP (remember that in the original, he gains 20 or so per level, which technically is worse than Tellah). It still sucks when he isn't gaining MP (like Golbez not gaining HP, but Golbez has a lot of HP to start with, so... meh).

This journey is like "living with Tellah" in trying to find the monsters that best give out MP. Any monster that has low magic defense is a viable target. (Ideally, you want it to be less than 10, since the spell power of Osmose is 16, and probably hasn't changed in TAY.) The Flan are the kind of candidates you are looking for (0 magic defense, the Black Flan has the most HP of the bunch).

Had to use 2 Ethers in the first Mysterious Girl battle... it's just annoying to consume heavy amounts of MP for damage. Bio is not exactly damage efficient... since spending 50% more MP will allow you to do cast an -aga spell that has 100% the spell power of Bio.

It is kind of curious how the Ebony Blade and Ebony Robe is part of the the past.

Golbez looks silly when he tries to use Pressure. Then again, that command doesn't seem to work at all.

Ebony Blade gives +3 INT, +3 SPR. It's nothing worth writing home about, unless you need to swap it in for a small magic damage boost.

Ebony Robe provides +5 INT, +5 SPR with already noted undead protection. However, it also provides +11% evasion. It's close enough to a Luminous Robe than you'd think. Go figure on the undead protection.

It makes a lot more sense to equip the Diamond Armlet during the Mysterious Girl battle on FuSoYa (if you picked it up before the battle). Since the damage is primarily elemental based, and the Rune Armlet doesn't exactly boost his stats enough (in terms of the multiplier) before the battle, it's the best option for FuSoYa. The Rune Armlet is still better outside of that battle.

It makes sense to drop by the Lair of the Father (Bahamut's Cave) before going into the crater. Getting free Fire protection helps in addition to giving Demon resistance to Golbez, which he really needs.

The Mysterious Girl likes to multitarget Thundaga, but single target Firaga and Blizzaga. You might as well get all the elemental protection in advance.

I swear that most of the monsters in the crater are simply designed to drop Tents and Cottages. Take a look at their drop list... you would be surprised.

Too bad the Ancient Sword isn't good enough vs the Flan... Cursing them simply reduces the 254 defense of the Flan to 127... which is still way too high a defense value for Golbez to hit against.
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Re: FF4PSP - Journey Log
« Reply #41 on: December 12, 2012, 10:05:31 AM »
Pressure actually does work at higher levels, but I believe that it's based on Golbez's spirit (since it's basically Hold) rather than his Intelligence which is where your issues may be coming from with it. I've used it a fair amount myself.

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Re: FF4PSP - Journey Log
« Reply #42 on: December 12, 2012, 06:13:46 PM »
The thing about Hold is that it has a naturally high hit rate (like 80-85% plus SPR acc bonus). Pressure must have some low accuracy starting point, because I've practically written it off.

The "replaced" Behemoth battles in the Lair of the Father has the Count Malboro. Either there's something wrong with the RNG, but it really likes to put someone into permanent paralysis (uses Constrict on the middle character). Oh well, easy battle when the old man is the target.

Taunt seems to work like Defend, in that the status continues until the character's (Golbez) actual turn comes up (as in, you see his command list... his turn readiness does not count) where it then stops. Taunt keeps working for a bit, if you like setting it up like that (Stop and Golbez in the back row might be useful in conjunction with this idea).

I've collected Giant's Gloves for Golbez (and a bunch more because I was grinding for a Headband), Artemis Arrows (from the Black Flan), Rune Staff (superior than whatever lame staves you get)... it took a while.

This is one of the few times the Mythril Helm was worthwhile to keep on instead of using the Headband... the Lunar Subterrane is infested with Ghost Knights (not threatening) and Belphegors in the core (very threatening). The extra STR bonus is not necessary... since the Giant's Gloves covers that already and I can't quite get the next multiplier bonus. The Headband is solely to avoid being annoyed by the Lamia brethren.

Level 40 cap for FuSoYa and level 45 for Golbez... let's be honest... FuSoYa's levels are just to increase his HP margin by 25%. That's not saying much.

Icebrand is more effective than the Stoneblade... and there isn't any enemy strong vs Ice nor weak to it either. Oh well.

I got the "rare drop" of the Wooden Hammer from the Stale Golem (the purple version) and... it's kinda hilarious Golbez can use it, but you kinda wished FuSoYa could equip it in the original... at least then you could kinda justify FuSoYa's existence.

The Ice Armor is overrated. Remember when I said about the Ebony Robe that it was close to the Luminous Robe? Well, the Ice Armor isn't necessary if you already use the Ice Shield. I explained my justification of putting in the Luminous Robe on Ceodore instead of Rosa... this resembles that logic. The only difference is that there isn't any Lightning resistance, but that could be solved by the Diamond Armlet.

Isn't it kinda strange to some degree that Golbez can equip Staves and Rods? I don't think I have a Rod available (I could probably grind for it from the Sorceress from the crater - not worth it anyways) but I mean it made more sense if you could actually use White Magic if you could equip a staff... then again, IIRC, Harley is supposed to be able to equip Rods, despite having no practical use for it.

