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Messages - Average Wind Seer

#1
Project List / Re: [RELEASE] Golden Sun Reloaded
23, March, 2019, 10:07:37 AM
I think I was about Lv.42 with Guardian Jenna, Jonin Garet, Piers (don't remember his class. Might've been Destroyer or Archon), and Ivan (either Fury or Pure Mage). Ivan is very helpful here since he can use any leftover Djinn from the previous round to Summon before Balrog gets his turn (I think. I don't remember if Balrog is faster than Ivan).

Stun Jip is pretty dangerous, but even at Lv.42+, it can be fatal if he summons Zagan a few times first. Not to mention his Djinn Stun makes relying on 40+ Luck for status immunity a moot strategy.
#2
Hello!
Honestly, the PS2 thing isn't too much of a concern for me, since I plan on doing modding stuff on my own laptop once I get one. Though if it is for you and Teawater, I'll get screenshots as soon as I can.

That's a bit of a shame, especially considering a certain someone keeps nagging at people to use Atrius' editor to view Class, Psynergy, & item information. :um: Though it is understandable that everyone would move on to other tools and projects.

That's pretty nifty! In fact, I think I'll use that to sort of emulate Final Fantasy XII's bazaar system, where selling certain artifacts dropped by enemies or found in chests yields a new and (possibly) better artifact. To be honest, I might use that to circumvent Sunshine's RNG BS altogether.

I'll hop on in the discord once I have my own laptop to really crack down on making my own mod.
#3
Quote from: Fox on 22, March, 2019, 05:11:54 PMA PS2 emulator configuration? That's new to me... mind explaining?
I'm not entirely sure what's causing that to happen. I just open the file and a PS2 Emulation start up configuration opens up. I don't think I have a PS2 emulator on my currently available PC, to begin with... I'll try again once I get my own laptop (for far more reliable access. I'm open to recommendations on specific brands/models/etc to invest in).

QuoteOh yeah, I kind of rushed my post... I probably should have explained the rest.
There are only like 300 artifact slots ... Well.. the game has more items than there are artifact slots, so each item must be assigned an artifact slot (should it have one).... (So that the game knows how many of that artifact you have when it looks up the slot.)
Ah, that makes sense now. It also explains why the Artifacts Shopping List isn't neatly organized to display all long swords first, followed by all short swords, and so on.
#4
Quote from: Fox on 22, March, 2019, 04:35:28 PM
- Class Type is basically Elemental Priority. - e.g. An elemental level being higher than a different one may result in one class type over the other... (And there are also Item Classes/etc.)
The Class Type chart is posted in one of the threads... in the GS Hacking forum, I think?
I see. I'll have to look at that, then.

Quote- Icons? You might be able to add more, but you may need hex editor experience until a UI editor supports it.
Darn. Guess I'll just have to be patient then :P

Quote- No? I don't know.... (Could do it with asm hacking, I think.)
Hmm. I saw Rolina mention that hack and was wondering if it'd be implemented. The Intellect Stat mod seems a bit too messy to really tinker around with, at least with a prior version of the editor.

Quote- It's a very simple code patch that adds 20 to the class type of anyone in Party 2. (Otherwise, both parties have all the same classes... with the exception of Jenna and Piers base classline. being changed from Garet/Mia...)
I see. So in other words, I should check the "Party 2" box with that mod turned on if I want to make classes exclusive to Felix's team (e.g. Jenna's Heretic classline in Caledor's GS Reloaded)

Quote- For GS2, there's a table... see Treasure Guide topic.... or just look in my documentation. ; For GS1/GS3, edit Event tables in the map code files.
Okay. I don't know if I'll screw around too much with chests aside from slapping in a 4th Class Changing Item somewhere *glares at random Smoke Bomb in Air's Rock*

Quote- There's a topic for that too...  I'll just copy what I have in my doc:
0 - All attacks have an equal 1/8 chance of being used.

1 = Linear climb
Notice the first four abilities have an increased chance, and the last four have a decreased chance.
They all are a difference of 6 (Which I assume is suppose to represent +/- 20%, but ends up being +/- 18.75%)
Except it does look like it could be caps at +2/3rds and x1/3rd.
Attack 0=53/256 (x1.65625 ; reaching for x1.7?)
Attack 1=47/256 (reaching for x1.5?)
Attack 2=41/256 (reaching for x1.3?)
Attack 3=35/256 (reaching for x1.1?)
Attack 4=29/256 (reaching for x0.9?)
Attack 5=23/256 (reaching for x0.7?)
Attack 6=17/256 (reaching for x0.5?)
Attack 7=11/256 (reaching for x0.3?)

