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Dragonsbrethren

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DS Version Research
« on: July 27, 2008, 06:11:25 AM »
I said I'd take notes when this game came out in English and I have been. I'll update this as I progress, I wanted to make sure I got this all copied down before I forgot some of it again. Assume everything already listed in this forum applies to this version except for what I've noted below.

Magic and Enemy Skills

Beak
Only inflicts gradual petrification now. It may be a threat early in the game but it's just silly when a cockatrice's physical attack can turn you into stone outright but their "special" attack can't.

Bravery
Available via Recall and Twincast with the right character combination, it doubles the party's attack power.

Bubble
Doubles maximum HP.

Embrace
No longer restores the target's HP. :sad:

Faith
Magic hits for more damage.

Libra
Why is this here? Basically, Libra fills in a few missing entries on the help screen at the bottom of battle. It displays the enemy's current HP, weakness, and resistance. These are recorded permanently, you only need to cast it on one of each enemy to have these stats listed  forever. I'm going to take a moment to rant in the two paragraphs, feel free to skip to Whyt (Or better yet, skip that too since it's also ranty and go onto the commands, I only rant about auto potion and cry there).

First off, I really like the help window and the way Libra works, this isn't a rant about them. It's about the bestiary, and how utterly useless it is compared to all five FF Advance games. It only records the monster's level, the number you've killed, where it appears, EXP gained, and treasure it can drop. The help menu only lists weakness and resistance, there is absolutely no place in the game to learn which elements enemies attack with (And they do attack with elements now) or which statuses they're resistant to. It's pointless except for the treasure section. You can poke the enemy on the touch screen to view their attack animation, that was a nice touch (I'm not being sarcastic, I really do like it, I'd happily trade it for that information I mentioned though).

I realize that the GBA games were developed by an entirely different company but you'd think the developers of this version of the game would have a little common sense and realize that knowing these things is extremely helpful. This bestiary was clearly an afterthought, unlike the ones in the GBA versions. I wouldn't have minded it if you had to use Libra or a bestiary item on an enemy to have access to the information either, that would've been cool, but that little bit in the help menu just isn't enough.

Ultima
Cast when Cecil and Rosa use Twincast together. Massive non-elemental damage as far as I can tell, hard to test because I kept getting Pyroblast instead.

Whyt (Or whatever you named it)
Summons Rydia's Whytkin into battle, where it replaces her. Stats are upgraded by playing mini games at the fat chocobo, you can assign it five commands (Commands like white and black magic are not allowed, instead you must select a single spell from the list), and you can draw a new face for it as well. It's one huge gimmick really, I've yet to find a place where I'd rather replace my best magic user with a marshmallow that randomly uses five commands instead of an entire list of black magic and Eidolons... You can battle them but doing so requires two copies of the game, there's no option to send a small program to the other DS as many games have, and no way to play it over Wi-Fi (Which is the only way it would've been any fun...for a week, before all the cheaters got a copy of the game like Metroid Prime Hunters...).

One possible good situation is right after you get it, raise its intellect until it is higher than Rydia's, fill its command list with nothing but Thunder (And maybe Cure, although with 0 spirit it probably won't work at all) and summon it against the octomammoth. That's the last boss I can think of where it would work well, since most of them change weaknesses or have times you don't want to be attacking them. If the damn thing didn't cost 50 MP to summon it would have a few more uses in random encounters.

Commands and Augments

Darkness (Dark Knight Cecil/Augment)
No longer a multi-target non-elemental attack; darkness makes the affected character's attacks dark-elemental, every strike they make will do double damage but cost them 10% of their HP. Lasts for a short duration, it's time-based and not turn-based as I've had it wear off while not entering commands for the affected character. Darkness cannot kill the user, it will leave them with 1 HP. The damage dealt to the character by this command is added after any healing from the blood weaponry, so you will always take damage from it.

Defend (All)
Halves physical damage and probably halves magic damage, I haven't tested to be sure but it definitely reduces magic damage.

