Aslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=2175e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd3dc.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd3dc.html.zxh^0 OKtext/htmlISO-8859-1gzip@Wed, 11 Mar 2020 08:31:29 GMT0 0Ph^4 Show Posts - Deathlike2

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Messages - Deathlike2

2176
General Discussion & Support / FF3USHT Bug Fixing?
« on: August 08, 2008, 06:20:29 PM »
JCE, you up for doing that or no?

I may plan on playing your hack again for another run through, but I still have many screenshots of the various bugs you have with the hack... interesting in fixing this or no?

2177
Pandora's Box / Re: Suggestions
« on: August 08, 2008, 04:24:54 PM »
It's overlooking the issue, either way. I could care less if it's called a bug or not, but after seeing the behavior change (or fix) in FF6A for one of the issues, it's a confirmation of "oops, we fucked up".

Yeah, I most definitely consider it an oversight. It's similar to FF4, attempting to use a healing item on a party member without the status it heals will get you the "No Need!" message, but you can sit there and waste all your remedies with no problem. Of course FF4 also allows you to waste all your potions, ether, and elixirs on a character with full HP/MP so I'm not sure if it's the best example...

The irony of your example though is that FF4A changed it so that Esuna cannot be cast when perfectly healthy characters. The item Remedy was forgotten though.

Some dumbass inconsistantly there by whoever ported this. Although, it seems to me that the spells got all the extra checks made.. not the items, which is actually consistant to an extent. I mean, you can waste Megalixirs at will.  :lame:

2178
Pandora's Box / Re: Suggestions
« on: August 08, 2008, 03:54:27 PM »
how's that a bug?  if the person is stupid enough to cast the spell on an immune character, why shouldn't it cost MP and fail, just like it'd do in battle?  or are you saying outside battle checks should be more stringent than in-battle (e.g. you can't cast Cure on somebody with full HP)?
To follow up on this, it doesn't stop you in battle from trying to inflict/remove blocked status in battle, and I believe the same code is called between the menu and battles. I believe HP/MP stopping once you're at the max is only handled in the menu to prevent people like me from using a turbo button. :tongue: Definitely quirky, but probably not a bug.

It's overlooking the issue, either way. I could care less if it's called a bug or not, but after seeing the behavior change (or fix) in FF6A for one of the issues, it's a confirmation of "oops, we fucked up".

2179
General Discussion / Re: Olympics officially begin in under 24 hours
« on: August 08, 2008, 03:52:22 PM »
Quote from: I.S.T.
I wonder if the next one will be held in Darfur or Zimbabwe?

hah, maybe they can add some new events that incorporate the hazards and warfare present in the region?  fierce obstacle courses..

All we need now are mutant fighting and we're set after hearing about the smog.


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Quote from: Lenophis
2: You can't watch any other games, because of retarded FCC rules which make absolutely no sense.

i wonder how much of that is the FCC, and how much is MLB looking for ways to squeeze every last penny out of viewers.


I don't believe there are rules.. rather it has to do with advertising and broadcasting everything else on the web.

2180
Gaming Discussion / Re: FF6 - Favorite Elemental Shield
« on: August 07, 2008, 09:24:25 AM »
2) One status was built to make you use Fire.

Stupid question because I'm tired: What status is that?

Freeze status.

2181
Pandora's Box / Re: Suggestions
« on: August 07, 2008, 02:29:51 AM »
Quote from: assassin
at any rate, thanks for pointing this out.  i hadn't known that status permanence persists outside battle.

Eh? You forgot about Float and Clear status (other than Death, Zombie, Stone, Poison, Blind, and I think that's it)?

huh?  i was aware statuses gained in battle could persist afterwards.  as i said, i wasn't aware that status permanence (i.e. inability to remove some statuses granted by equipment) persisted.

There's always the overlooked exception.

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As an aside, I don't know how long Float works, but IIRC, it was timer based..

no, it won't wear off by itself.

Ah, ok

2182
Pandora's Box / Re: Suggestions
« on: August 07, 2008, 01:59:28 AM »
how's that a bug?  if the person is stupid enough to cast the spell on an immune character, why shouldn't it cost MP and fail, just like it'd do in battle?  or are you saying outside battle checks should be more stringent than in-battle (e.g. you can't cast Cure on somebody with full HP)?

There are checks made for the spells outside of battle that prevent you from needlessly consume MP. This started since FF5 IIRC, and has probably been the case since.

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at any rate, thanks for pointing this out.  i hadn't known that status permanence persists outside battle.

