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Messages - Deathlike2

3466
Shell explains it then, the Lunar Staff is the same way in FF2us, they took the spell away but left the use as item bit set. I'm still curious about the Samurai Bow.

Really, the Samurai Bow does nothing.. unless you trace it or something. There is no effect as far as I can tell.

The only other dummied effect that isn't quite written out in FF2 is Protect via Murasame+Defense Sword.

3467
Elven Bow casts Shell. I don't think the Samurai Bow casts anything.

3468
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: December 12, 2007, 10:26:37 PM »
My guess is that Bit1 prevents critical hits from doing 2x damage... then again, critical hits never seem to do more than like 25-50% and in some cases seem to do average attack damage at best.

Edit: I think that bit completely prevents critical hits.

3469
Does the Killer Bow have any special attributes? It's FF4A description says that it increases the chance for critical hits...

3470
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: December 12, 2007, 10:19:39 PM »
Bit 3 is consistant for being a Hammer... anti-Machine, but also 2 handed
Bit 5 is Lightning Arrows aren't special, other than being Lightning elemental+Anti-Mech
Bit 2 is confusing.. I've never used the HandAxe (I could probably hack that into a save and see if it did anything).. only thing that is common between the two is that they are one handed and I don't think the HandAxe is anti-Giant...
Bit 1 has nothing in common with any of the listed weapons

3471
Ok, interesting. What's the damage penalty for being in the back row then? 3/4 damage...?

3472
Does this exist?

If yes, is this a specific byte set per weapon type or weapon?

Also, which weapons (types) does it apply to?

3473
The FF4A Jap 1.0 version and the US version of FF4 has a number of bugs which have been corrected in the Jap 1.1 version and the Euro version.

One of these bugs are equipment attributes, specifically weapons. For instance, the Mist Whip is supposed to have the Holy attribute, but it doesn't in the buggy version. Also, the Dragon Claw is supposed to be effective against Dragons, but obviously wasn't the case in the buggy version.

Loki's Lute apparently was supposed to be much more powerful than it was... w/o the enemy attribute annihilation power, it is a mediocre "ultimate harp". With the number of enemies that have a specific enemy attribute to take advantage of (which means 4x damage for matching enemy type with the weapon), the weapon is significantly stronger that originally thought.

3474
Holy shit!  :wtf: :omg:

Loki's Lute is truly the ultimate Lute... (too bad it was bugged in v1.0).

It doesn't include an elemental (which is good IMO), but it has 7 of 8 possible monster type attributes attached to it ! Too bad that doesn't include the Flan, but that's pretty damn good.

Also, Perseus's Bow/Arrows has no special attribute... and neither is Porom's specific staffs (though, I didn't do thorough testing of it).

3475
A small FF4A info post:

Lightbringer is effective against both Undead+Spirits
Hand of the Gods (Yang's Claw) is effective against both Undead+Spirits

There are other a couple obvious documented ones, such as Apollo's Harp and Dragon Claw...
Mist Whip and Asura's Rod doesn't seem to have any extra attributes other than being Holy elemental.
I'm unsure about some of the other weapons such as Triton's Dagger, Loki's Lute,  Perseus's Bow/Arrows...

Edit: Flandango has a "description" of being a Holy Sword, but fails to even have be a Holy elemental....
Triton's Dagger could have been anti-Reptile, but it isn't...

3476
Final Fantasy IV Research & Development / Re: Dummied FF4 Feature
« on: December 11, 2007, 10:09:22 PM »
Was the Active/Wait stuff removed from FF2/4ET or just hidden? That would be a nice hack to put in IMO.

3477
You don't have an answer to the other questions?  :sad:

I thought Protect+Shell can be stacked forever, but up to a limit (statwise, like 255 defense or something)... it works nicely against FF4's amnesiac Yang.. to the point where his kicks registers as Miss!

Anyways... regarding weapon cast spells..

Are those spells custom written or do they simply just "pass different parameters" like in function calls?

Also, were shields meant to have spells? A number of the elemental shields (and the Aegis Shield) have the ability to multitarget... even though they did nothing. I think the original intention was to add like a FF1 type elemental protection system by using the Shields to cast spells (like the Fire Shield would cast the equivalent of AIce in FF1).

3478
Final Fantasy IV Research & Development / FF2/4/4A Command+Magic Questions
« on: December 11, 2007, 09:04:32 PM »
How much do Slow/Fast(Haste)/Protect/Shell change?

Also, how much Wisdom(Magic Power) is increased by Palom's Boast (Magic Power increaser)? If used for someone with White Magic, does it improve that (just wondered)?

I've noticed that Yang's Power Attack (not even factoring in the Discipline Armlet in FF4A) does a better job of attacking elemental Flans (using the appropriate elemental Claw) than Kain's Jump (using the appropriate elemental spear)... how's that actually calculated?

3479
It's easier for me to make my own list to compare with:

Dragon: Dragoon Lance, Dragon Whip, Artemis Arrows
Machine: Thunder Claw, Silver Hammer, Earth Hammer, Wooden Hammer, Lit Arrows
Reptile: IceRod
Spirit: Ancient Sword, White Lance, Silver Knife, Silver Sword, Silver Hammer, White Arrows
Giant: Charm Claw, Drain Sword, Drain Lance, Ogre Axe, Poison Axe, Charm Arrows
Flan: Drain Sword, Drain Lance
Mage: Silence Staff, Mute Knife, RuneAxe, ElvenBow, Mute Arrows
Undead: Lilith Rod, Silver Staff, Drain Sword, Drain Lance, Crystal Sword, Dummy, White Arrows

I thought the Artemis Bow+Avenger fell into the Spirit catagory...

The Dummy is what?


3480
Final Fantasy IV Research & Development / FF2/4 The Buggy Avenger Sword
« on: December 11, 2007, 08:44:55 PM »
I've gotten to like this sword after a previous discussion with JCE over it. It makes battles mindlessly easy if you aren't doing any sort of "controlled" attacking. If this weapon ate Dragons alive, I'd use it all day.

 However, this weapon is indeed buggy. Part of this is probably oversight, but then again this game was still somewhat unfinished to begin with... oh well.. to detail the issues..

1) Equipping the Avenger Sword while in combat doesn't change the attack power... you will have the attack power of the previously held weapon. If you were to have Cecil at max stats (99 STR and 96+ AGI at level 99), swapping the Crystal Sword for the Avenger Sword will allow you to deal an average of 9000 damage. This bug goes away after the battle is over. In theory, this tactic is relatively overpowered. This is fixed in FF4A AFAIK.

2) If the Avenger Sword is equipped before the battle with Zeromus, particularly on Cecil, he is forever stuck in that battle. AFAIK, FF4A has this bug "fixed" where "Berserk" status is uninflictable until post-Zeromus change.

On a related FF4A change, if Charm is inflicted on the wielder, Berserk status is removed... though this seems specific to FF4A. Also, Black Hole removes this status completely in FF4A. FF2/4 continues to reapply the status under both instances...

3) There are some peculiar properties with the Charm status, especially when afflicted on the Avenger Sword wielder (this doesn't apply to Berserk since it is not possible otherwise). The first attack made while under Charm actually hits the enemy... sometimes continues for a longer duration but eventually follows proper Charm targeting...

It is worth documenting this anyhow.