I did everything except upload it. Whoops. *goes into hiding*
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as for exploder, I'd be curious to know how it varies.It will greatly vary, trust me. I suppose it was a bad test in a way, since it was so late-game and Strago was pretty beefy. I tried to show that current HP no longer is damage, and at that it was successful.
what does it depend on?Like I said, only we know the formula, and we aren't telling ya what it is.
it can't just always do 9999.It won't.
Better yet have a randomizer damage multiplier based on a couple of factors instead of just making it hit all 9's or the caster's HP. And throw some randomness in there! Hello Fixed dice!Like I said, there's an actual formula behind it now. It'll be up to you guys to figure out what that formula is.
Honestly, I never bothered with Strago, Gau, or Relm in FF6. Relm was glitched, and I didn't want to spend the time on the Veldt with Strago and Gau trying to learn all the crap.Relm's ability, like many had some bugs. The difference with Sketch, it could crash. We fixed that bug long ago, and we intend to give Sketch a lot of use this time around. Strago and Gau had use, and they'll get more use.
Here's a suggestion, have it cost all HP and MP. Because in reality it is still rather cheap to just revive him and have him blow up again for unblockable damage.It'll be considered.
Well, as I tried to explain in the post (which apparently going through in one eye and out the other ) her probablity of healing is far better in FF2 than FF4. I find her too underpowered in FF4 to justify the 50MP cost (multitargeted Protect is not good enough IMO, although, IIRC, Protect has a hit rate probability that it relies on - which is important to note early game).
xx/xxxx: 08 PHP
xx/xxxx: E220 SEP #$20
xx/xxxx: A902 LDA #$02 (bit for the world map)
xx/xxxx: 0C4D0A TSB $0A4D (one of the rare item bytes)
xx/xxxx: (insert hooked code here...)
xx/xxxx: 28 PLP
xx/xxxx: (...or here)
xx/xxxx: 60 RTS