øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;sa=topics;start=270e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexea8f.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;sa=topics;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexea8f.html.zx?žh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ00W‡¢OKtext/htmlISO-8859-1gzip0|Ö‡¢ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:32:24 GMT0ó°° ®0®P®€§²ð®?žh^‡¢ Show Posts - Deathlike2

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Topics - Deathlike2

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271
Final Fantasy IV Research & Development / Protect+Shell Success Behavior
« on: February 21, 2008, 05:04:41 AM »
This may be surprising for some of you...

The spells Protect and Shell boost stats.. however it is not guarenteed if your Will/Spirit is low (stares at Tellah  :lame:).

In order to ensure perfect success, a Will/Spirit of 64 is required for100% success (at least for Protect... I bet Shell is on the same boat). The method for which I tested this was Yang's Gird/Endure command. I tweaked his Will to modify the chance of success. If Yang fails to execute Gird/Endure because he has maxed defense, it would determine the required Will for success.

Fuck Tellah and his lame magic power.  :bah:

272
Final Fantasy IV Research & Development / Some Useful Info
« on: February 20, 2008, 10:56:28 PM »
Found this referenced in some posts @ Gamefaqs:
http://s-endo.skr.jp/ff4chrlvup.txt
Data is listed for each character in the order they join you. There is a list of their stat growth and their possible stat growth beyond level 70.

I would think someone should find this useful in modifying the stat growth+exp for each character.

273
Final Fantasy IV Research & Development / Curse Status
« on: February 20, 2008, 06:53:24 PM »
I found this interesting, since I thought this status sucked.

When a target is inflicted with said status..
Target's attack power = Attack Power Base/2  <--- old known info
Target's defense power = Defense Power Base/2  <--- new found info

This is the best status to inflict on pudding type enemies, since their defense power is way too high and it allows for weaker characters to take a good whack at them.

For a thought, it does weaken very strong enemies like JCE's Sorceror enemy to a new level.

274
Final Fantasy IV Research & Development / Defend/Parry Command
« on: February 20, 2008, 06:44:27 PM »
When executed, the character will take 1/2 damage from physical attacks until their next turn.

It doesn't appear to increase evasion though.

275
Final Fantasy IV Research & Development / Enemy Attacks....
« on: February 20, 2008, 12:17:46 AM »
There's a number of enemy attacks that I'm not familiar with.. looking through the FF2/4 spell editor, I've never seen some of these attacks...

DullSong - looks like a Slow spell... I get the feeling this is the same attack used by the Scarmaglione (Milon Z in FF2US)
Vanish? - supposedly a revive monster attack


276
Final Fantasy IV Research & Development / Hide Command
« on: February 18, 2008, 02:20:58 AM »
This command is two-fold.

When executed, the character "hides" from the battle, never to be targeted again (kinda like how Jump works when Kain is in the air). Statuses like gradual petrification and count are temporarily halted (Jump does the same thing).

Edit: New Info

In the GBA version, the Hide command is automatically executed on the very next turn according to the ATB bar if the character's current HP is less than 1/4 their max HP (which is the definition of being weak). The ATB bar is reset when the Appear command is executed.

In the SNES version, the Hide command is automatically executed when the character is weak, regardless of the current allied turn being executed. This effectively takes the character out of the battle easily unless you manage to heal said character in a really small gap after being told to show themselves. The ATB bar is reset when told to Show, but that doesn't prevent Hide from being executed.

However, this behavior appears to be averted in a boss themed battle (need to complete the battle at Fabul to be sure, perhaps it is the boss bit that is being adhered to instead) such as the Antlion battle.

It is unclear if the GBA version follows the SNES version's behavior regarding the Antlion battle (and other battles). I am sure that the boss bit doesn't change the behavior of Hide though.

277
Final Fantasy IV Research & Development / Cover Command
« on: February 18, 2008, 02:12:31 AM »
This command is two-fold.

When used as a command, the target of the Cover will always be protected by attacks (unless it is the same character that is initiating the command, which is counter productive).

The command is "automatic" when any target, other than the character with Cover command is low on HP, which is defined by having their current HP being less than 1/4 of their max HP.

Damage taken from the covering character will reflect the row that the covered character is defending... further tests needed to determine if the row of the covering character is factored in as well...

However, the Cover command in either form will not execute if the following are true:

The character is unable to execute the command due to current status.
The following status attributes will prevent Cover from working:
Stop
Berserk
Charm
Sleep
Paralysis
Petrification (the final stage, which is essentially death according to the game)
Death

Other reasons why Cover will fail to work:
The character doing the covering is low on HP.
The character doing the covering is using their turn to defend.
Another character is attacking the weak character, including the weak character themselves... this doesn't matter if any/all of the characters are charmed/confused.

