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Messages - Deathlike2

3151
Final Fantasy IV Research & Development / Re: Recall Command
« on: February 18, 2008, 10:24:16 PM »
New info: The GBA version treats this command as a magical attack which is obviously logical. That is currently the only difference between the SNES version and the GBA version.

3152
Final Fantasy IV Research & Development / Re: Hide Command
« on: February 18, 2008, 06:33:10 PM »
New info posted demands thread bumpage.

3153
Final Fantasy IV Research & Development / Re: Recall Command
« on: February 18, 2008, 04:20:36 PM »
An additional detail... if Tellah doesn't have enough MP to cast selected spell, he will use the fail reaction instead of attempting to cast the spell.

I wonder if Tellah's fail reaction is in response to not being able to cast a "9th spell" Meteo? Doubtful but... an interesting thought.

Edit: It's not... oh well, wishful thinking

This command allows for two spells to normally not be multitargetable to be just that (Tornado and Death... multitargeted Tornado is effectively the Behemoth's Storm).. and allow Tellah to cast Death when he normally doesn't obtain said spell (which is strange for the most part).

3154
Final Fantasy IV Research & Development / Re: Recall Command
« on: February 18, 2008, 10:36:36 AM »
Ok, the list of casted spells seems to be short... though I need to do more testing to be sure..

Common:
Ice1, Fire1, Lit1

Semi-common:
Bio
Toad
Break (Stone), Tornado (Weak)
Death/Doom/Fatal

This confirms all of what Dragonsbreathern has said.

Recalled spells are not treated as a magical attack. Monsters like the larva (who cast Osmose when attacked) and the Waterbug monster (who heal when attacked by magic) don't react as if it was a magic attack.

3155
Final Fantasy IV Research & Development / Re: Recall Command
« on: February 18, 2008, 07:06:52 AM »
He can cast split Flare off Recall??

I believe he tried to once... but he managed to not have enough MP for that.  :tongue:

3156
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.

3157
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.

3158
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.

3159
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.

3160
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.

3161
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

3162
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.

3163
I think FF4A has confused people to some degree. Some of them expect -ra -ga -ja instead of what the original spells were...

Those style names were used for FF4. They switched over to numbers for Easy Type.

Why oh why the massive confusion?  :tongue: :lame:

3164
I'm not expecting radagajanafalasatayawawhatevera, I just don't like it when the most basic Cure, Fire, Ice, Bolt, and Life spells are called "Cure1", "Fire1", "Ice1", "Bolt1", and "Life1".

But I see that once again it was a mistake for me to post. Whatever.

There's a number of spells in other games where the "1" distinction is important... like 7th Saga. It's easier to go with the flow...  :cookie:

3165
Gah, please tell me that you're not gonna stick with tacking "1" onto all of the basic spells for FF4ET :eek:
FFOrigins did that, and it annoys the crap out of me.

I'm not "tacking '1' onto" anything:



They've always been there.

I think FF4A has confused people to some degree. Some of them expect -ra -ga -ja instead of what the original spells were...