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Messages - VardenSalad

#1
Project List / Re: [RELEASE] Golden Sun Reloaded
15, July, 2021, 06:09:17 PM
Yeah, no problem at all. I got past him with Luff, Protect, and Atk Down regardless.
#2
Project List / Re: [RELEASE] Golden Sun Reloaded
14, July, 2021, 07:23:11 PM
Quote from: Dark Mits on 30, June, 2021, 07:38:44 AM
- Agatio is significantly more dangerous than Karst when fought atop Jupiter Lighthouse. If the player defeats Agatio first, they have a noticeably easier time than if they defeat Karst first. I was thinking if maybe Agatio's damage should be lowered a bit and either increasing Karst's damage or giving her 2 actions per round to keep the fight balanced.

For what it's worth, I think this is a positive; Agatio is a gigantic warrior and really puts out the damage while Karst supports. If I were to have to buff Karst, I'd look at the hit chance on Death Scythe to punish low-luck characters.

@Caledor: Did Ground pick up a miss chance somewhere? Deadbeard seems to be dodging mine a good % of the time. Does Skip a turn use 140% chance on Ground or 115%? I'm only level 28, so maybe Deadbeard just has the Luck to get past it. Or maybe it's my ROM; Deadbeard is only regenerating a few hp and pp a turn, like 1 and 2.
#3
Project List / Re: [RELEASE] Golden Sun Reloaded
17, November, 2020, 01:13:41 PM
Of course, of course. I considered those points to be arguments in favor of keeping the Sabre tree Venus, independent of their original elemental affinity.
#4
Project List / Re: [RELEASE] Golden Sun Reloaded
15, November, 2020, 06:54:44 PM
I figured Sabre Dance was left as Venus to make the class more attractive for the two Venus adepts, since they start with solid Venus power and it was an EPA even in vanilla. The class doesn't have healing, but you generally weren't looking for them to heal anyways.
#5
Project List / Re: [RELEASE] Golden Sun Reloaded
07, July, 2020, 04:05:09 PM
> Replace the Psynergy descriptions with info on the Psynergy

Tough for anything but the simplest information. You could append the base power/multiplier/added damage of the spell or unleash directly into the end of the text string to add some info.

Example:
Flame spell, causes damage with flames. 40
Unleash, weapon unleashes power. 12

where "40" is the Base Power of the spell and "1.2" is the multiplier. This would be completely opaque to a casual player and the text compression won't do "X.Y", so it's all info you already know. For comparing weapons, raw attack does a pretty good job and for spells, PP cost.
#6
Project List / Re: [RELEASE] Golden Sun Reloaded
29, June, 2020, 07:13:37 PM
Quote from: Caledor on 29, June, 2020, 06:04:21 PM
As for me, i've finished my playthrough but i've yet to fight dullahan. Honestly at lv 45 it felt hopeless. I still have 1 strat i can try but it feels really forced to go that way. Long story short, dullahan, unlike the other 3 superbosses might see some changes in the long run. In the meantime, let me know what your experience with him was.

I've never beaten him on your mod because I have no idea how to approach him. I thought I had a plan by maxing Valk Jenna's Ailments and using Plume Edge every turn to make his physical attacks manageable and keeping Res up besides, but any random Djinn Storm instantly ends the fight. It didn't feel like a there was a way to push out damage fast enough now that summons are significantly slower AND weaker but, since I'm finding myself using djinn far more effectively on this run than in my last ones, maybe I just hadn't unlocked the puzzle. It may be a boss that could hit harder with LESS hp and be a torrid dps race, I dunno.

On another note, Taopo before Aqua Rock is definitely the way to go but Aqua Rock right after getting the boat felt appropriate without being overwhelming (for the majority of enemy groups) and Taopo is a bit of a pushover going second. I'd say you could buff Taopo (are Aqua Rock and Gaia Rock enemies equivalent?) and bring all 3 possible "first areas" in line.

I don't know which route you took after getting the boat, so you may have addressed this already. Having Flower might have done a lot for my survivability.

Edit: Never mind; I see you did make a list of locations and levels for the Eastern Sea. Copying here
Taopo = 20-21
Aqua Rock = 22-23
Gaia Rock = 24-25
Ankhol = 26
Tundaria = 27-28
Poseidon = 28
Treasure Isle = 28-29

Man, I'm just realizing that "Ability to complete Ankhol" has nothing to do with "Ability to fix the boat in Alhafra". I always did that section in a specific way to go to Ankhol after visiting Champa with Briggs there, but you can do the ruins before Tundaria since you don't need Burst, just Sand.

Final note: your Woodwalker trios are evil.
#7
Project List / Re: [RELEASE] Golden Sun Reloaded
28, June, 2020, 09:42:27 PM
I think something is up with the 1.78 patch for TLA specifically. I've tried opening a 1.78 patched version with the editor and almost no text loads. No item names, no djinn, names, no spell names, no in-game text.

