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Messages - Deathlike2

1471
Final Fantasy IV Research & Development / FF4A - Gorgon Blade Info
« on: November 10, 2008, 04:56:33 AM »
Unlike its predecessor, the Gorgon Blade (also known as the Medusa Sword) seems to inflict gradual petrification status less than any other status infliction that is possible. It is curious because the chance to inflict a status is based on the level of the attacker and target... it's rather strange that this is the exception.

A possible cause is that it may inflict the "earlier" version of the status... which starts the target at 1/3 Petrify.. but it might not display the message at all (or is missing one altogether). There's something strange about this behavior anyways, as it takes multiple hits to bring the status message up...

Anyways, go figure, someone probably goofed here while redoing the whole system anyways. The target will die on its own because of gradual petrification anyways (it's fixed unlike the SNES counterparts, I was trying to test the Stop bug)... too bad it is at the cost of being ineffective.

Probably should catagorize this as "worst status revision ever".

1472
Final Fantasy IV Research & Development / Re: FFIV bug list?
« on: November 09, 2008, 05:35:43 PM »
The Avenger dupe bug works for all SNES versions except for FF4ET.

1473
Final Fantasy IV Research & Development / Re: Jump Command
« on: November 09, 2008, 04:15:17 PM »
Double Jump makes the Blood Spear incredible.... we're talking about ~6000+ damage under optimal conditions (well, minus the exposable racial weaknesses).

1474
Final Fantasy IV Research & Development / Re: Aim Command
« on: November 09, 2008, 11:27:06 AM »
Ok, it seems that it can induce critical hits (at least according to FF4A), but there's no visual hint for it... hmmm.

However, I still wonder how critical hits are calculated by Bows+Arrows.. hmmm

1475
Final Fantasy IV Research & Development / Re: Power Command
« on: November 09, 2008, 11:08:02 AM »
Futher research via FF4A suggests that this command can generate critical hits (I originally thought otherwise).

1476
Final Fantasy IV Research & Development / Re: Fataleye Battle Script?
« on: November 09, 2008, 10:48:16 AM »
Here you go:

Code: [Select]
27   if all characters have Count status
 13   Cast Fast (pause) Cast Berserk (pause) Cause Charm  [hex data: 08 FE 09 FE 03 FF]
01   if Charmed
 12   Attack  [hex data: C0 FF]
00   otherwise
 11   Cast Count [hex data: 6A FF]

This is from FF2us 1.0, I believe.

Ah, ok. It looked strange to me when they execute something different altogether... I thought it was some bug.

The Charm script is useless though.

1477
Gaming Discussion / Re: FF4A - A Small Look Into Zeromus EG
« on: November 09, 2008, 07:54:47 AM »
Bah.. I thought ZeromusEG used the stronger water attack, but it clearly isn't. It's the caster HP version.

So, the Tidal Wave+Tornado attack only deals 1/25 + 1/20 damage.. which is only 9/100 (or 9%) of the caster's HP total... which at this point is abysmal.

1478
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: November 09, 2008, 07:26:40 AM »
The animation for throwing an axe in FF4A was removed.  :sad: :lungs: :finger:

 :edit:
The Pinkpuffs/Flan Princesses only display one "Let's dance" message in the SNES version.. that's not the case in the GBA version (it is displayed as many times as there are Flan Princesses, which is annoying).

1479
Final Fantasy IV Research & Development / Re: Jump Command
« on: November 09, 2008, 07:25:59 AM »
As a followup to some Jump testing, I was curious as to why the Blood weaponry did so well with Double Jump.

After some testing, it seems like this command double's Kain's innate hit rate for both Jump and Double Jump

Jump and Double Jump's hit rate:
(level/4)*2 + weapon bonus

From this analysis, this makes the Blood Spear a better overall weapon than the Blood Sword (the only lone case where that seems to matter).

 :edit: I originally thought this bonus went to Double Jump, but it applies to Jump as well.

1480
Final Fantasy IV Research & Development / Jump Induced Bugs
« on: November 09, 2008, 06:31:26 AM »
This probably applies to Hide as well, but it will have to be tested further.

When spells are cast on a target with the Jump status, it usually missed automatically. However, there are some faulty checks at work.