Auto Potion (Augment)
Use a potion automatically any time you take damage. A good way to waste potions, if it only happened when you were critical that would be one thing, but as it is only teach this to get another character's augments and never even think about equipping it.

Recall (Tellah/Augment)
Recall has far better spells at its disposal now, I've yet to have a chance to document them all but I've seen Blizzara, Thundara, Thundaga, and Bravery.

Bardsong (Edward/Augment)
Read: Sing. Works like magic now, it can be accessed in the magic menu and songs are selected from a list. Edward has his normal songs and Life's Anthem, which is like Mighty March in FF5; the user sings and HP constantly regenerates at a rate of 5% per turn, the character continues singing until they are hit or a long period of time/number of turns.

Salve (Edward/Augment)
Read: Heal/Medicine. Opens a menu with all your healing items, I've only tested it with potions but quite a few things are highlighted as usable. Does not do split recovery, instead it functions as if you used a potion on each character, they get the full amount of healing.

Aim (Rosa)
Can be applied to any weapon Rosa has equipped, not just bows and arrows. My first time through the Japanese version I would have sworn it did reduced damage compared to a normal attack command, that does not seem to be the case though. Essentially replaces attack for Rosa, which is exactly what I do to free up another command slot. Takes slightly longer to "charge" than a normal attack.

Pray (Rosa)
Restores a percentage of HP and a smaller percentage of MP, I've yet to determine the actual values but it definitely improves later in the game.

Item Lore (Augment)
Doubles the power of items in battle. Can power up magic-casting weaponry if that weaponry comes up as the weapon's name instead of a spell when used.

Kick (Yang/Augment)
Now factors in the properties of his equipped weapons. Attacks much faster and although it does split damage it seems stronger than in the other versions, less accurate than a normal attack though. Essentially the same as attack when there's only one enemy in the battle.

Focus (Yang/Augment)
Read: Power. Doubles the character's attack power. Can be applied up to three times, which means you can hit for 8x damage. Seems to apply to every physical attack command. Lowers magic defense.

Brace (Yang/Augment)
Read: Gird/Endurance. Super defend, user takes 25% damage from any physical attacks from the time this is selected until the next command is input.

Counter (Augment)
Counter attack with the command at the top of the command list whenever the character with it equipped is attacked. One could set up some interesting strategies with this.

Twincast (Palom and Porom/Augment)
Works nearly the same as the original for Palom and Porom, except both must chose the command separately, this is because the command can be given to any other characters via augments. When used by other character combinations different spells are cast.

Bluff (Palom/Augment)
Doubles the user's intellect until a black magic spell is cast, after which it must be reapplied.

Cry (Porom/Augment)
Halves all enemies' defense. Oddly enough it seems to have a 100% success rate, which means it has the potential to massively unbalance the game.

Curse (Augment)
Scarmiglione's curse spell. Forced multi-target, causes curse status obviously.

Analyze (Cid/Augment)
Read: Study. Essentially Libra on all enemies, does not work on bosses. See Libra in the magic section for a description of how it works.

Upgrade (Cid/Augment)
This is an interesting one. You can use elemental magic-casting items to upgrade Cid's weapon with that element for a single battle. Turn those useless bomb fragments into a fire-elemental hammer in the Tower of Zot. I didn't test to see if stronger items yield stronger results, doesn't seem like it would though since the hammer's attack power was unaffected.

Tsunami (Augment)
Cagnazzo's tsunami spell. A multi-target water-elemental attack.

Last Stand (Augment)
Doubles a character's defense when they're critical.

Whirlwind (Augment)
Barbariccia's whirlwind spell. I made the mistake of giving this to Yang and saving immediately afterward, he didn't have enough MP to actually make use of it. Does multi-target wind-elemental damage and makes the target weak against fire but does not override the absorb property for enemies that absorb fire.

Fast Talker (Augment)
Halves the casting time of all spells.

Draw Attacks (Augment)
Every attack and enemy spell targets the character with this equipped until they die, multi-target attacks aren't affected by it. I suppose it would be useful if you equipped it on a tank who also had counter equipped.