2 = ? (Probably quadratic based, but not sure.)
Notice the first two have an increased chance, and the rest has a decreased chance.
Attack 0=113/256
Attack 1=56/256
Attack 2=31/256
Attack 3=20/256
Attack 4=14/256
Attack 5=10/256
Attack 6=7/256
Attack 7=5/256

3 and 4 execute their moves in numerical order. One starts with the first move, while the others starts with a random move.
5 always selects the first ability.
6 always defends.
Anything above 6 is treated as though it is 6.
Alrighty. That clears up a LOT for that lol

Quote- My gsmagic program has Encounters table. Basically, when a group is to be picked, you can pick from 1 of 8 listed for whichever encounters entry used. - There's also another table that we've never made a UI for that links them to the map itself.
I tried using your gsmagic program, but whenever I try to open it, it starts up a PS2 emulator configuration? Anyway, It seems like that's another thing I'm gonna have to wait on.

Quote- When you first open the shop menu, artifacts are added to your artifact list. (But only the first time you access the shop.... as each shop has a flag that turns on to keep more from being added should you enter the same shop multiple times.)
Basically puts a limit of how many you can have.
Huh. the Artifacts tab in the editor brings up a list under each Artifact where i can add in more items to said Artifact... Not sure what it means though, so I don't think I'll do much there.

Quote- Who knows! It should be possible, though.
I hope so. I wanna give Mia Frost in her Innate Psynergy so I can alter the Frost Jewel to give a different Psynergy. I also kinda wanna revamp a few Psynergy Items to have in-battle use, like Halt inflicting Stun, Cloak acting like Haze, and so on assuming it's possible.
#5
Hello! Sorry for bumping a dead thread, but I don't know where else to ask these questions about the editor...


  • What does Class Type mean?
  • How do you add new icons? Is there a finite number of slots for icons?
  • Is there a way to include the MaxPP multiplier for Base Damage attacks yet? if so, how do you activate it?
  • I noticed that there's a Class Separation Patch. What does this do? I couldn't find anything about this in threads.
  • Where can you edit the items found in Chests?
  • In the enemy editor, what are the differences between Attack Patterns?
  • For enemy group editor, how is the location of where certain enemy groups spawn decided?
  • What is the purpose of the Artifacts tab in the Items&Shops section?
  • I noticed when opening up a file for TBS, the Party Members section lacks a place to add innate Psynergy. Will this be changed in the future, or is it not possible?

That's all I can think of for now. I'm using Teawater's/Fox's Version 0.0.1 mod of the editor. If there's a newer version, please let me know! Thank you in advanced! :happy:
#6
Project List / Re: [RELEASE] Golden Sun Reloaded
15, March, 2019, 11:47:47 AM
The Flare line is just plain awful. The Thorn line is also pretty bad, but nowhere near as awful as Flare. Student Sheba has a pretty stinkin' unfair advantage over Miko Jenna, since Plasma and Ice are the 3rd strongest Psynergy lines of their respective elements. Meanwhile Miko only has Fume for comparable offense, which isn't good for random encounters, and Thorn is incredibly underpowered for Miko's only means of AoE damage.

Those combined are why I either put Jenna under Monk for stronger damage + Wish, or Jupiter for some very powerful Psynergy and Paralyze.
#7
Project List / Re: [RELEASE] Golden Sun Reloaded
15, March, 2019, 01:18:02 AM
I just slap Piers under Mars for better ST physical damage or Jupiter to help out his speed. Admittedly, Piers doesn't really shine until you gain access to Tri-Elemental classes (or slap him under Tamer or Pierrot).

The Warrior Psynergy lists honestly baffle me, since in just about every class outside the Hyrbids have VERY low PP Cost Psynergies (Jonin has Shuriken which is still fairly cheap for strong damage). Even when spamming the strongest available Psynergy in battle, the Mages almost always burn through their PP pools FAR faster than the guys do (especially in during the Eastern Sea if you snag Luna Shields for Piers & Felix). Obviously there's not much that can be done here since the Warriors typically AREN'T supposed to have super strong Psynergy, but maybe giving Jenna & Sheba a PP Regen armor piece during the Eastern Sea will help balance out that weird disparity of PP Sustain between the Warriors and Mages?

