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Messages - Pinkpuff

826
Game Modification Station / Re: (Another) FF1 Hack
« on: June 09, 2008, 05:53:00 PM »
Yeah, it sounds like you have an already magic-heavy party between the Paladin, DK, and White Mage... although he might be a bit better in the late game when the Paladin and DK can't learn the higher level spells.

827
Game Modification Station / Re: (Another) FF1 Hack
« on: June 09, 2008, 04:20:09 PM »
Thanks for giving it a try!

I haven't had any problems with the time mage in my own testing. How far in did you get with him?

828
Quote
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.

I don't see how rebalancing the weapons doesn't solve the problem. Isn't giving two-handed weapons defensive bonuses effectively rebalancing the weapons? Then again, I'm not entirely sure what you mean by "changing the role" of the problem...

829
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.

You keep telling me over and over in different ways something I already take your word for: that the extra damage your characters take when they are not using a shield is too much in relation to any extra attack bonus a two-handed weapon can give you above a one-handed one. I get it. I believe you.

It seems to me as though you think that the only way to remedy this problem is to have it so that two-handed weapons give the user some kind of defensive bonus. That is not true. There are other ways and I have suggested several of them in my previous post that you still haven't addressed, such as:

* Making shields weaker
* Making monsters do less damage

Another thing you could do to have the same relative result as making two-handed weapons stronger is to make one-handed weapons weaker.

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 highlighted the key phrase above.

When you go through all the armors and increase their defensive abilities, you would also go through all the sheilds and decrease theirs. The idea is to make it so that most of the defense of the tank characters will come from their armor, not their shield. That way the shield will simply be a bit of an extra defense boost that in certain circumstances will be worth sacrificing for a bit of extra attack power.

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.

Ok that's fine. But there are many ways to make two-handed weapons useful. They don't have to give a defensive bonus.

Quote from: Dragonsbrethren
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.

Ok I'll be the first to admit that game balance is more important than something making sense. However, I still think that if there are solutions that preserve game balance yet do make sense, then those solutions are superior to solutions which preserve game balance yet do not make sense. That's why helmets don't normally give people attack bonuses.

Do you agree? If so, what is wrong with the solutions I suggested earlier?

830
Yes, I get it. Even at max damage, the drop in defense for the weapon being two-handed is too great to be worth it. I believe you on that.

The solution, however, in my opinion, is still not to give the weapon a defense bonus. That makes no sense. Maybe if there were a weapon called "Protect Blade" it could do that or something, but as a general rule I think giving two-handed weapons a defensive bonus would be very kludgy. If defense is that important, why have two-handed weapons at all? Simply make all the weapons one-handed and balance them accordingly. Promlem solved; simple, elegant, and in flavor.

Alternatively, if you don't want to make all weapons one-handed, I think the solution should be to scale back the attack power of the monsters so that you can afford to not wear a shield and not get totally creamed, and/or decrease the defense given by shields to narrow the gap if it needs to be narrowed. Perhaps you can make it so body armor makes a larger difference defensively than shields. That way losing the shield wouldn't be as crippling a sacrifice.

831
Quote
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.

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).

If that's the case, then the monsters' attack power needs to be toned down and/or the shields need to be weaker. But I don't see how any reasonable person can argue that a two-handed weapon should give any more bonus to defense than a one-handed weapon. To me it's like saying that helmets should add to your attack power.

832
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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.

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.

833
I'm not saying it's not.

I'm saying the solution to that problem is to increase the damage even more, not to increase the defense.

834
I dunno... it seems to me like the idea behind having a two-handed weapon in the first place is that you're sacrificing defensive ability in exchange for more attack power.

If the extra damage from a two-handed weapon isn't enough to compensate for the lack of defense from not being able to wear a sheild, then in my opinion the damage needs to be increased until it is.

835
General Discussion / Re: The youtube thread
« on: May 27, 2008, 10:36:46 AM »


So funny...

836
Quote
The same thing occurs with Charm status..

Most definitely. I specifically remember charming one of the FloatEyes from the beginning of the game and it used Death/Fatal on one of its own guys! Also the early game Cockatrices use Beak (stone) under charm.

837
Final Fantasy IV Research & Development / Re: Shadow Party Stats
« on: April 12, 2008, 07:24:16 AM »
Quote
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.

If you can figure out how to do this, if it's not too much trouble, would you be able to describe how it's done? I'm sure I'm not the only one who would like to make a hack which gives the players the ability to change party members among the whole cast.

838
Final Fantasy IV Research & Development / Re: Shadow Party Stats
« on: April 10, 2008, 05:32:03 AM »
That's awesome! What an amazing find!

Can't wait to see your character changing hack.

839
Final Fantasy IV Research & Development / Re: Shadow Party Stats
« on: April 08, 2008, 08:50:41 AM »
That would've been so awesome!!

840
Final Fantasy IV Research & Development / Re: Status Priorities
« on: April 02, 2008, 02:35:20 PM »
I believe it...

Also, it might be worth mentioning that when you're a toad or mini-person you can't deal any physical damage worth talking about. I think you also take more damage too.