Adrenaline (Augment)
Doubles the character's attack power when they're critical.

Inferno (Augment)
Essentially Meltdown from FF6 without the wind element. MT fire-elemental damage to both the enemy and the party.

Bless (Fusoya/Augment)
Read: Regen. Now regenerates MP, restores about 10 MP every other turn. Doesn't seem to be affected by the character's stats. Far more useful than the HP regeneration in the original, easily abusable in battles where the enemy doesn't attack unless you do.

Omnicasting (Augment)
Allows you to split any spell. This has massive potential if given to Rosa, as you can do things like cast Blink or Haste on the entire party at once. Spells still do split damage like a normal multi-targeted spell would.

Phoenix (Augment)
If the character with it equipped is killed all their MP is sacrificed to revive any other dead party members with full HP. Give it to Kain, he doesn't have enough MP to really be useful with anything else anyway. If the character does not have full MP the party is still revived but with less HP, most likely the percentage of MP the character had left is the percentage of HP the party will be revived with.

Piercing Magic (Augment)
Magic ignores reflect status.

In addition to these any item or spell that character knows can be added as a command. This includes the weapon they currently have equipped, meaning it's possible to have Mage Arrows at a single click early on. These "shortcuts" are incredibly useful while playing on active, provided you don't mind constantly updating your characters' command lists to be situation-relevant.

Status Effects

Berserk
Unchanged, except for the fact that it no longer randomizes the target, it hits whatever the default target for an attack command would've been. Berserk characters can attack even if they don't have an attack command. Can be cured with Esuna.

Bluff
See bluff command.

Bravery
See bravery spell.

Confuse
Confused characters always attack and can attack even if they don't have an attack command.

Cry
See cry command.

Darkness
Darkness is the status applied by the darkness command, what was called darkness status in previous versions is now called blind. See the command description for more information.

Float
Float status is not removed while casting Warp in a dungeon.

Focus
See focus command.

Haste
Haste is now a status effect, it doubles the speed of the ATB bar for the duration of the battle.

Magnetize
The magnetic paralysis gets its own name now instead of sharing it with the normal paralyze status. It has its own double small lightning bolts icon in battle, out of battle it uses paralyze's large lightning bolt icon. It's convenient to have the out-of-battle display, if you accidentally equip something metallic you can find out before you get into a battle.

Protect
Protect is now a status effect, it works just like in later games, it doubles the character's defense for the duration of the battle.

Shell
Shell is now a status effect, it works just like in later games, it doubles the character's magic defense for the duration of the battle.

Slow
Shell is now a status effect, it works just like in later games, it halves targets' speed for the duration of the battle. It works on everything and is pretty much required for some faster enemies.

Miscellaneous

Items and weapons that cast magic are now based on your intellect or spirit. This has the unfortunate side effect of making them worthless for the characters who used to benefit from them, dark knight Cecil can't kill groups of zombies with bomb fragments, Kain can no longer use his lances to take out flans, etc.

Enemies play fair sometimes, zombies are no longer immune to the dark element so dark knight Cecil has a fighting chance against them without resorting to fighting unarmed. Flans no longer completely nullify physical damage so your fighters can take them out now, it just takes a while.

Enemies have elemental attacks now, the potential was there in the SNES version but never used. List of ones I've encountered and identified so far:

Bloodybones: Drain
Succubus: Drain
Flamehound: Fire
Flame Knight: Fire
Blood Eye: Drain

Since there's no indication that an attack is elemental, with the exception of drain, until it hits someone who is weak against or resistant to that element I've probably missed some already. Zombies do not attack with dark, unlike I speculated elsewhere.

There are two new elements, water and earth. Both are used where you'd expect, water on Flood, Tsunami, Deluge, and Leviathan, earth on Quake and its variants. A few enemies resist or absorb these now. There's also wind, which just seems to be the anti-aerial element from the original, except there also seems to be an independent anti-aerial property used by arrows.