Also would it be possible to make a Psynergy that dispels Debuffs from the party? It could use the same Icon and graphics as Break, since they have similar functions. It'd be a handy way to shake off nasty debuffs without having to fight so hard against a constant stream of debuffing (like Aviamander's Star Mine easily crippling the party with its Resistance Debuff, making Ward not strong enough to keep up). If you think having it affect the party would be too strong, simply make it ST to force players to be mindful of who's most important to return to their normal stats. (e.g. Dispelling Jenna's heavy Defense & Resist debuffs so she's not at such a huge risk of dying over the next few turns, or Dispelling Felix's Attack debuffs to help shorten the battle.)
#8
Project List / Re: [RELEASE] Golden Sun Reloaded
06, March, 2019, 09:05:00 PM
I really don't care about a 4th Item Class at this point. I was just noting that given the number of blank slots, there's room for one or maybe two classes.

aren't Punishment, Heal, and Boon recolors of pre-existing icons? (Ray line flipped upside-down, Wish/Aura, and Cure/Ply respectively) If so, couldn't you recolor some other item icon (like maybe the Mint item?) for an equivalent to Dark Dawn's Ginseng? Having something to bridge the gap between Mountain Waters and Psy Crystals, like Corn did for Herbs and Nuts, would be very nice, especially if we can freely buy them.
#9
Project List / Re: [RELEASE] Golden Sun Reloaded
06, March, 2019, 11:27:45 AM
Quote from: Caledor on 06, March, 2019, 05:13:20 AM
It has a niche. Sounds good enough to me.
a niche one would rarely use. Its previous niche of being part of an HP Regen Tank armor set was honestly more useful, in my opinion.

QuoteAstral Circlet doesn't add Luck. Floral Dress has always been the "dud" of the Lemurian fountain.
That's my bad with the Astral Circlet, but it doesn't change the fact that the Brilliant Circlet is a direct downgrade, especially considering it comes right after a Boss where the luck boost might actually be useful. Not to mention that simply brushing aside the Floral Dress' blindingly obvious flaw like that just seems lazy to me.

Quote
I changed my mind three times while writing this answer. First was no cause i want elemental bonuses to be the same for offense and healing, then yes cause offense has the pp multiplier to compensate, then no again cause this would give an unfair and unfixable advantage to classes with less elements.
That would honestly benefit them, since it would give more reason to use Dual and Mono-Elemental classes instead of just slapping on tri-elemental classes.

QuoteHeretic is the jupiter tri-elemental.
The Ker's Weight really doesn't have much use on Guardian by being Cursed, when Guardian would want PP Regen instead of Cursed Gear. And as it stands, Guardian is the only one who benefits from it. Un-cursing it and making the Lachesis' Rule or the Atropis' Rod the Cursed Staff is really the only course of action I can think of to make Ker's Weight worth using, given the current classes.

QuoteYou say that, also i'd rather boost Paladin and Holy Knight than scrap them, seeing how unique they are.
Considering that defense doesn't have enough weight for the ~30 defense loss going from Chaos Lord to Jonin to mean anything, Paladin's/Holy Knight's tanky roles don't have much use. Not to mention, like I said earlier, high HP classes are kind of redundant what with how high HP skyrockets. If you want these classes to be relevant, then I suggest nerfing everyone's overall HP scores and tweaking the damage formula so a 30 Defense loss does have a significant impact.


QuotePics don't help me... i need details to replicare that. How many and which types of djinn did she have equipped?
Given that she's a Savant, and I stated that I took that after "sequence breaking" and going straight to Contigo after Lemuria, I was hoping it was obvious she had 7 Mercury Djinn.

QuoteThere are no benchmarks in the damage formula. It's just a subtraction.
300 Defense is about where endgame randoms deal less than 200 damage with normal attacks (if I remember right), and given how absurdly high your HP scores will be at that point (800-900+), anything dealing less than 200 to the party isn't worth caring about.

Quotewhy would you care about them? literally anything works... it's against bosses that you have to actually think about your class/gear setup
Considering random encounters can actually kill you if you're careless or force you to deplete huge amounts of PP, you'll tend to favor classes that can deal with random encounters quickly. Against most bosses, any extra defense past 300 or so is moot either due to the bosses having sky high attack scores, or due to them using base damage attacks. Again, tweaking the damage formula so defense actually does matter past 300 or so, or simply giving higher defense to armors and the character's innate defense scores, will easily change this matter.

