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Do you have a more creative way? Other than rebalancing weapons in general (because it doesn't really solve the problem, it just changes its role) or removing 2-handed weapons altogether. I'd love to hear it.
The attack power usually isn't an issue, since issuing a 1x255 attack can be evaded fairly often. It's usually the attack multiplier that has more of an impact, in conjuction with the attack power (well, a high 99x multiplier with a weak attack power doesn't have as much impact either, but will ensure some stable damage if you do the math right).
The game is designed that defense has more of an impact early game, and evasion+defense multiplier will protect you the most late game. Cid (particularly in FF4A) is the usually the physical damage taker. Yang on the other hand (particularly in FF4A) doesn't suffer as much because of high evasion options (though suffers from low magic defense, but that's a different detail). Both are high HP fighters put in the front row. The damage intake between the two is night and day late game.
A defense bonus (at least just defense, because the multipliers and evade have a far greater impact) can at least make the situation reasonably saner since damage will still be taken, but at a much more reasonable rate.
If we just simply have better armor that increases defense, you combine this with an already high evasion+bonus defense multiplier from the shield, why bother even trying a 2-handed weapon, even if it were stronger?
I still like the idea of two handed weapons in a late game scenario, getting rid of them makes it more FF5/FF6-ish, where two handed is kinda cool early on, but sucks ass late game.
Two-handed weapons giving a defense bonus doesn't have to make sense, it just has to improve the gameplay in a way that exceeds what could be done without them giving a defense bonus.
QuoteSure, but I don't think it solves the weapon usefulness dilemma. Let's say it was the strongest two-handed weapon possible, if you feel that the damage output doesn't quite balance out the damage intake, then it's not as useful at first place.
So, wait... you're saying that the strongest two-handed weapon possible still can't do enough damage to balance out the lack of defense from not having a shield? Any shield? Sorry, but I find that hard to believe. Maybe in the very late game when the numbers start capping or something, but if that's the case it's a simple matter of just not making any two-handed weapons that are competing with one-handed weapons at that point. Give the two-handers out earlier in the game.
I've done this testing already with JCE's hack. Some of the monsters have a greater attack multiplier than 12x (which is the highest possible defense multiplier w/o a shield). The difference is very noticable as the extra 6x defense multiplier via level bonuses when a shield is a equipped does actually make a difference (it's more effective late game of course, but important to taking damage in any part of the game).
Sure, but I don't think it solves the weapon usefulness dilemma. Let's say it was the strongest two-handed weapon possible, if you feel that the damage output doesn't quite balance out the damage intake, then it's not as useful at first place.
The same thing occurs with Charm status..
I've conceptualized and have started writing new subroutines to fix this, so that all 14 characters in my hack can be switched in and out freely.