Physical attacks check for elemental resistance and absorption before weakness, so Yang with a Flame and Ice Claw will heal a Frostbeast/Flamehound instead of damaging it like the original. This has the positive benefit of unbreaking armor resistance to enemy physical attacks.

Blood weaponry seems to restore 10% of the damage it causes to the wielder.

Deathmask appears to have two different attack sequences. Normally it acts the same way as usual, Reflect on itself, Reflect on the party, Holy on itself, etc. Sometimes however it simply blasts the party with Laser Barrage every turn. The only thing I noticed is that the two times I saw this alternate sequence was when I was surprised or attacked from behind.

This is probably common knowledge for anyone who's played the game but the command in your auto-battle slot doesn't need to be one in the command list. This means you essentially have six command slots, you just need to have good timing with the X button to take advantage of the sixth.

And since this is a research topic, Auto-Battle: Allows the user to select a single command for each character to use, when X is pressed in battle auto-battle is enabled and the commands will be used as soon as a character's ATB gauge is full. There is no AI or anything of the sort, so it's almost entirely worthless unless you're clearing out weak enemies that don't need any special attention or using it for a sixth command.

Yang's claws now raise his attack power. I've yet to test if he still has his own special damage formula.
« Last Edit: September 30, 2008, 03:52:55 PM by Dragonsbrethren »

xlom3000

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Re: DS Version Research
« Reply #1 on: July 27, 2008, 07:49:31 AM »
This is going to be quite the quote.

Also, I'm at the sealed cave, visited the faeries and am on my way through the summon cave.


Whyt (Or whatever you named it)

Use this as often as possible, You'll thank me when you finish the Namingway stuff.

It's augments ???'s thought's. 1 STR per summon of your Whytkin (I named mine Whytie)

Quote
Commands and Augments
Bardsong (Edward/Augment)

Life's Anthem is pretty much Edward's best use as it is persentage based. I think it's around 10-15% I would have to recheck though.

-EDIT-Probably right around 10% like Pray -/EDIT-

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Aim (Rosa)

I hadn't thought about replacing attack with aim. Sounds like a good idea.

Quote
Pray (Rosa)
Restores a percentage of HP and a smaller percentage of MP, I've yet to determine the actual values but it definitely improves later in the game.

Not sure about the HP % but the magic is around 7-8% Just checked. It's right at 10% for both hp and mp. Though I am pretty sure it rounds down. if you have 135-139mp, you'll only get 13mp.

-EDIT- Ok I was wrong again. It seems to fluctuate. Right now I have a max of 326mp. Last battle I used it and got 32mp on Rosa. This time I got 19.  So as of now, it seems to fluctuate between 5-10% I'll do a few more tests and post again. Also I've seen the HP restore hit 12% -/EDIT-

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Counter (Augment)
Counter attack with the command at the top of the command list whenever the character with it equipped is attacked. One could set up some interesting strategies with this.

Set it up on the same character you will put Draw Attack on. You get a shit ton of attacks this way.

Quote
Tsunami (Augment)
Cagnazzo's tsunami spell. Presumably a multi-target, instant death causing water-elemental attack, although I forgot to test it.

It's multi, but I never got it to cause death

Quote
Status Effects

I would like to add that I've never seen slow "miss" unless it's an enemy immune to all status effects. It def makes things much easier. Especially in faerie cave where you come across the spirits that are super fast and repeat the cast silence/sleep. They usually get 3 turns to my one and my characters are 47-49.
« Last Edit: July 27, 2008, 08:17:52 AM by xlom3000 »

Dragonsbrethren

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Re: DS Version Research
« Reply #2 on: July 27, 2008, 09:26:57 AM »
Added your information about tsunami and slow to the first post and added extra information for last stand and whirlwind. Did you give whirlwind to anyone yet? That bit about making the enemy weak to fire really has me intrigued.

xlom3000

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Re: DS Version Research
« Reply #3 on: July 27, 2008, 09:38:03 AM »
Edge has it. I'ma get some sleep and load it up and see what I get. Also, didn't slow/haste/protect/shell eventually wear off in the old games? Maybe I haven't been in long enough battles but they don't seem to be. Reflect still wears though

