vanilla: monster always counters spells/techs
my patch (next update): luck determines chance for those counters
10C629 - F0: monster never counter
all three: bosses can use their "desperation" moves 100%
Got it. Thanks. I shall update that. Also, wow, really? 1 byte? Holy crap.
the MT techs are just random skills they already can use at will.
afaik the basilisks that grow into petribirds and the pakkun babies that grow into lizards are the only threshold actions for regular monster.
Really? I noticed that the enemies use their skills (not just techs, but whatever their signature moves, like Hand Axe for Goblins) when I damage them to certain point. Some enemies, like Great Demons, you see them casting when their HP is low, so I try to kill them before they can finish their cast. I'm sure you noticed that too.
I think that goes too far and would make walnuts and leaf saber way less useful than they are.
Hmm. But Angela with 18 PIE (that's the max PIE for DD Angela) should be able to reach 99 Max MP though, right? In vanilla, she reached 99 Max MP by Lv45 (21 INT + 17 PIE). I don't know how Max MP number works, but Angela not having 99 Max MP sounds... weird. DD Angela is already the worst of Angela's classes (in vanilla, she doesn't even get MT Lv2 spells), but nerfing her even further would be... bad. Maybe you can make it so it's [(PIE * 3) + Level] or something. She starts with 16 MP, and reaches 99MP by Lv46 (assuming 18 PIE). Or maybe you can use different formula and give Angela some extra MP to begin with.
Same as I could give L2/3 techs a damage nerf only for monster - maybe I should do that as well..
But not for bosses. Please not for bosses. I like how Lugar/BillBen can do lots of damage with their techs (it's what made them unique). As you probably know, enemies' techs have their own category for skill section, so I was able to nerf their powers (only MT Lv3 techs, as I like ST techs to be powerful)... except for werewolves and Shadowzeros. Werewolves, I'm not too worried about, because there are multiple different ways to get around that... but Shadowzeros. Oh god, Shadowzeros. Honestly, very few people fight them, due to high risk and low reward. I heard there's a glitch that made Shadowzeros use YOUR stats, instead of their own stats. Maybe you can fix that.
Lv1 spells are 60, Lv2 spells 120, Lv3 spells like Ancient have a massive 150 cast time.
+1 for her having 2 class changes. -60 for best staff.
So it goes from 61, 121, 151 to 1, 61, 91...
imo that makes the Lv1 spells OP since you can get "91" out in the time she'd use one Lv3 spell.
I'd maybe agree to such a decrease instead of the class based reduction.
Though I still think a simple modifier to the heal/damage formula would be more tangible for the player; maybe both.
The goal is to make Angela's staff worth buying, right? I mean, given how popular that "insta cast" pack from your bugfix patch is, I feel like it's something people would want. If you think -5 cast time for each staff is too much, then maybe you can do -4, or -3, or whatever works. Again, this is just food for thought.
But please, no buff for Carlie (at least, for spell related things). Like I said before, Carlie is already too powerful with MT Heal Light in her 1st class up, and insta MT Heal Light by 2nd class up (she's at the very top of my tier list).
Going for an Angela only change seems weird to me; I get that she would need a buff in some way (see above).
At least Charlie would have to get a "need" weapon upgrades since she also has little use for it currently.
I might be willing to give Angela/staves a slightly bigger bonus per weapon "level" but ONLY for staves feels just wrong; it would mean that a dedicated heal bot is cheaper than a random dps.
Hmm. I'm of everyone else's opinion here. Angela needs help, so I don't see the problem of buffing her up a bit. She's not supposed to be a melee character, but we want her staff to mean something. I'm actually okay with vanilla too though (aka I don't buy her staff), as money is an issue, at least until post Lampflower.
I thought about asking you to make only her and Carlie gain 2 tech points per hit post first class change (which enables them to use techs twice as fast, which would make their weapons relevant), but I felt that was a bit TOO unfair.@soul_knight
Heh. I tried a long time ago to see if I can use the Squid boss. I know his ID is 63 (weak to fire, absorbs water). But whenever I used him in some map, the game went dark, as if I walked into a completely dark room. I don't know how wiki got that picture, because I can't even make him exist and not be dark. If anyone's interested, the map number is 1056 (it's not 136, despite what wiki says). It's that Seashore Cave boss area, and the enemy that exist there has ID 63.@Red Soul
I reached the secret shop and it was a huge help, thanks HMSong! only Zable left now. Hawk and Duran's damage evened out again (I'm using Pedan gear currently) and using the Forest of Illusion enemies as a baseline (high 30s, low 40s level wise, party at Lv34).
You're welcome. Thanks for the info about Duran vs Hawk. Now, we know for sure that -25% damage for the double hitters work great! Kevin is still the most powerful, but now, nowhere near as powerful as before.
Also, I always felt the last class changes come too late to be relevant for most of the game.
Agreed. Sadly, changing that will be just too much. Way too much. You'd want to play Sin of Mana for that, as you get your first class change in the Corridor of the Wind, and you get 2nd class change somewhere when the Godbeasts are freed.