Quake is great when Golbez learns it... 50% more MP for slightly more than 50% more damage than Bio (Bio: 128, Quake: 200, -aga Spells: 256). I think in this case, it is worth the extra wait vs the Mysterious Girl... Quake is one of the super quick spells to cast, like Bio and has always been a staple in my goto spells. Better to have Golbez use it instead of FuSoYa because of the MP pool... Golbez with the capped stats is about the same as FuSoYa in terms of INT (it's only one multiplier or so higher with equipment).

Sight's map is useful (been a feature since the WSC version)... given that I do not usually walk the moon's surface. However, they didn't correct it with the "new path" to Hummingway's Place, despite having a new location for the "Impact Crater" site.
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Re: FF4PSP - Journey Log
« Reply #43 on: December 13, 2012, 03:04:29 PM »
Death Machine is the special monster in the Hummingway Dungeon... a reminder of FF1's specialized monster (based off the WSC visual). It's more suicidal than anything so attack fast with the strongest magic before it explodes.

Double Black Magic is literally having dualcast of the -aga spells (and reported Meteor is part of that too, but haven't gotten lucky with that yet). So, just imagine what a combine damage of both FuSoYa and Golbez does with the elemental and that is what you get.

I swear band speeds are limited to the slowest person in the party... so in this case, FuSoYa is holding you back.

Pressure is starting to work, but it seems to primarily be level based, so basically it works if Golbez's level is greater than the target's level. Imposing your will vs weaker enemies is logical, but it isn't the most useful since they are that weak...

The mini-dream/flashback/nightmare scenes are amusing... but it doesn't quite make sense to have Cid in the back row (not that it would matter). However, I wonder what kind of "dummied" armor that would allow for Golbez to absorb so little magic damage from Tellah... it makes Bio deal 0 damage (so it must have 128 magic defense minimum) and the -aga spells deal 128-ish damage....

The Ebony Dragon is kinda like a Behemoth except that it reacts the same way to every attack... it seems. Very fast and aggressive. It helps to have Golbez in the back and have completed the entire tale (for the Double Black Magic band). Double Black Magic is more useful, despite using more MP overall... because you can spread the MP costs around, instead of relying solely on FuSoYa and Holy (which will do about the same amount of damage). Since it is helpful to pay for Ethers in advance, you can try to prey on Osmose vs the Black Flan and the more common White Mousse... which will allow you to replenish your MP through Osmose.

I cannot quite understand why damage between Miss and 400 hurts Golbez from the Ebony Dragon... I can understand Miss... but the gap is interesting... like the Behemoth for Purple Tail drop runs... 200-300 damage to Edge and Miss (although there's a lot more hits than misses). There's something to the algo that has changed outside of the fact that the back row is seemingly a lot more beneficial than before.... (or less beneficial in some cases).

 :edit:
It is worth noting that the Count Malboro and the particular worm (forgot its name off the top of my head) is definitely one of the few artistic upgrades (I'm sure there's a few more, like the Octomammoth ones, but, meh)

Replacing the Ice Shield with the Diamond Shield is probably the best upgrade... since Demons at this point are limited to the Lamia brethren. The Diamond Armlet is not really a great upgrade, over the Rune Armlet. Given the fact that the Rune Armlet in conjunction with the Ebony Robe and the Enhancement Sword will allow for a 3x Magic Evasion Multiplier... the Diamond Armlet is still meh for the most part (it's worth using until you get the shield).

The Hummingway Dungeon's boss Kirin is strange compared to most of the Chimera battles. Its weakness is to Darkness (seriously why? Perhaps the Ebony Blade is Darkness elemental...) but not weak vs the elementals... and absorbs Holy. The other Chimera monsters are always absorbing the major elementals outside of Holy...

It seems to like using Thundaga (lightning elemental equipment applicable here) and Quake. Quake is easily solvable, but the Holy retort is very interesting.

Holy is used in retaliation to magic... but that's only AFTER 2 or 3 magic (and physical?) attacks on the boss. Slow seems to accelerate this trigger, so it may be counter productive in that sense. Even when you think Reflect is a good idea, bouncing Holy back to the monster makes your magic attack half as effective. You are probably better off putting Haste on yourselves than putting Slow on the enemy.
« Last Edit: December 13, 2012, 06:57:20 PM by Deathlike2 »
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Re: FF4PSP - Journey Log
« Reply #44 on: December 14, 2012, 09:41:12 AM »
I'm still working on getting the Purple Tail... but eventually I must move on...

I lost 3 Cursed Rings.. only to collect 4 Cursed Rings on the next run for the Purple Tail in a half hour grind... (then another 2 in the next half hour)... so I got 17 Cursed Rings (in Edge's Tale alone), so anyone need a Cursed Ring?

The Aegis Shield makes things nice to not need the Rune Armlet (you'll still need the Enhancement Sword) for the 3x Magic Evasion Multiplier.

Armstrong is the most uneventful boss. Although it could be RNG related. Casting magic on it is asking for instant death (well, not really, but the initial retaliation is virtually asking for death). Outside of that, Berserk+Haste on Golbez is pretty much the way to win it seems. It's probably reasonable to use the Protect Staff when needed. Boosting the monster's attack power though magic is a bad idea...

It is sad that the Defender can multitarget Protect but the Protect Staff won't...

The Master's Staff heals about 640 to 760 or so. It looks like Cura, but I doubt it uses the Cura algo... but on the other hand, it might provide some insight to the spell power. Although, I wonder if it is based off Golbez's spell power... (it is not affected by the moon phase anyways).
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