EDIT:
I'm looking at v1.73a via Atrius' editor, and holy moley are these modifier values right? for example, it shows Archon with 390% HP, 330%Atk, 330%Agility, 300%MaxPP, 300%Defense, and 200% Luck.

are all of these blank slots shown able to be filled? because if so, then there's plenty of room for new items, some psynergies, and maybe like one or two classes. I personally would like to see the 50PP Recovery item from Dark Dawn to show up here and be buyable, so we have a reason to actually use the money we get (along with Mountain Waters being buyable in the Eastern Sea).
#10
Project List / Re: [RELEASE] Golden Sun Reloaded
02, March, 2019, 03:19:47 PM
The Tungsten Mace is a bit too weak for my liking, but since the Knight Greaves give +10 :VenusStar: Power, I'm willing to let go of an Endgame Venus Mace.

The Paladin/Holy Knight aren't bad classes, per se, however they certainly are the least useful of the classes available to the Warriors. Due to how fast Attack scales upwards, Defense is kind of moot, and the rising number of Base Damage attacks the further you go in the game also renders Defense pointless. HP also scales up absurdly fast, which kind of make High HP Classes a bit redundant since they'll have super high HP regardless of their class.

A lot of the boots have been adjusted to where only the Monster Drop Boots/Shoes can be considered "endgame", so the Golden Boots are very lackluster of the available boots before the Ninja Sandals and Knight & Silver Greaves are available. It's not exactly any strong point to be better than the Leather or Turtle Boots, especially considering the steps you need to take to unlock the Golden Boots.

Angel Mia is really the only one who will hit 40Luck at a reasonable level. At Lv.42, I just barely broke 40Luck with the aforementioned Djinn Set-up and equipment, whereas other characters would likely have to abandon some very strong endgame gear to come close to 40 Luck around that same level. 15 Luck on my Cursed Fury Ivan and Cursed Guardian Jenna was plenty enough for all of endgame.

EDIT:
To clarify what I mean by "defense being moot" in regards to the super fast Attack scaling, I never really found any reason to care about defense past getting the most recent armor piece, up until 300 Defense. Once you hit 300, it becomes more of a question of "which pieces of armor help boost my offense?" rather than "which pieces of armor give the highest yields of bulk?"

I don't know the damage formula, but I don't think defense has enough weight to really be worth investing past 300 or even using a Tank Class past that 300 benchmark. Not to mention it's often times better to go balls to the walls with offense to clear out the random encounters before they do too much damage to the party.
#11
Project List / Re: [RELEASE] Golden Sun Reloaded
01, March, 2019, 11:34:52 PM
So now that I've reached the Western Sea and did some Sequence Breaking by going to Contigo first to empty out all of my Game Tickets, I have a couple things:


  • Golden Boots are now the 3rd Worst boots (Turtle and Leather Boots being the two worst). As I've stated a few times now, Luck just isn't worth investing in until you can break 40 Luck, which can only be feasibly reached by Angel Mia with all the Luck Boosting Mercury Djinn, Psychic Circlet, and Clotho's Distaff. This kinda defeats any reason to bother with activating the Thieves' Bonus Event back in TBS for a Password Transfer. On the flipside, the Fur Boots are now actually useful thanks to the HP Boost.
  • Brilliant Circlet and Floral Dress are direct downgrades from the Astral Circlet and Cocktail Dress respectively. the Brilliant Circlet only adds one singular point of Luck over the Astral Circlet and lacks the MaxPP Bonus. Floral Dress' effect is just awful garbage. Why bother with Sleep when Stun exists? Cocktail Dress effortlessly beats out the Floral Dress. This is a pretty considerable problem since the defense bonus from either armor piece isn't enough to justify losing the extra MaxPP from either previous piece.
  • What is Elementalist's Role? Incantrix and Fateweaver are strong Offensive Mages with some good supportive capabilities, but I can't tell if Elementalist is supposed to fall under the same vein or have a different role.
  • I know that MT Heals had their PP Cost drastically boosted and the healing boost from elemental power was nerfed to weaken Dual-Wishing Teams, however, with both nerfs in effect, Dual-Wishing is honestly kind of pressured on to the party. One Wisher will quickly deplete their PP Pool, and likely won't be able to heal enough HP when fighting bosses such as Doom Dragon or Dullahan. I think un-nerfing the healing bonus from Elemental Power will help alleviate the pressure to use Dual-Wishing, since it will better allow for one Wisher with encouraged smarter healing (as opposed to simply spamming MT Heals).