Dragonsbrethren

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Re: DS Version Research
« Reply #4 on: July 27, 2008, 10:37:16 AM »
They didn't wear off but they weren't nearly as useful either, they simply increased (Or decreased in the case of Slow) the stat by a few points. Actually, that's not entirely true, Haste was always useful.

odditude

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Re: DS Version Research
« Reply #5 on: July 27, 2008, 10:38:53 AM »
strategic possibility - give someone focus (top slot), draw, and kick?  you could do an 8x power MT phys attack almost every turn...

Dragonsbrethren

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Re: DS Version Research
« Reply #6 on: July 27, 2008, 11:02:10 AM »
That's a good one, counter doesn't always counter but it's bound to at least once per turn if you're facing enough enemies so you'd end up with at least double attack power each turn.

Speaking of strategic possibilities, I brought this theory up in IRC the other night. Give Kain darkness and focus, have someone haste him, then quickly use darkness and focus up to maximum, then jump. If they all stack (I have no idea if they do or not, I know darkness works with jump) he should land for 32x damage, 64x if someone cries to halve the enemy's defense. He'd need to break the 9999 damage limit to really take advantage of it, so it's only possible on your second playthrough. Having draw attacks on him and focus as a counter would simply the process of getting him up to maximum, I didn't really think there would be enough time to do it before darkness wore off.

Deathlike2

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Re: DS Version Research
« Reply #7 on: July 27, 2008, 11:27:28 AM »
Libra
Why is this here? Basically, Libra fills in a few missing entries on the help screen at the bottom of battle. It displays the enemy's current HP, weakness, and resistance. These are recorded permanently, you only need to cast it on one of each enemy to have these stats listed  forever. I'm going to take a moment to rant in the two paragraphs, feel free to skip to Whyt (Or better yet, skip that too since it's also ranty and go onto the commands, I only rant about auto potion and cry there).

First off, I really like the help window and the way Libra works, this isn't a rant about them. It's about the bestiary, and how utterly useless it is compared to all five FF Advance games. It only records the monster's level, the number you've killed, where it appears, EXP gained, and treasure it can drop. The help menu only lists weakness and resistance, there is absolutely no place in the game to learn which elements enemies attack with (And they do attack with elements now) or which statuses they're resistant to. It's pointless except for the treasure section. You can poke the enemy on the touch screen to view their attack animation, that was a nice touch (I'm not being sarcastic, I really do like it, I'd happily trade it for that information I mentioned though).

I realize that the GBA games were developed by an entirely different company but you'd think the developers of this version of the game would have a little common sense and realize that knowing these things is extremely helpful. This bestiary was clearly an afterthought, unlike the ones in the GBA versions. I wouldn't have minded it if you had to use Libra or a bestiary item on an enemy to have access to the information either, that would've been cool, but that little bit in the help menu just isn't enough.

How thoughtful...

Quote
Whyt (Or whatever you named it)
Summons Rydia's Whytkin into battle, where it replaces her. Stats are upgraded by playing mini games at the fat chocobo, you can assign it five commands (Commands like white and black magic are not allowed, instead you must select a single spell from the list), and you can draw a new face for it as well. It's one huge gimmick really, I've yet to find a place where I'd rather replace my best magic user with a marshmallow that randomly uses five commands instead of an entire list of black magic and Eidolons... You can battle them but doing so requires two copies of the game, there's no option to send a small program to the other DS as many games have, and no way to play it over Wi-Fi (Which is the only way it would've been any fun...for a week, before all the cheaters got a copy of the game like Metroid Prime Hunters...).

One possible good situation is right after you get it, raise its intellect until it is higher than Rydia's, fill its command list with nothing but Thunder (And maybe Cure, although with 0 spirit it probably won't work at all) and summon it against the octomammoth. That's the last boss I can think of where it would work well, since most of them change weaknesses or have times you don't want to be attacking them. If the damn thing didn't cost 50 MP to summon it would have a few more uses in random encounters.

