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Topics - Deathlike2

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331
I thought a bit about this and did a little testing on this, and I came to these conclusions (feel free to correct me if I'm wrong):

1) Elemental Resistance Against Physical Attacks:
If an enemy is resistant to your elemental based physical attack, you will deal 1/2 as much damage as normal... or in the worst case, Dark Knight (Darkness) weaponry vs Zombies (is there a specific multiplier/divider?).

If your weapon's elemental is effective against the enemy, you will deal 2x damage (sometimes 4x, unless there's something specific I'm missing here?).

If your weapon has an enemy type property, a specific "enemy type multiplier" is in use? In other words, all anti-Dragon weaponry will deal 4x damage, regardless (Whip, Spear, Arrows)...

If you are two handed (Yang/Edge), or your weapon has both an elemental+enemy type attribute... the target that has a weakness to the any of the attacks will take precedence over the resistance (if it even applies).

For instance, if you attack a FlameDog with a FireClaw+IceClaw, the Ice Claw takes precedence over the Fire Claw, therefore dealing awesome damage.

In FF4A, the Apollo Harp has the Fire attribute (I think) and the Dragon attribute. Attacking the Blue Dragon will allow the Dragon attibute to take precedence over the Fire resistance. Similar thing would occur with the Dragon Claw+any of the elemental Claws...

2) Elemental Resistance Against Magical Attacks:
If you are weak to an elemental, you will take 2x (or 4x in some instances?) damage.

If you are resistant to an elemental, you will take 1/2 damage (rare for enemies, usually applicable to character equipment).

If you can absorb an elemental, invert damage intake (though, some attacks seem to do 1 point of healing).

If there is an uninterrupted sequence of attacks, any elemental based attack that you can absorb or resist (absorbing taking precedence), all further attacks will accumulate against applied absorption/resistance.

Does this sound about right?

332
Final Fantasy IV Research & Development / FF4A "Resistance" Descriptions
« on: December 06, 2007, 07:42:22 AM »
In some of the equipment you can buy at Mysidia, they are described as having certain protection against ghouls and undead.

Are these actual resistances or BS descriptions?

Note: Some of the Crystal equipment also has such descriptions, so it's not just a random question.  :tongue:

If these resistances are real though, do they also apply to FF2/4?

333
Final Fantasy IV Research & Development / FF2/4/4A Special Effect Hit Rate?
« on: December 05, 2007, 08:19:41 PM »
What is the success rate for weapons that deal status effects on hit (I'm not talking of the built in spells like Holy in the Holy Spear, but like weapons like the CatClaw)? Is this number fixed for all weapons?

Does this number apply to the new weapons of FF4A (particularly the ones that cast the extra spell)?

334
Final Fantasy IV Research & Development / FF2/4/4A Run Behavior
« on: December 05, 2007, 05:37:45 PM »
Either my memory is fuzzy.. but IIRC, if money is dropped when you run away, supposedly the monsters "get stronger".

Is that true? If yes, how exactly is this manifested? This was never made clear to me.

335
Gaming Discussion / Wrexsoul
« on: November 29, 2007, 11:39:08 AM »
I spent a few moments thinking about this boss, and I feel there's a significant discrepency between how people perceive the difficulty of this boss, and how easy it is to beat it.

AFAIK (I haven't checked any FF3/FF6A Walkthroughs as of late), but they always propose getting Phoenix for learning Life3 and/or using Rhinox's Rage and kill off a character... this is assuming you don't go through the easy route of not using X-Zone on the Soul Savers.

The normal easy route is simply learning Break and petrifying your own guys (use Vanish if needed)... then Remedy the petrified character. Petrification is treated as death, so Wrexsoul comes back and you can beat up on him w/o suffering from the required healing you'd normally have to do after reviving a guy.

That "Zinger" possession attack would be awesome an attack to be used by the Ghost characters (and maybe Gogo/Umaro?) for the coolness factor. I think if the attack were to be reworked (in a hack), it would be really awesome. Think of it being Relm's Control, only better. You (or the enemy) would use said command and possess a target (won't work against bosses though...). The character is then in a "hidden status" and the next command would be able to use some of the target's abilities (it could be a special command that executes one of the battle commands of the enemy and deal it to itself instead) in addition to their own magic.

When the enemies use it on you (monsters other than Wrexsoul should be able to use it, like the Soul Savers), they should only be able to cast magic on you... this would make for a more interesting battle. In addition, the Soul Savers should be able to heal their MPs in combat by using a Tincture/Ether/X-Ether on the possessed target (their MP drain attack sucks ass), but this also heals their target's MP as well (just to make it interesting).

When the target is in some death status (no HP, petrification, and maybe zombie status, but I don't recall if enemies can successfully inflict that status on their own and if it worked, do they die?), the target dies and normal status is restored to the character.

Thoughts? (I'm not doing this hack, but I like the concept around it, and you can use the idea if you wish).

336
General Discussion / You Know What's Sad?
« on: November 16, 2007, 04:28:38 PM »
I still don't know how to change the color of my login name.  :sad:

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