øAslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;u=6;area=showposts;start=2400e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf429.htmlslickproductions.org/forum/index.php?PHPSESSID=4rpmddblr0qsa28id791kk1410&action=profile;area=showposts;u=6e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf429.html.zxžh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ЏOKtext/htmlISO-8859-1gzip@øÕЏÿÿÿÿÿÿÿÿWed, 11 Mar 2020 08:31:36 GMT0ó°° ®0®P®€§²ð®žh^ÿÿÿÿÿÿÿÿç(Џ Show Posts - Deathlike2

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Messages - Deathlike2

2401
That sounds a little better than Tose that slopped something together and called it a port.

2402
Well, they solved this issue in a fairly simple way in FF4 DS...there are no two-handed weapons anymore.

Is that port primarily made by TOSE again? I'd swear they fuck up more often than not.

2403
The internal data may have it reversed somehow for monsters on the moon (to be clever I guess?... as the game has to make this distinction somehow).

Storm is never used by the Ogopogo (I'd have to double check FF4ET, but I think there's a lot more evil changes there). The monster that uses such a sequence is the Pale Dim.

Let me cite what the battle script says from the editor...

Pale Dim, FF2

Battle script 0xEE
Code: [Select]
Always
    Fight
    (End of Turn)
    Fight
    (End of Turn)
    Fight
    (End of Turn)
    Fight
    (End of Turn)
    Fight

Pale Dim, FF4

Battle script 0xEE
Code: [Select]
Always
    うくろまほ
    (End of Turn)
    うくろまほ
    (End of Turn)
    うくろまほ
    (End of Turn)
    うくろまほ
    (End of Turn)
    うくろまほ
    (End of Turn)
    Cast ミ-ルスト-ム ($80)

The only difference between the scripts is that Storm is used by the FF4 Pale Dim. The Ogopogo has a different script altogether, and I'll cite that if needed.

2404
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. I will cite JCE's hack as the best example.

[spoiler]I don't like the two handed Ragnarok..  the modified Behemoths have ultra high defense. The nasty Sorceror squid does insane damage. A front row weapon and shield combo does a better job, even if the damage output isn't that great.[/spoiler]

The point being is that I believe there needs to be an additional defensive property to counteract the loss of a shield. I liked this behavior in Phantasy Star 3 (some people hate it, but I don't) where the two handed sword was overall better than the two-knives setup or the knife+shield combo. The two handed sword gave a defense bonus that was decent... good enough to excel against the two-knives setup, but not superior to the knife+shield combo. The dual knives setup is handy for early parts of game where you don't need the concentrated damage.

In any case, the game/battle mechanics are different in this game (like there's no evade in PS3), but the fundamental idea is the same. I'd like to think the two handed weapon can/should compete with a sword+shield combo. I'm not saying we should create overpowered shields (Hero Shield) to remove the usefulness of a two handed weapon, but I can't stand to see Cid being undervalued because the bulk of his best weapon options and armor sets are conducive to having low or nonexistant evade.

2405
General Discussion / Re: That was annoying (SMF 1.1.4 to 1.1.5)
« on: June 03, 2008, 05:34:24 PM »
"The forum did not go down."

The forum did not go down.

</jedi mind trick>

2406
Does that apply to all elements or just those two? If it applies to all, that might explain why lightning works so good on Cagnazzo regardless of his form.

Just those two.. someone needs to dig into the code to see why that occurs. It's a nice bug/bonus since you are queuing Rydia or FuSoYa to cast that spell.

The original Cagnazzo battle isn't affected by this bug.

2407
I agree that there should be a "hard" copy of this information somewhere but I'm thinking a big document like JCE's rather than a website. A website, even with the nicest CMS, is too much of a pain to keep up-to-date.

You meant CSS. I'm still trying to finish some loose ends on my magic doc, and will eventually have to expand that to cover item spells and weapon based item spells... and probably include parts of the magic algo ( :whoa:) and the status documentation.

Quote
That said, anyone want to dig through every page of the forum and compile all the hacking information into one big document?

It will take a fucking boatload of time, but we might as well take it slow.

2408
If I hadn't mentioned this before.. but the battle engine suffers a from a bug when changing elemental weaknesses during the elemental battle. When changing from lightning to holy weakness (Kainazzo/Cagnazzo to Valvalis/Barbariccia), lightning weakness is retained for whatever the reason.

2409
I'm indifferent either way on this.

2410
General Discussion / Re: That was annoying (SMF 1.1.4 to 1.1.5)
« on: June 03, 2008, 03:25:16 PM »
This is one of those few times where I think it's a hassle.  :tongue: :finger:

Unless it's like a major security update, I have problems justifying downtime unless it's scheduled/planned outage.

2411
Odin's lightning-death trigger seems to occur after you take two "Odin" attacks up the ass first. That section of code won't ever execute... though I think you can kinda trigger that out of order at random, but I could be wrong.

2412
2. Sequence AA: The first instance of the Dark Elf says "ME ATTACK YOU!" (brilliant translation work, in my estimation) while performing his fire/lit/ice attack. In FF4j, this is executed with an F1 byte. In FF2us, it's executed with an F2 byte. Not sure what the difference is, but it's there.

Needs some examples of them in action for a better representation of behavior.

Quote
3. Sequence E5: During the Asura battle, her Armor casting in FF4j is changed to a Cure4 casting in FF2us.

That's well known, given that the summon's behavior is different.

Quote
4. Sequence F1: During the Elements battle in FF4j, Valvalis performs an attack, casts Ray, attacks twice more, then casts Storm. In FF2us, she attacks, casts Ray, attacks, casts Ray, attacks, then casts Storm.

It's hard to tell which is more threatening.. the latter technically has more threatening power since physical attacks are usually irrelevent prior to Storm... but then again, Storm is delayed by one more attack.

Quote
Lunar:
5. Sequence 30: Ogopogo's reflex sequence in FF4j is to attack 5 times in a row and then cast Storm. In FF2us he just attacks 5 times.

I'm not sure if the sequence # is correct (I think a bunch of them are wrong, even though I know what the monster's sequence is), but that's the Pale Dim's attack sequence, not Ogopogo. The Ogopogo has a barrage of maxHP based attacks and counters, with an evil Weak when using a Lightning elemental.

2413
Edit: I don't think my interpretation of "F2" in the attack sequences is correct. It displays the dialogue, but doesn't do it while performing the next attack. Not sure what the difference is between "F1" and "F2". If anyone knows or figures it out, please share.

Post an example of those in action, then maybe I can figure something out.

2414
I personally think the dropoff is too much for too little a damage boost (see how weak the Poison and Rune Axe is weak relative to everything else you have access to at the time). The best of the weaponry is the Avenger Sword for Kain, but he takes quite a bit more damage until post-level 70 stat boosts.

2415
Edit: Never mind. Brain trauma due to lack of sleep is clouding any logical thoughts.