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Messages - Deathlike2

3061
General Discussion & Support / Re: FF2USHT bug fixing?
« on: January 19, 2008, 05:37:03 PM »
Any reason why the Strength Staff disappears like an arrow? After a hit, it disappears....

3062
Gaming Discussion / Re: SOM Hard Mode Hack
« on: January 19, 2008, 05:29:45 AM »
Finally beat the damn hack.

3063
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: January 17, 2008, 05:38:54 PM »
It could be recoded somewhere else.

After all, it only accounts for the strangeness in FF4A where the character takes strangely a bit too long standing there after the hit, as if checking the weapons and see if it is a match to cause special effects... even if they don't have a special effect.

3064
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: January 17, 2008, 02:06:39 PM »
Those bits may not been as important.. or they may have been relocated elsewhere...

3065
Final Fantasy IV Research & Development / Re: FF2/4 Unknown Weapon Bits
« on: January 17, 2008, 12:57:22 PM »
Have you at least looked into the comments/ideas that are in this thread? I'm pretty sure the critical hit ones are solid.. and maybe the ogre bit. I still have no clue what the Lightning Arrow's special bit is for...

3066
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 06:54:02 PM »
The hit rate penalty is for a non-back row compatible weapon is intentional.. in turn that reduces overall damage output.

Of course.  But in FF4A (US) it seems to apply a hit rate penalty even if you have a back-row-compatible weapon equipped.

That was the point of my question.  :tongue:

Quote
Of course, if you use Aim, you always hit, so Rosa has even more of an advantage than she should with a bow.

Aim is clearly boosted in FF4A, by a damage increase of like 25-50% (probably 50% or so).. I'll have to crunch the numbers.

3067
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 03:47:53 PM »
Ok, I think I found it...

Edit: For all versions, the number of arrow/harp objects that appear is equal to the attack multiplier (give or take a couple).

For the case of arrows, the number of arrow objects are limited to 8.. which apply under both versions.
For the case of harp "notes", the number of note objects are limited to 8, unless you are using the GBA version, which doesn't appear to have a limit.

3068
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 03:05:24 PM »
The back row property seems to be half broken.  I believe that if you're in the back row, and you have a back-row-compatible weapon equipped, the game applies a penalty to your hit% but not your attack power.  I don't know if that's intentional or buggy.  The way you can tell this is by watching the number of hits when an arrow (or harp) hits the target.  Characters in the back row widely vary their number of hits.

This is just conjecture based on observation.

It would be nice if someone converted the # of hits to something that is tangible.

The hit rate penalty is for a non-back row compatible weapon is intentional.. in turn that reduces overall damage output.

3069
Final Fantasy IV Research & Development / Re: FF4A Equipment Additions
« on: January 16, 2008, 01:24:07 AM »
Hmm.. mind generating a list of "broken" equipment in this game? The definition is that their intended purpose is broken.
They usually come in the form of not inflicting status attributes and/or enemy type multipliers.

AFAIK, most of the broken equipment are the new stuff... I'll try to recall from memory what they are..

Tiger Fangs - no paralysis
Dragon Claw - no dragon multiplier
Loki's Lute - no multipliers applied
Mist Whip - no paralysis
Assassin Dagger - no death
Piggy's Stick - no piggy
Rising Sun - not a "projectile"/Aerial elemental
Requirem Harp - no drain elemental
Gigant Axe - no poison
Perseus Bow - not a "projectile"/Aerial elemental

Also, is the back row property broken in the US/Jap v1.0 version?.. I just want to double check.

3070
Gaming Discussion / Re: The worst review in gaming history...
« on: January 15, 2008, 11:09:44 AM »
This is what you should be saying to the author...

You fucking douchebag

3071
Gaming Discussion / Re: Secret of Mana - Magic Thread
« on: January 12, 2008, 01:59:28 AM »
It would be nice if someone could verify this.. but a single target Evil Gate with the special level 8 effects seems to boost the damage... seems to tweak the algorithm somehow... (I need verification because the SOM Hardtype hack could have tweaked this, but that's doubtful).

3072
Gaming Discussion / Re: Secret of Mana - Magic Thread
« on: January 11, 2008, 11:35:56 PM »
When performing the "special spell effects" at level 8, they cause more damage than the regular spell effect. Damage seems to increase 10-33%.

3073
Final Fantasy IV Research & Development / Re: Meteo WTF?!
« on: January 11, 2008, 12:39:43 PM »
I wonder whose brain fart that was to make Scarmiglione absorb Holy? :D

Although it is common to find Undead weak vs Fire+Holy, it cannot always be a given though. The elemental battle meant to force you to cast each and every castable elemental damage magic (Fire, Ice, Lightning, Holy).. the only exception that Barbariccia (Elemental of Air) was never meant to be weak vs Holy and Lightning (this behavior changed in FF4A, which makes a lot of sense)

3074
Charm protection is given to a small number of armor in the game.

Headband, Adamant Armor, Crystal Ring, Ribbon (FF4A only)

There is a reason why the Behemoth hordes them for a steal option.

Plus, the spell itself for Rosa/Porom AFAIK works 100% of the time, barring Charm immunity.

3075
Gaming Discussion / Re: Secret of Mana - Magic Thread
« on: January 11, 2008, 12:28:31 PM »
My guess is that Acid Rain has a greater lower bounds. All 3 Undine attack spells seem to work equally well on monsters weak (or neutral) vs Undine.