And here's a few ideas I've come up with:


  • Would it be possible to have the Douse Drop and Frost Jewel to bestow their entire Psynergy Lines, like the Sand Prince and Snow Queen Jewels in Dark Dawn? These would make them much more useful in TBS as it gives everyone but Mia a Base Damage Mercury Option they wouldn't normally have in a good number of their classes.
  • Give Jenna's Heretic a Venus Fume Psynergy and swap Punji with the Jupiter Psynergy closest in base power. This would give the Ker's Weight purpose and thus make sense for a Cursed Mage Build.
  • This is a pretty big one, but I thought about how to make the Rising Mace and the Silver Greaves more useful since Paladin/Holy Knight aren't worth using. The solution I came up with was scrapping Paladin/Holy Knight altogether and crafting Mage Classes to replace them. Since Jenna gets a Warrior Class in Valkyrie, I figured why not give a Mage Class to the guys? Paladin could be replaced by a Mercury Fateweaver with a Mercury Fume, Plasma, and Heal/Wish/Boon. Holy Knight could be replaced with a Mercury Heretic, with Mercury Fume, Tornado/Plasma, and Gaia/Punji. Naturally, these classes would likely have the lowest attack, defense, and HP multipliers of the tri-elemental classes, but boast the highest PP, Ward, and possibly Luck. This way they're not stepping on the toes of the Hybrid Classes, since those will be more durable and more versatile than a purely caster class.

That's about all I could think of for now. I'm interested in hearing your thoughts on these.

EDIT:
Oh yeah, I just remembered that I found this weird text glitch. Sheba still changes to the Tamer class just fine when equipping it, and it only happens when she changes to Tamer specifically. I don't think I've seen this happen with her other classes, though. It's a minor and kinda funny glitch, so no worries if you can't fix it.
#12
Project List / Re: [RELEASE] Golden Sun Reloaded
01, March, 2019, 12:55:10 PM
The Knight Greaves close the gap, but the Silver Greaves are... kinda pointless in my opinion. Jonin gets absolutely nothing from their Mercury Boost, and General would rather have the Knight Greaves. I guess Paladin benefits from them, but honestly why even bother with Paladin in this mod? Not to mention, both Warlord and Destroyer would much rather have Ninja Sandals for higher Unleash Rates.

Though for the sake of elemental power balance, I suppose that there really isn't much to be done here.
#13
Project List / Re: [RELEASE] Golden Sun Reloaded
01, March, 2019, 11:50:32 AM
Quote from: Maxipotter on 25, February, 2019, 05:59:11 PM
My main issues with Jonin is that there are so many different situations where you would want to use it over other clases:

  • Pretty much all the mid-game, from the moment you get the 6 djinn up until end-game. Since you are not stat capped the extra atk and PP go a long way
  • All mid-game bosses, except maybe Poseidon. Avimander is easy enough (and alternative setups Protector and Paladin are niche and not really needed) and then Moapa, Karst and Agatio and Flame Dragons all get destroyed by shuriken faster than by ST :MercuryStar: EPAs. Since Shuriken is 1.2xN°enemies, so with 2 enemies you get 2.4 multiplier, way better than Plume Edge's x1.7 or Quick Strike's x2.0
  • Bosses weak to Venus (namely Sentinel): Since Annihilation is just a more expensive Tyrfing but because Jonin has a higher PP pool it somewhat cancells out. You could consider Shogun Skull Splitter to debuff Defense, but you lose out on the impact/ward utility jonin offers.
  • Finally, if you want to run a Hybrid for some reason

While the other clases only shine in really specific Boss fights:

  • Warlord in Balrog and thats it
  • Shogun in Doom Dragon and Dullahan that hit so hard it may not be a good idea to go Jonin
I dunno, it sure doesn't seem like it's just my opinion.
Regardless, Jonin having Shuriken aka currently the only MT EPA falls in line with what I stated earlier with Support-type Classes:
Jonin is so highly appealing and so good for the majority of the game mainly because it has something only it can do. Take the exclusivity of a MT EPA away from it, then it falls back to being appealing as a Hybrid Class.

