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Messages - owlbear

#1
Mia is an angel; wanted max healing capacity through water affinity to try and combat Dully's ridiculous DPS
#2
Can't remember if I ever did the old HM dullahan fight or not. Gave it several shots with a better geared party, but still ended up following the strategy posted in this thread. Djinnstorm>Impact>Fulminous Edge followed by a Fulminous Edge and a Charon. Maybe I just have awful luck.

Also having questions with the luck stat. Mia is sitting on 39 luck, and still gets autokilled by Condemn and Charon. O_o
#3
Another possible mob catch, the Minos Warrior in Mars Lighthouse has low health and only 1 turn.

[Edit]In regards to the OP and unleash rates. You list the best unleash  setup as having two cursed items and the sol ring and the angel's ring?

[Edit again] Fulminous Edge does way too much damage. Combined with Djinnstorm he's easily one-shotting everyone, despite being at level cap. I'm going to grind other mobs to top off gear sets for everyone, and try again; will upload save after.
#4
Quote from: leaf on 05, June, 2015, 06:31:52 AM
This guy needs to learn how to count RNs >_>

The RNG manipulation guide on gamefaqs does a mighty fine job of explaining exactly how each action you take contributes to the RN. You should be able to figure out why something is going wrong and correct for it.
I'm following the guide step for step, the ONLY THINGS I AM CHANGING are the spells, for getting adequate damage output
[edit]I AM AN IMBECILE! I was using a jupiter djinn with weird rn properties. My bad. Got it working.

Side note: is my party OP or do the mobs in the lower part of the treasure island cave have pretty low health?
#5
Having difficulty getting Aolian Cassocks from wyverns. They only have a single turn, so normal RNG math should be working for them. Still only getting exp and gold.
#6
Quote from: Caledor on 03, June, 2015, 10:47:32 AM
Quote from: owlbear on 03, June, 2015, 09:47:42 AM
Dunno, followed guide pretty closely, making adjustments to fix damage outputs accordingly for the patch. Only thing that deviates is someone defending, which shouldn't interfere as it doesn't add to RN. Starting with a hard reset and doing 6 damaging psy to a pair of dragons followed by a core, resulting in a flashing kill.
[...]
There it is. You're applying the same steps valid for the original cruel dragon, that have each 1 attack. The cruel dragons in my mod have 2 attack each, which means that your RNG counter is off by 2 (1 per dragon's turn) when core deals the blow. Try replacing one of the multitarget attack psy with a single target attack.
That explaaaaaaaains everything. Thanks boss, will give it a go in a moment; results after.
[Edit] Sorry that took so long, needed to bike home from work. Worked like a charm. Now to farm new gear/mats/etc
#7
Quote from: Caledor on 03, June, 2015, 07:19:41 AM
Quote from: owlbear on 03, June, 2015, 06:00:59 AM
Do cruel dragons no longer drop Tisiphone Edge ? Getting nothing via RNG methods.
They still do. You're probably doing something wrong with the method itself.
Dunno, followed guide pretty closely, making adjustments to fix damage outputs accordingly for the patch. Only thing that deviates is someone defending, which shouldn't interfere as it doesn't add to RN. Starting with a hard reset and doing 6 damaging psy to a pair of dragons followed by a core, resulting in a flashing kill.

>battle starts
>party attacks first
>everyone multitarget attack psy
>next turn
>2 more multitarget attack psy
>mia defends
>garet uses core, flashing kill
>next turn finish off other dragon
>no drop
#8
Do cruel dragons no longer drop Tisiphone Edge ? Getting nothing via RNG methods.
#9
My confusion stems from the use of element levels instead of attached djinn. Looking at the spreadsheet shows what elemental buff they get, or how many total djinn a class requires, but doesn't show how much of each type are required.

Sort of related: classes from the necronomicon seem a little lackluster, as progressing it from stage to stage doesn't change/add much, unlike the other 2 item classes.

Unrelated: devil scorpions in jupiter tower seem to have low health and do little damage; maybe an oversight?
#10
New question: did the unattainable items like the ninja tabi, knights greaves, etc make it in?
#11
I use retro arch; best compatibility on my phone, has proper sound, open gl support, and has a working plugin for all the consoles I emulate

Query: where do I find the 4th triple element class item?
#12
I ended up sorting out the battle with aqua hydra. Grinded to 20, grabbed the 4th venus djinn, and arranged my classes so I had 3 group heals. Did it, but needed to use 3 mountain waters and 2 psy crystals.

[Edit]Here is my prefight save
https://mega.co.nz/#!3UcD3KbT!YGPmriWESOM67laNfeimsuPaKDJbrjDSxqzS-hHe1OU
#13
Aqua Hydra on Piers' ship could use some mellowing out. If he does raging flood twice in a turn (which he is prone to do), at LEAST 1 casualty.
#14
Just beat it; avg party level 33. Last encounter was tough, but only because frequent turns of Fusion Dragon double-casting Outer Space or Bad Gas. Is it possible to tweak the scripting so there isn't as much spamming of a move, or is it intentional?

About to begin TLA playthrough.

[Edit] I just wanted to say thanks for taking the time to make and update these patches. Getting to play through my favorite GBA titles with a steeper difficulty curve and some new classes has been very enjoyable.

Also a suggestion for Blackbeard: maybe increase his physical strength. The best strategy I had for him was spamming Luff, because his spell damage was averaging 200-300/character. But keeping him sealed resulted in a cakewalk.
#15
So then all classes at djinni cap are variants of 3/4, 6/1, 7, and 3/3?
#16
So I don't have the save anymore since I finally beat the storm lizard, but his casting of tempest averaged between 120 and 180 damage per character, depending on resistances.

Also, are there a list of the new classes that are exclusively in TBS? Also new items exclusive to TBS?
#17
Quote from: Caledor on 22, May, 2015, 07:13:28 PM
QuoteFirst being why does Ivan get two different low level bolt spells that do comparable damage, hit the same targets, and cost 7 mp?
Don't know what you're talking about... Ray is 7 PP and 35 power while Plasma is 8 PP and 45 power...
QuoteFlash bolt and ray. Similar damage output, same aoe, same cost.

QuoteOnly other observation that the boss tornado beast that chases you has astronomical damage output, but can be outrun thankfully.
Tornado Lizard? His strongest spell is Tornado at 80 power...
May have been my party having been underleveled but his sonic slash was wrecking house across the board.
#18
A couple class related thoughts:

First being why does Ivan get two different low level bolt spells that do comparable damage, hit the same targets, and cost 7 mp?

Second is in regards to Colosso. As it currently stands, I believe it is impossible to have anyone but Garet know Growth, which means if you assign him to use Move, no one else can help on a Growth stage. Dunno if intentional, or if it was always this way, but it came up while playing through.

Stuff seems pretty well balanced so far, now that the djinn got patched. Only other observation that the boss tornado beast that chases you has astronomical damage output, but can be outrun thankfully.
#19
Quote from: Caledor on 21, May, 2015, 05:14:11 PM
Quote from: owlbear on 21, May, 2015, 05:08:40 PM
Playing through the patch, one observation: maybe tone down the mercury djinn in altin. Ability to easily kill 2 people in a single turn, and a high flee frequency is a recipe for frustration.
Thanks for reporting it's actually bugged. An hotfix will be avaliable within minutes is up.
Cool beans! I'll let you know any other anomalies I encounter.
#20
Playing through the patch, one observation: maybe tone down the mercury djinn in altin. Ability to easily kill 2 people in a single turn, and a high flee frequency is a recipe for frustration.