When fighting an EvilMask (solo only), the game freezes up when it attempts to cast Haste on your party, Kain is under Jump status, and everyone else is dead.
Note: When the EvilMask is fought in a pair, apparently the Haste is retargeted to themselves... so it's probably a targeting issue.

This bug is fixed in FF4ET and FF4A.


There are also a few cosmetic bugs that exist here (when the party is dead and Kain's under Jump status)...
Spells are not being reflected off the EvilMask's reflect while in the air. (This always happens).
Some monsters don't bother to even cast the spell they normally cast in their battle script (see Warlock's Tornado, Zeromus's Flare, Kary's Embrace).
Some sounds are missing altogether (see Zeromus's Big Bang).
Some messages don't get posted (Pinkpuff's dance message).

The bulk of these are corrected in FF4A...
The spells are always reflected even though it auto-misses.
The spells are always displayed even though it auto-misses.
Zeromus's Big Bang graphics doesn't display (unlike the SNES version)...
Messages do get posted (like the Pinkpuff's Dance).

1481
Final Fantasy IV Research & Development / Fataleye Battle Script?
« on: November 09, 2008, 06:10:24 AM »
Can someone provide me this info? I wanted to test something out, but apparently I'm not entirely familiar with it.

1482
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: November 09, 2008, 04:44:51 AM »
If Kain had optimal stats, it would require him equipping a Drain Sword/Spear and Jumping on an undead monster to kill himself.

1483
Gaming Discussion / Re: Ogre Battle FAQ
« on: November 08, 2008, 03:59:14 AM »
Personally, I get overwhelmed trying to make my characters "good guys" which often seems to require playing with low level characters (usually half) which end up dying very quickly after a few levels.

That's why you need to soften the other group up for the easy kills. It's easy to do and create a very holy army.

Quote
I've played the bad guy, killing rampage and then I never get to class upgrades I want.

Usually ALI is the culprit initially (Wizards to Mages can be a pain in the ass), but later, it extends to CHA due to high level groups beating the living crap out of low level groups. It's a delicate balance to rotate and deploy units and create what you want.

Here's some simple hints:
CHA is gained when lower level units kill higher level units.
CHA is lost when higher level units kill units 2 levels under the attacker (CHA is also lowered when you run away).
ALI is readjusted depending on the attacker's current ALI vs the target's current ALI.
If an evil unit (usually <= 35 ALI) kills another unit of the same level, the attacker tends to lose ALI .
If a holy unit (usually >= 65 ALI) kills another unit of the same level, the attacker tends to gain ALI.
If the target unit is considered holy normally (clerics, angels, etc.),  the attacker tends to lose ALI.
If the target unit is considered evil normally (imps, wizards, etc.), the attacker tends to gain ALI.
If the target unit has a lower level than the attacker, the attacker tends to lose ALI.
If the target unit has a greater level than the attacker, the attacker tends to gain ALI.

A special exception is when both units are considered neutral (usually around 50 ALI) and have the same level... the default behavior is that the attacker loses ALI on the kill.

Quote
I find the game pretty frustrating. The graphics are wonderful which is a huge lure for me (Wonderful for sprites, I mean. They're not mind blowing.)
Generally, I love the idea of a tactical field, character formation placements and all that, but I HATE the real time board where they all move on.

The real time board is the fun part. You need to decide what movement rate you want to be running on...

Quote
I've heard of a Ogre Battle 2 that was ported/translated to the PS and I think there might be a Japanese only SNES version of it at well.
(I know this because I ripped the weapon sprites for personal use. He he)

I'm still waiting for the Tactics Ogre translation... there's like 3 revisions of the game for the SNES.

1484
General Discussion / Re: Gamefaqs + eternal stupidity
« on: November 06, 2008, 10:57:42 AM »
The editor calculates the spell power from the internal data, but it doesn't do it correctly for summons since they are the exception to the rule.

1485
General Discussion / Re: Gamefaqs + eternal stupidity
« on: November 06, 2008, 05:38:59 AM »
That's why I keep messages to Gamefaqs at a minimal.

http://www.gamefaqs.com/boards/genmessage.php?board=522596&topic=46404092 - There's no fucking point to calculate DPS since spells have a delay factor.