Eh? You forgot about Float and Clear status (other than Death, Zombie, Stone, Poison, Blind, and I think that's it)?

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before reading your post, i would have guessed that the Float in your example would be removed.

Cherub Down/Angel Wings always enforces Float status, regardless of your current status. The problem though is that Dispel's primary function outside of battle is to remove Float and Clear (though Clear can be rid of much more easily with Cure). There isn't a check to see if perma-float is instituted to prevent Dispel from being cast. Then again, the game has no distinction between Float casted by your own characters and the relic (or equipment) that adds perma-float... so you can actually remove your own Float when equipping and removing this piece of equipment...

As an aside, I don't know how long Float works, but IIRC, it was timer based..

2183
Pandora's Box / Re: Suggestions
« on: August 07, 2008, 01:13:53 AM »
This may sound like something obvious, but your buglist hasn't included a dreadfully obvious bug. Casting Imp on a Imp resistant character (Ribbon or White Cape or otherwise) outside of battle will consume MP. The user is not prevented from casting the spell, causing MP loss and no chance. Just stupidly brilliant. This is fixed in FF6A.

A similar event occurs with Dispel and the Angel Wings/Cherub Down outside of battle. MP consumption is not prevented and Float status isn't removed (for obvious reasons). Luck for you, it is not fixed in FF6A.

So there!

Edit: Fixed my second statement

2184
Gaming Discussion / Re: FF6 - Favorite Elemental Shield
« on: August 07, 2008, 01:05:34 AM »
Thunder Shield is not that handy with the Minerva (you only get Thunder absorb as the prime benefit).. and it primarily shares a pair of the Force Armor benefits.
Very true, but I believe the poll was about the three shields by themselves. If not, I was misled! :isuck:

The question primarily analyzes what you primarily think of their magic properties... and maybe for others, the stats (not that they are amazing or overpowered or anything of the sort).

There are no limits on the interpretation.

2185
Gaming Discussion / Re: FF6 - Favorite Elemental Shield
« on: August 07, 2008, 12:47:41 AM »
you forgot Tortoise Shield!  like all the Imp gear, it absorbs Water.


Let's be honest, you probably use Kappa less than Edgar's Air Anchor!

Thunder Shield has the best elemental protection of the three shields, and it's absurd how good it is. :omghax:

I actually dislike, if not just hate, the Thunder Shield.

It's great when you have no resistances, and that's the best props I'd give it, but it sucks when it counts for me.

Thunder Shield is not that handy with the Minerva (you only get Thunder absorb as the prime benefit).. and it primarily shares a pair of the Force Armor benefits.

I forgot to mention the Cat's Hood... a great matchup with the Ice Shield. Thunder Shield provides the extra Wind immunity, but shares too much of the other pair of existing elementals...

Ultimately, Fire protection is of utmost important to me.. which is where my primary bias lies with.

Here's a few reasons..

1) Fire perhaps is the most used elemental in the game (I need to run an actual count to be sure though)... Flare Star, N. Cross (or was it S. Cross), and many others

2) One status was built to make you use Fire.

So there.  :tongue:

2186
Gaming Discussion / FF6 - Favorite Elemental Shield
« on: August 06, 2008, 11:25:21 PM »
When voting, please explain why you voted for your pick.

My favorite would be Flame, only because I see quite a bit of Fire late game.

My runner up is Ice... it's a perfect couple to Force Armor and Minveras...

For kicks: What spell is the least effective vs all of the shields? It probably shouldn't surprise you to the answer...

2187
Final Fantasy IV Research & Development / Re: DS Version Research
« on: August 06, 2008, 06:09:08 PM »
It's all about hit rate. If you equipped the Blood/Drain Spear, Jump is not immune to hit rate awfulness. Only Aim is the only command that guarentees a hit (although I've seen it miss early game, but for what reason, I have no idea).

Edit: If evasion has been worked back in, it is factored after hit rate tests.

2188
Gaming Discussion / Re: FF4 - Magic Analysis
« on: August 06, 2008, 05:26:57 PM »
i do understand how sleep is powered, i should've been clearer. i just think it needs to last longer.

i didn't know that about hold/sleep.  i've never really stopped to study it, does it last as long as sleep using a constant number set?(i.e. the stats for party and monsters are exactly the same for each spell)[/quote]

As far as I can tell, they operate virtually the same... one is multitargeted and the other is not. All one has to consider is the enemy's magic stat and their Agility vs yours. The Weeper monster (Antlion Cave monster) is not really affected by Sleep for this reason alone.

Imp

Useless summon ever.. it is cheaper than the level 1 elementals for cost vs spell power, but not really amazing by any stretch of the imagination..