QuotePower bonuses for warriors are already balanced.
Unless I'm missing certain pieces of equipment, I have to strongly disagree with that statement. In the screenshots below, you can see that I gave Piers and Garet the same armor pieces and Garet is wielding the Hagbone Mace. Garet is clearly boasting a whopping 37 extra Jupiter power over Piers' 128 Venus Power. Do take note that Piers' highest Elemental Power is also Jupiter instead of Venus.

EDIT:
never mind about a Venus Cosmos shield. I just remembered the Titan Gloves exist.

But an Endgame Venus Mace would still be fantastic, since Jonin has the Hagbone Mace. I think the Grievous Mace from the beginning of the Eastern Sea is a fine candidate to receive the same treatment that the Phaeton's Blade got. It is kind of pointless even for when you get it. Sheba would rather have the Cloud Wand for better Wishing, and the guys don't really get anything from Venus Maces at this point, not to mention you can easily sequence break into Gaia's Rock to snag the Demon Mace right away. Even playing the dungeons in the intended sequence, the Grievous Mace is quickly outclassed, and the Demon Mace is a direct upgrade shortly before Strategist is available.
#14
Project List / Re: [RELEASE] Golden Sun Reloaded
01, March, 2019, 10:23:45 AM
I didn't misunderstand you. It's been clear for a while that you simply don't care for Jonin. However, regardless of how much you liked or disliked Jonin, it was simply overpowered and the best class for the boys. If that extra 5%HP loss cuts off more than a puny 100HP when compared to Chaos Lord, and more classes get MT EPAs, then Jonin will be as balanced as you (and everyone else) want it to be.

Huh. Okay, that makes sense for Frost.

Also, will General be gaining an Endgame Venus Mace and a Venus equivalent to the Cosmos Shield? Jonin has a bit of an unfair advantage over General by having the Hagbone Mace and the Cosmos Shield. General doesn't get anything from Alecto's Mace, and Rising Mace's Mercury Power doesn't help him all that much.
#15
Project List / Re: [RELEASE] Golden Sun Reloaded
27, February, 2019, 10:32:44 PM
I personally find Deadbeard fairly trivial compared to Fusion Dragon, largely due to Deadbeard having a finite PP pool and a pointless Monster Move. Fusion Dragon's AoE Haunt and Venom can be crippling if not dealt with immediately via Tonic, not to mention Crushing Blow having a chance to reduce its target's HP to 1.
#16
Project List / Re: [RELEASE] Golden Sun Reloaded
27, February, 2019, 07:11:00 PM
Jenna didn't have Asteria's Staff because I had her wielding a Sylph Rapier in preparation for Valkyrie until I noticed she lacks Blessing from the get-go. Thus it went to Sheba, then sold to Izumo after nabbing a Crystal Rod. After Poseidon, I was gonna have Jenna go Infidel and Piers go Strategist, so the staff she's wielding right now gives more mileage to Punishment.

As long as that 5% takes off more than a measly 100HP when comparing to Chaos Lord, then maybe it'll be fine.

Like Maxipotter said in his first post about changing Fire Breath to a MT EPA, it makes the Dragon Helm's bonus actually worthwhile. I also agree with his point of making more MT EPAs for various hybrid and warrior classes would help knock Jonin down a peg or two from being the "undisputed best" for Isaac, Felix, and Garet.

EDIT (Reply to Cal's edit):
Jonin at the very least was the best class before the planned nerfs to it. We'll see if it keeps a firm grip on that title once the next update is out.

On a separate note:
why did Destroyer get Douse downgraded to Frost?
#17
Project List / Re: [RELEASE] Golden Sun Reloaded
27, February, 2019, 04:54:39 PM
Doesn't Sentinel's barrier gimmick also nullify EPAs? I can't remember if it did or not.

Honestly Cal, if you want Jonin to be balanced, then either nerf its HP and Defense modifiers even further to make an actual dent in the Warrior's HP and Defense scores, or nerf Jonin's attack modifier so it isn't on par with Chaos Lord in terms of attack. Personally, I believe it should have the lowest Attack Modifier of Isaac's, Garet's, and Felix's tri-elemental classes at about 150% to 155% attack.