I can open 1.78 for TBS and everything appears fine, I've tried patching TLA on two separate copies of clean ROMs, and the editor opens TLA 1.76 with no issues. I'm not sure what happened to the 1.78 patch.
#8
Project List / Re: [RELEASE] Golden Sun Reloaded
26, June, 2020, 10:12:17 AM
Quote from: Caledor on 25, June, 2020, 10:11:54 AM
Because Tonic's effect (that Remedy uses) doesn't work outside of battle.

Thanks for asking btw, cause it made me notice that i can add cure poison back to most classes that have Remedy atm, so you're not actually forced to reset your djinn only for that. It will be in the next release.

Funny enough, this had been my solution for years. There was only a few classes that it couldn't fit back on.

quote author=Caledor link=topic=2779.msg48704#msg48704 date=1593094314]
The nerf to critical rate for mages is cause i noticed it was too high after doing some tests. Remember that unlike warriors, for mages unleashing is a secondary choice, their main offense is casting.
[/quote]

Good call.

quote author=Caledor link=topic=2779.msg48704#msg48704 date=1593094314]
Cosmos shield switching to PP regen is for Holy Knight and Paladin instead. Warriors lacked PP regen equipment to reliably use mass healing.
[/quote]

Another good call.
#9
Project List / Re: [RELEASE] Golden Sun Reloaded
16, June, 2020, 02:57:40 PM
Just finished Kibombo (Great Gabombo Statue is a giant pain in the @#$ at first) at level 18-ish.

A couple things I'm noticing:

Light Blades/Maces have almost no purpose if they aren't being wielded by Felix, maybe Piers. The unleashes are woeful as multipliers compared to the base power of staffs, but I think the problem may be elsewhere. In my opinion, it may have to do with the ATK multipliers on Jenna's classes; I don't know if she gets above 140% on anything outside Valkyrie.
I understand she ends up slotting into a healer-esque role if Sheba plays caster later in the game, but she's got access to Light Blades for a reason. She's a different kind of hybrid and distinctly not full support like Mia is. I know there's a couple instances like the Inquisitor line where Ivan, Sheba, and Jenna have a sort of "shared class" where Jenna has different psynergy. Maybe their multipliers could differ?

Strangely, I can't tell I'm just playing optimally by putting all the healing duty on Felix for the overwhelming majority of the 3-member party early-game. If you can get through fights with something like:

Sheba AoE -> Jenna AoE -> Felix attack/djinn -> take hits
Breath -> Attack -> Attack

then you can have Felix dump 3-9(rarely) PP on Cures and stay topped off while walking gains back PP. Nothing truly threatens your PP pool until the Gondowan Cliffs. Spreading the PP cost around makes each regened PP by walking go a lot farther. I don't think this is problematic exactly since it seems just like very efficient play and I'm not sure of your take on it.

Remind me in the future not to go to Air's Rock before Alhafra. That was a mistake. And to edit Leather Boots in for Piers' starting equipment just because.
#10
Project List / Re: [RELEASE] Golden Sun Reloaded
13, June, 2020, 06:56:04 PM
Quote from: Caledor on 13, June, 2020, 02:52:17 PM
This is something i noticed as well during my last TBS and even in TLA now so thanks for reminding me. As expected i've set both effect to always occour regardless of luck, but for the PP variant, it simply won't happen if the enemy doesn't have PP to steal. And all enemies without psynergies have 0 PP.

Ahhhhhhh, yeah, that makes sense. I knew you gave enemies PP values to boost their psynergy, but hadn't realized all non-psynergy-using enemies had their base psynergy set to 0 and I didn't realize that the "restored" HP/PP was actually literally drained from the enemy, I figured it was just a calculation based on the damage done and the PP was pulled from thin air i.e. Enemy HP damaged became PP restored.
#11
Project List / Re: [RELEASE] Golden Sun Reloaded
12, June, 2020, 10:22:43 PM
Cal, I do have one question since it's not something I can find looking at the editor:

Does the "Restore X% of damage dealt as HP/PP" effect on unleashes like Psynergy Leech have a Luck calculation as well? I swear I can't get the "Restore PP" effect to occur on anything at Air's Rock with the Blessed Ankh no matter how many times I get the unleash.

If it does have some Luck calculation attached to it, I'm wondering why it wouldn't restore every time the unleash went off. It doesn't seem like something that should be affected by luck since it's not a debuff; I already did the damage, I should get the restore. I don't think any sane person is attack-spamming at base unleash rate to get 5 PP back while their team gets AOE'd every turn, so it's not like it would be game-breaking if the restore chance is 100%.
#12
Project List / Re: [RELEASE] Golden Sun Reloaded
05, June, 2020, 03:31:54 PM
Hey Cal, maybe you already answered this elsewhere in the thread, but what's up with Tisiphone Edge's and Excalibur's unleashes on the Equipment Google doc?

Is that Base+5 x1, 2, or 3 on the Excalibur and Base+8 x1, 2, or 3 on the Tisiphone Edge?
#13
Project List / Re: [RELEASE] Golden Sun Reloaded
04, June, 2020, 02:12:24 PM
Quote from: Caledor on 04, June, 2020, 12:58:38 PM

Demon night and thorny grave were cool but kinda useless in the player's hand and even worse in samurai's hand, lol. I think i reused that animation for a venus unleash somewhere? Mid game mace/staff maybe?