This really needs a gimmick to be cool, something like FF5's goblin punch where it does massive damage against enemies that are the same level as the caster.

I wonder if such code is there, but hasn't been exposed... you would still have to boost base spell power first.

that would be one place for peep to come in handy.  also, maybe a boss which changing weaknesses?(is that do-able in ff4?) ala magi master in ff6 or that-boss-that-i-can't-remember-the-name-of in ff3, damn it. there's one in ff5, also, right? was it garuda? i need to look that up.

That could be doable, given what is known. The issue is probably to set up the script.

2189
Gaming Discussion / Re: FF4 - Magic Analysis
« on: August 06, 2008, 04:42:59 PM »
Here's the last few spells to be commented on...

Ninja Magic/Ninjutsu

Flame

Powerful as a summon, but Edge doesn't have that intelligence. It's not quite a replacement spell due to Edge's Wisdom/Intelligence until late game, but by then, it's not as useful.. still good for quick mass killing.

Flood

In the same boat as Flame, but better.

Blitz

On par with Titan, plus it being elemental. It's good enough a replacement for Rydia's summons.. I guess.

Pin

Hold powered by Wisdom/Intelligence... maybe it could be better than this..

Image

Underused by those that complain about his defense.


Summons..

Chocobo

Good as is.. no use for this bird later though...

Elemental Summons

I don't understand how they should cost 2x the MP for 25% the attack power, unless you are killing in groups. Otherwise, it's not too great a bump. If there are 4 targets or more, these summons are better than the level 3 elementals.

Titan

Well, it does have the best bang for the buck, until Quake arrives... for 33% more MP, you get damage that resembles the elemental summons exposing a 2x weakness multiplier. It's the best of the bunch, but easily obsolete.

Mist Dragon

It scales well, and eventually becomes the best summon for each injested Apple...

Asura

Unreliable.. the FF2US version is what it should be more like IMO.

Leviathan

Good until you face monsters with high magic defense. The Master of the Sea is better otherwise...

Bahamut

This can't go wrong, especially when the MP and damage tweak matches up proportionally with Flare.

Imp

Useless summon ever.. it is cheaper than the level 1 elementals for cost vs spell power, but not really amazing by any stretch of the imagination..

Mage/Mind Flayer

It's a unique summon, but the unrealiability in boss battles makes it a gimmicky summon..

Bomb

This is a single targeted Mist. Probably the most useful summon worth acquiring for MP conservation.

Cockatrice

A more reliable single targeted Break/Stone..  for something this rare, it should be better than this.

2190
Gaming Discussion / Re: FF4 - Magic Analysis
« on: August 06, 2008, 04:20:32 PM »
psych/drain

at higher levels, these ought to be able to almost fully restore their respective stat.

I disagree against Drain... if you've ever faced the Warlock monster in FF4ET, Drain looks vicious against you.

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sleep

underpowered.  it has the same problem that sleep has in ff1. it needs to last!

It's not underpowered.. you have to look at how the status is powered.

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weak

another spell i pretty much never use, but can definitely see its uses.  since i never use it, i don't really know, are monsters susceptible to it at the end of the game?

Any monster that doesn't have the boss bit are susceptible... which is a boatload of them.

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nuke

i'd like to see this as a multi-target "4th level" non-elemental spell.  lv. 3s power is 64, nuke's power is 100. reduce that down to 82, make it multi-target, and add a SMIDGE of casting time.

IIRC, there was discussion of this, where it would cause buggy behavior.

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blink

another spell that's fine on its own, but is lacking a full-party version.

I rethought this, but it doesn't really need a full part version. Other than the Behemoth, there are not that many monsters that would be this dumb and live long enough to take advantage of a multi-blink.

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peep

not very worthwhile. it needs to indicate weak+, resistances, absorbtions.

It wouldn't be consistant like all the FF series. Level, HP, MP (though in this game, it's a derived value, so it's not needed), weakness are usually the standard info.

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hold

again, not worthwhile. easily replaceable.

It's underused for whatever strange reason. I forget it pretty easily... believe it or not, it's actually has a better hit rate than Sleep.

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reflect

make it cost a little more and multi-target. wasting 4-5 turns is a joke.

I'm kinda stepped away from the multi-reflect idea.. but that would be my preferance. I don't remember a time where it would truly be needed though.

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white

make it multi-targeted and always cause hp-leak, and it's fairly decent.

The HP Leak behavior is more likely a property of the battle engine/spell.. which needs some actual romhacking done. I don't think it would work correctly multitargeted.