Cure with 0 Spirit = 1 Magic Multiplier (which is bare minimum of uselessness).

Quote
Commands and Augments

Pray (Rosa)
Restores a percentage of HP and a smaller percentage of MP, I've yet to determine the actual values but it definitely improves later in the game.

You may want to check the numbers... you would need to determine if that is Spirit based or level based or unlikely maxHP/MP based... the randomness of the numbers should be limited to the same 100 to 150% effectiveness...

Quote
Focus (Yang/Augment)
Read: Power. Doubles the character's attack power. Can be applied up to three times, which means you can hit for 8x damage. Seems to apply to every physical attack command.

Does it still have the negative magic defense droppage property? That would be the only thing that would hurt its usage.

Quote
Cry (Porom/Augment)
Halves all enemies defense. Oddly enough it seems to have a 100% success rate, which means it has the potential to massively unbalance the game.

It generally doesn't. Unless the monster defense has been revamped, the majority of monsters have defense at both extremes of the scale... which makes this most effective vs Flan/Pudding monsters.

Quote
Last Stand (Augment)
Doubles a character's defense when they're critical.

It would probably do better on a spellcaster (not that I give a crap about Edward), but probably benefits a White Wizard the most since you want them to be alive long enough to heal everyone.. though Cecil could benefit by surviving extra long to heal himself, revive others, and auto-Cover... but meh.

Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

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Dragonsbrethren

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Re: DS Version Research
« Reply #8 on: July 27, 2008, 01:01:17 PM »
Quote
Pray (Rosa)
Restores a percentage of HP and a smaller percentage of MP, I've yet to determine the actual values but it definitely improves later in the game.

You may want to check the numbers... you would need to determine if that is Spirit based or level based or unlikely maxHP/MP based... the randomness of the numbers should be limited to the same 100 to 150% effectiveness...

It doesn't seem to be spirit based, I got Rosa's spirit as low as I could and noticed to real difference. I'm pretty sure it's percentage based, characters with higher HP and MP get more restored, but it's hard to test because it varies greatly.

Quote
Focus (Yang/Augment)
Read: Power. Doubles the character's attack power. Can be applied up to three times, which means you can hit for 8x damage. Seems to apply to every physical attack command.

Does it still have the negative magic defense droppage property? That would be the only thing that would hurt its usage.

I'm not sure, I didn't even remember that to test it, and I just lost Yang. It'll be a bit but when I get his augments I'll give it a test (I'm thinking of sticking focus on Kain this playthrough).

Quote
Cry (Porom/Augment)
Halves all enemies defense. Oddly enough it seems to have a 100% success rate, which means it has the potential to massively unbalance the game.

It generally doesn't. Unless the monster defense has been revamped, the majority of monsters have defense at both extremes of the scale... which makes this most effective vs Flan/Pudding monsters.

Maybe not, but it's certainly making some enemies easier. Then again, my first time through the Japanese version when I didn't use any augments was ridiculously hard at times, so things are probably balanced around you using this stuff. Speaking of flans, they've had defense reductions, I don't have the numbers (Another thing missing from the bestiary...) but you do more than 1 damage against them. They're still really strong though, so it's better to use magic on them, but if you lose all your magic users it's possible to take them out with fighters and perseverance.

Quote
Last Stand (Augment)
Doubles a character's defense when they're critical.

It would probably do better on a spellcaster (not that I give a crap about Edward), but probably benefits a White Wizard the most since you want them to be alive long enough to heal everyone.. though Cecil could benefit by surviving extra long to heal himself, revive others, and auto-Cover... but meh.

I gave it to Yang as one of the two I needed to get all of his augments, his are far more useful to me. On my next playthrough I'll probably give it to Rosa for the reason you mention.

Added a miscellaneous section to the first post.

xlom3000

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Re: DS Version Research
« Reply #9 on: July 27, 2008, 03:26:19 PM »
Did you see that section of the faq on gamefaqs that tells you what augments give what stats post-70?

xlom3000

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Re: DS Version Research
« Reply #10 on: July 27, 2008, 03:44:51 PM »
Used Whirlwind on an enemy that absorbs fire; accomplished nothing. Still absorbs fire.