Oh, absolutely. Haunt being so unpredictable and much more damaging for the player than the enemy is just a side effect of the status itself. Still, it felt like something that fit the Necromancer, but ultimately, it's a better monster thing than a player thing. Plus why bother casting when you can rip off EPAs for a trillion damage?

Quote from: Caledor on 04, June, 2020, 12:58:38 PM

BTW the change to Dreamtide is a well known side effect of the Wave Animation Patch, just to say that i knew it would've been affected. But since i also can't figure the Wave series making it again, Dreamtide's animation will be restored for next release. In the meantime, the attached patch will do ;)

(It's literally the opposite of the Wave Animation Patch in the download section: it restores the values changed by that patch to the vanilla ones)


Neat, I'll probably just wait for the next release then. Thanks for the patch though!
#14
Project List / Re: [RELEASE] Golden Sun Reloaded
04, June, 2020, 01:52:17 AM
That Elemental Power on base spells bug explains a LOT about the issues I felt like I was having with spellcasters over the years despite doing everything I could to amp their casting ability and watching unleashing be more effective (not wrong on builds that don't run +unleash, mind).

My ideal casters through the overwhelming majority of the game tries to either spike EleP (thanks to +EleP weapons) by syncing a dual class to a +EleP weapon and unleash of my largest EleP element or making up the difference in weapon elements with Djinn flexibility (thank you, Cal, for the endless combos of the item classes) and spreading maximum elemental flexibility. Getting the EleP calculations right bring Dual class casters back into the fold as the game continues since there's quite a few scenarios where equipment combinations result in substantial +EleP spikes in single elements.

Also, I don't remember if I mentioned this over the years, but thank you, thank you, thank you for adding so much power flexibility for the tri-elemental classes by giving them a wide variety of buff/de-buff psynergies instead of raw damaging skills. I have loved the Fateweaver / Divine Mage since the second I saw it. While you've broken my heart by removing a lot of the Psynergy lines I thought had potential (Demon Night/Thorny Grave died for the Wave series(?) which hasn't made the cut), what you've added has been very nice to see.

One last thing, forever ago, when you were creating the Wave series, I think you ended up breaking the animation for Dreamtide, from the Spada Pirata. With the Wave series out of the picture, would you mind bringing the original animation for Dreamtide back in? Unless that slot is already used for something, of course.
#15
Project List / Re: [RELEASE] Golden Sun Reloaded
04, June, 2019, 08:07:26 AM
Yeah, Hydros was what stopped me playing GS on my most recent run-through. Only boss I really feel simply underlevelled for; Hydros puts out so much AoE
#16
Project List / Re: [RELEASE] Golden Sun Reloaded
10, February, 2019, 11:42:09 AM
Yes, if you can poison them, then having multiple actions per turn works against them heavily. I try to keep Felix as ailment-heavy as possible to consistently land Poison on things
#17
Project List / Re: [RELEASE] Golden Sun Reloaded
09, February, 2019, 10:50:09 PM
Quote from: Average Wind Seer on 08, February, 2019, 09:02:38 AM
Poison/Venom is really the only Status Ailment that's gamebreaking, in my opinion, since it says "screw you" to basically everything and all forms of strategy, since few things can beat a highly defensive team using Poison as their means of attack. Heck, Poison carried me through the early stages of Octopath Traveler when I solo'd it with Primrose, so I can say firsthand that Poison against bosses is simply broken.


For what it's worth, attempting to poison djinn you have to fight as fast as possible is my most consistent means of taking the things down since they deal an absurd amount of damage in the early stages of the game. I'm with you on wishing statuses would work on bosses, but it would be kind of impossible to balance their hp for poison and if you balanced their damage assuming the player gets a free turn to heal, you're have a boss that assumes you're at full health constantly, which means you're just racing your PP meter.

The thing related to bosses I'd want is for debuffs to stick around a bit. And I do remember that poison finds a place in some of the Crossbone Isle fights. Multiple enemies makes poison fair game.
#18
Project List / Re: [RELEASE] Golden Sun Reloaded
07, February, 2019, 02:51:28 AM
I see an incredible amount of suggestions for tweaks, but I'll add a question: did Demon Night and Thorny Grave disappear completely and have their spots used for newer psynergy or are they just sitting around waiting to be used?
#19
Project List / Re: [RELEASE] Golden Sun Reloaded
28, January, 2019, 08:07:34 PM
Yeah, I just made equipment and weapons drops 1:1 and threw away the extras. I treat rare drops as unique items anyways, so pitching the extras just works. Grinding out rare drops adds xp and RNG manip adds hard resets, frustration, and too much djinn rearrangement to make sure everyone is fast enough for just one item, imo.
#20
Project List / Re: [RELEASE] Golden Sun Reloaded
25, January, 2019, 03:16:00 PM
For what it's worth, I don't know if Aqua Breath (or almost any monster ability, but this one specifically) has an icon for the ability, since it's normally a move monsters use so you can never access it in a menu, so a new icon would need to be created. There's also a wide variety of breath moves at different power levels, if I remember correctly, so one would be able to pick any of them and not have to create another move.