I feel that Shogun needs some major changes, because the intended draw of it being Debuff-focused is really bad. Debuff Psynergies just aren't worth using due to how quickly they fade and being more difficult to maintain (yes, i'm talking about the MT versions). This intended draw-point for Shogun is made even worse by having a PP score marginally better than Chaos Lord's. Not to mention Chaos Lord, Jonin, and Warlord all performing the EPA spam much better due to either higher attack modifiers or better PP pool (or both in Jonin's case).
#18
Project List / Re: [RELEASE] Golden Sun Reloaded
26, February, 2019, 09:57:09 PM
Hello, Proxian Obs!

I fought Saturos and Menardi at Lv.29/30 with Isaac & Garet as Black Knights (6 :VenusStar: 6 :MarsStar: ) spamming Ragnarok and Planet Diver, sometimes buffing themselves with Courage/High Impact. Ivan and Mia were Wises (6 :MercuryStar: 6 :JupiterStar: ) for Double Wishing and Break. Tonic :MercuryDjinni: is a huge help during the Fusion Dragon battle, since it cures all ailments including Haunt.

Down below are screenshots of the equipment I used to fight the final battles and Deadbeard.

I hope this helps!
#19
Project List / Re: [RELEASE] Golden Sun Reloaded
26, February, 2019, 07:03:40 PM
I don't see how removing MT ID from a boss that's plenty strong enough without it will somehow make the experience worse. If anything, it makes it better since there's no chance of getting completely screwed by bad RNG.

Why bother with Chaos Lord when Jonin exists? Jonin offers better utility with Impact and Ward, along with far better PP, EPAs, a MT EPA, and the ability to function as a powerful Hybrid. Heck, why bother with any other class for Isaac, Felix, and Garet when Jonin is blatantly the best class for pretty much the rest of the game once you get access to it?

The few things Chaos Lord DOES have that Jonin doesn't (Poison, Haunt, and Curse) are basically useless in any scenario you'd want to use them either due to bosses having total status immunity or it simply being faster to just attack to win the battle (BTW by no means am I even trying to suggest any ID should possibly work on bosses, cuz that defeats the whole point of boss battles). Not to mention I previously pointed out how extremely marginal the differences between Jonin's and Chaos Lord's HP and defense stats are.
#20
Project List / Re: [RELEASE] Golden Sun Reloaded
25, February, 2019, 06:46:34 PM
Exactly everything Maxipotter said is why Jonin is so incredibly unbalanced, invalidating the other Classes for Felix, Isaac, and Garet.

If you add more MT EPAs, I suggest giving one to Destroyer (replace Frost line), Warlord or Shogun, and Valkyrie.

Truthfully, Valkyrie still doesn't work as a support class, or even a hybrid class. Instead she now does her job of being a Warrior class for Jenna, so that's something.

Personally, with Poseidon, all that needs to be done for it to be a fair fight is removing Watery Grave's Instant Death chance (MT+15% base chance of ID is just ridiculous), and either change Break to be ST (you only ever need it against bosses anyway) or remove it from Poseidon. I stated in a previous post that having maxed out defensive buffs makes Poseidon manageable but still dangerous, so giving the option to actually use buffs would make the fight fair without changing Poseidon's stats.

I also stated that Instant Death just works better on Random Battles due to their short nature, while it makes Bosses incredibly luck based due to boss battles taking a considerably long time. If you still doubt that a <2% chance of multiple IDs from Watery Grave is enough to be worth removing from Poseidon, I'd like to note that in The Legend of Legacy, I once had a boss use its Uber Attack, a Party Wide attack that deals close to 300 damage per character with a max HP average of 400 and can inflict poison, F I V E  T U R N S  I N  A  R O W. The odds of that happened should be really low, and yet it happened. Never underestimate the wrath of Bad RNG, Cal.

EDIT:
I figured I should tack this on, considering your response the last time I stated Bosses with Instant Death are luck-based battles.

Luck being a Stat doesn't mean squat until it breaks numbers that outright make the characters immune to ailments, which is impossible for pretty much everyone but Mia. As long as the chance of multiple Instant Deaths is greater than 0%, it can, and will, still happen.

That aside, the Luck Boosting Equipment is near non-existant for the guys during the Eastern Sea, and the girls have equipment that can make a bigger difference between life and death than maybe reducing the chance of being insta-killed by 1% or so, such as the Pure Circlet adding 20 :MercuryStar: Resist. Even if you stacked on all the Luck Boosting Gear from the Eastern Sea on Sheba or Jenna, you're still horrendously screwed if Watery Grave insta-kills two or more party members.