278
Final Fantasy IV Research & Development / Regen/Spirit Wave Command
« on: February 18, 2008, 01:33:37 AM »
Healing done is 10... but I will look into see if that can be tweaked (and see if it based on something else).

Command is supposed to heal 8 times (I'll double check just to be sure).

In the SNES version, FuSoYa is "held up" while this command is executed. In the GBA version, FuSoYa is free to execute another turn while the command is in effect.

The command effect is not reflectable... AFAIK.

279
Final Fantasy IV Research & Development / Pray Command
« on: February 18, 2008, 01:28:27 AM »
When used, a Cure1 command is essentially executed on success.

Cure1 is always multitargeted on your allies, and like the spell, it is reflectable.

Proper healing division is done depending on the number of living targets (unlike Medicine).

The command is powered by Will/Spirit, and healing will be adjusted as such.

280
Final Fantasy IV Research & Development / Aim Command
« on: February 18, 2008, 01:21:43 AM »
This command sets the hit rate to 99%. Since hit rate correlates to damage output, this effectively increases damage UNLESS your hit rate is at or above 99%.

Please note that this command doesn't guarentee a hit early game since there is some correlation with level that increases the chance to hit and do enough damage to not be embarassing.

The attack itself is not considered physical nor magical, although enemies will still counter to HP loss.

In FF4A, Aim increases the damage output by 2x, with normal damage variance.

281
Final Fantasy IV Research & Development / Commands Worth Looking Into?
« on: February 18, 2008, 12:43:07 AM »
Ok, I'm going to do my FF4 run now... does anyone need a command that needs to be looked into? A number of commands are already documented here, but if there is a command that truly is worth looking at, please let me know now.  :hmm: :tongue:

Already Documented:
Dark Wave
Jump
Medicine
Sing (4 status effects AFAIK)
Hide
Pray (to be written in a moment)
Aim (to be written in a moment)
Power/Deadly (whatever Yang's charged up attack is called)
Kick
Gird (or whatever Yang's self Protect up command is called)
Boast (+16 Wisdom.... supposedly anyways)
Cover
Peep/Study
Dart/Throw (read BSiron's FAQ... it sound about right... perhaps)

To Be Documented(?):
Recall/Remember
Cry (yes, I'm serious... even I don't use this command)
Sneak/Steal
Spirit/Regen

282
Final Fantasy IV Research & Development / Recall Command
« on: February 18, 2008, 12:33:39 AM »
I will replay FF4 (mainly for another stat maxing run), but I will post the spells I recall from memory (ironic) that are included there. I will verify it once I get Tellah and get back to Kaipo for infinite MP usage+testing (or maybe I'll hack in 99 Tinctures/Ethers to make life easier)...

Common:
Ice1, Fire1, Lit1

Uncommon:
Ice2, Fire2, Lit2
Ice3, Fire3, Lit3
Toad
Bio
Break (Stone), Tornado (Weak)
Doom/Death/Fatal, Flare (Nuke)

Not Cast Ever:
Osmose (Psych), Drain
Quake
Meteor

Not Sure Of:
Piggy
Venom, Sleep, Stop

IIRC, he casts a small number of White Magic (the offensive kind).. but I'll have to really test to be sure.

I'll try to remember to take pictures while I do this.

283
Final Fantasy IV Research & Development / Weak/Tornado Spell
« on: February 09, 2008, 06:33:12 PM »
Spell is successful in general when the caster's level is greater than the target's level... which operates very much like Odin by comparison.

Spell automatically fails when the boss bit is in use.

284
Final Fantasy IV Research & Development / Gird/Endure Behavior
« on: February 09, 2008, 01:35:35 AM »
I probably should test this on my next runthrough of FF4 (the original), but Gird is a very simple command...

Casts the equivalent of Protect on Yang's self (in other words, a self targeting command).

However, while testing the Barrier status... I made Yang use Gird while going against a Wicked Mask... and for some reason this spell is reflected. Under other normal circumstances, a Reflect spell generated by the Items or the allied spell of Reflect works fine.

I'm not sure what actually happens.. but the magic effect never hit the Wicked Mask... so perhaps it was simply nullified.

Stupid FF4A bug. Occurs on all FF4A versions.

285
Final Fantasy IV Research & Development / "Weak" Elemental
« on: February 08, 2008, 12:44:00 PM »
Which enemies have this?

What is the behavior when set?

(The following two questions ignores your response to the previous question.

Are you able to tweak it so that increased/total resistance to Weak is possible (other than the boss bit)?

Are you able to tweak it so that Weak works most, if not all the time?

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