Fire on a Medusa from sealed cave with no weakness before whirlwind about 487 damage. After whirlwind 862.

Fire on a bat; 780. natural weakness to fire. Fire after whirlwind actually jumped up to 1050. Not bad.

This was all based on fire. I'm not sure how many would survive a firaga attack. Going to try those out next.

Btw, it doesn't show weakness when you hit it with fire after, nor does it add fire to the weaknessess at the bottom. I'm wondering if using whirlwind on that absorber actually made it absorb more hp.

Trap door normal firaga; 3258 damage. After whirlwind; 4449.

Also, the multiplier for kain's jump seems to work even without a spear. I don't know how correct it is, but I was reading in the old version, you had to have a spear for jump to do extra damage or something? I have an axe on him right now.

Praying with Whyt in your party uses Ryida's hp/mp max for the % healed. My Whyt is currently my strongest character. Managed to get 9999 on Cecil, Rydia and Edge's minigames.
« Last Edit: July 27, 2008, 04:08:45 PM by xlom3000 »

xlom3000

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Re: DS Version Research
« Reply #11 on: July 27, 2008, 06:51:51 PM »
Arrows aren't consumed upon use

It wasn't like that in the original was it?

Deathlike2

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Re: DS Version Research
« Reply #12 on: July 27, 2008, 07:46:38 PM »
Used Whirlwind on an enemy that absorbs fire; accomplished nothing. Still absorbs fire.

Fire on a Medusa from sealed cave with no weakness before whirlwind about 487 damage. After whirlwind 862.

Fire on a bat; 780. natural weakness to fire. Fire after whirlwind actually jumped up to 1050. Not bad.

This was all based on fire. I'm not sure how many would survive a firaga attack. Going to try those out next.

Btw, it doesn't show weakness when you hit it with fire after, nor does it add fire to the weaknessess at the bottom. I'm wondering if using whirlwind on that absorber actually made it absorb more hp.

Trap door normal firaga; 3258 damage. After whirlwind; 4449.

Damage increase of 25% sounds about right. Seems more like an elemental boost. Given the properties of most elemental spells, they do need a boost since they become relatively obsolete late game (well, you shouldn't expect the level 1 elemental to useful.. the level 2 one tends to be outshined by Bio due to better damage for MP consumed.. plus factoring the spell casting time).

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Also, the multiplier for kain's jump seems to work even without a spear. I don't know how correct it is, but I was reading in the old version, you had to have a spear for jump to do extra damage or something? I have an axe on him right now.

That's an FF5 behavior, not FF4.

Arrows aren't consumed upon use

It wasn't like that in the original was it?

No, but it's finally a saner idea to not consume resources.
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xlom3000

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Re: DS Version Research
« Reply #13 on: July 28, 2008, 01:28:09 AM »
It seems it's not possible to counter with focus. No matter where I placed it, I'd always use attack or ??? love instead.

Level Lust multiplies overall xp by 1.5 (before it divies it up between the party)
« Last Edit: July 28, 2008, 06:54:31 AM by xlom3000 »

Dragonsbrethren

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Re: DS Version Research
« Reply #14 on: July 28, 2008, 07:12:52 AM »
Did you see that section of the faq on gamefaqs that tells you what augments give what stats post-70?

Nope, I literally didn't see that section. I've never really concerned myself with stat growth to be honest, always seemed like too much work when my characters were already killing machines at level 50. I completed the Japanese version in the mid 80's so it might actually be worth looking into now.

Arrows aren't consumed upon use

It wasn't like that in the original was it?

No, arrows came in groups of 10 and were consumed on use until your last one, which wouldn't be consumed until that character's next turn, meaning you could fight 20 battles with 1 arrow as long as that character only came up to fight once. Characters other than Rosa could also equip bow and arrows in the original...no more elven bow for Rydia. :sad: