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Show posts MenuQuote from: HyperMushrambo on 07, September, 2021, 02:42:35 AM1: With the changes, Orihalcon can no longer be obtained from the Hammit event? Doesn't that mean there's only like 1 or 2 in the game you can find otherwise then?Correct. Orichalcum can be found on 2 chests in the mod and then as a rare drop from Sky Dragons in Anemos Sanctum if I remember correctly.
Quote from: HyperMushrambo on 07, September, 2021, 02:42:35 AM2: Was there any change to the god-awful forging system itself?Not mechanically; just some items have shifted around. The trick to save right before you talk to Sunshine and keep resetting until you get the desired item still works (or memory viewing if you're into that).
Quote from: HyperMushrambo on 07, September, 2021, 02:42:35 AM3: Question regarding debuffs (snipped to save space)Bosses are now more vulnerable to debuffs that reduce their Attack, Defense and Agility and for longer than just 1 or 2 rounds. They are still immune to Poison/Venom (because otherwise these would be brokenly overpowering), and depending on the boss in question it is also easier to apply Seal, Stun, Sleep or Delusion. Different bosses have different debuff weaknesses in other words. Keep in mind that the new stat Ailment increases your chances of applying a debuff. Ailment is mostly found on cursed equipment, but you can find it on other items as well.
Quote from: HyperMushrambo on 07, September, 2021, 02:42:35 AM4: You also mention enemies using Break less often and thank goodness that didn't turn out to be the case. The only way I beat a couple bosses like Fusion Dragon was the fact they would use Break any time I'd get a single buff so I'd just bait them into wasting one of their attacks every turn Breaking me. So kinda a shame, I really wish I could use buffs against bosses, but also kinda a lifesaver? Was that idea scrapped too? As much as it got me through those fights I'd still like to play with buffs some time.In my experience bosses would not use Break with only 1 or 2 buffs; instead if everyone in the party was buffed (ie. 4 buffs) then they use it. So you can "fool" the AI by buffing with Guard your 2 most vulnerable characters. This is different than vanilla where I think some enemies/bosses would use Break even if you weren't buffed at all.
Quote from: HyperMushrambo on 07, September, 2021, 02:42:35 AMThe slight shuffles to the classes were interesting but unfortunately the added difficulty led to me being stuck with everyone in their base classes for most of the game because every time I experimented with classes I was just too weak to function.This is different from my experience. Dual element classes generally make your characters more durable; not significantly compared to mono-element but definitely easier to avoid one-shots when your djinn count is low. Of course the downside is that summoning is harder to pull off properly because you may spend more time in weaker classes, but the lack of Djinn Blast / Djinn Storm in The Broken Seal means that you do not face any serious trouble.
Quote from: HyperMushrambo on 07, September, 2021, 02:42:35 AMI feel like TLA is going to be a bit better with the added Djinn so I can play with the classes and I ABSOLUTELY love the changes to the base classes so far, but as I return to pick up the Tomegathericon before getting the boat the inability to use debuffs or summon rushing is starting to lend me back to those same patterns and I'm getting a little worried I'm not going to have much of a chance to really play with classes since Djinn - Djinn - Djiinn - Summon - Djinn - Djiinn - Djinn - Djiinn - Summon is starting to become my every battle tactic since everything else just burns through PP that has to otherwise be dedicated to healing only (Sorry, Sheba and Jenna you have ONE job now and that is IT.) Am I playing the mod incorrectly, or am I missing something?There is no "wrong" way to play, just less optimal. Of course there are always faster and/or easier ways, but the great thing about the mod is that it allows many strategies and classes to work assuming the party is properly arranged. For example you mention that battles drain you a lot of PP through Wish, which can be resolved by switching to classes with higher passive damage mitigation, or by alternating Granite/Flash as you mention, or by spamming Ember and Psynergy Crystals, or by equipping items with PP-regen, or by using defensive buffs on your characters or by applying debuffs on enemies!
Quote from: HyperMushrambo on 07, September, 2021, 04:23:49 AMSo besides a couple early djinn fights what's the point of the afflictions? I'm not going to waste a turn inflicting an ailment on a random monster I could just be killing instead and if they can't affect bosses they're just taking up space in the psynergy screen. Also that makes the affliction djinn all but useless. Perhaps the ones that aren't functional anymore (i.e. anything that's not Luff since it still seems to be 100% of the time) should have their abilities changed since the afflictions don't affect anything that matters? I was excited for being able to use some of those psynergies like Haunt (since you even buffed it), Sleep, Stun, and Poison especially since you added it. Do you intend for status ailments to only be used against the party? Now it kind of feels like the only available strategy is just "hit as hard as you can over and over until it dies".Think of them as stat- and class-boosting djinn, not unlike a lot of the offensive ones. In fact, with the exception of Granite/Shade/Flash, Ember/Ether/Aroma, Ground/Petra, Salt/Tonic, Kite, Haze and Eddy, I have not unleashed any of the other djinn
Quote from: HyperMushrambo on 07, September, 2021, 04:23:49 AMI dunno, I played Hard Mode many times in vanilla TLA but never really felt like I was trapped into the new playable characters being Wish Well, Granite, Flash, and Isaac haha. Some of the earlier fights I could play around with classes, I certainly did with Saturos and Tret, but after that I was locked in for the majority of the time. I think it was around Hydros statue that I was like, "This is fun and all but I NEED to use the base classes, I literally can't win without them." The base classes are reliable and tend to be the only ones that have reliable healing and damage especially since it is usually a solid choice of use djinn and summons or use unique classes but never both. You want unique classes? Your Djinn are dead to you. You want to summon something? Better be in base class the whole fight or suddenly your only healer has nothing but Astral Blast and a dream.This is true for both the vanilla version and the modded version. If you want to have an easy time with Summoning and Djinn unleashing, mono-element is the go-to way. Duo- and Tri-element classes exchange the burst of Summoning with higher durability, PP-longevity and more diverse toolkit per character (as in possessing psynergy of 2 or 3 elmenets and so having more characters that can deal extra damage to a specific target).
Quote from: HyperMushrambo on 07, September, 2021, 04:23:49 AMMy other concern that just occurred to me because of that is Djinn Storm later on. One of the main reasons to use nothing but base classes in TLA is the later bosses, especially Dullahan, using Djinn Storm. You added all these fun and exciting new changes but will I get to use them during the final battles or am I going to have to switch back to base classes for those like always?I will mention from experience that Doom Dragon is defeatable on the mod, on Hard mode, at level40, with duo-element classes, without using a single Summon. Key points:
Quote from: comingsoon on 13, May, 2021, 10:46:58 AMregarding star magician adds, this is taken from wiki:While the balls spawn with their Normal mode stats when summoned, the Reloaded mod has those stats buffed compared to the unmodded game. So they remain somewhat durable.
"It is also worth noting that any monster spawned mid-battle (such as the balls Star Magician summons) will retain their original normal-mode stats, and thus will be significantly easier than their Hard Mode counterparts."
are you taking too much damage and need to be more defensive during those turns? I know for normal it was very easy to kill the adds right away, since i dont need to worry about dying nearly as much. I was level~50 and had very good gear at that point.
Quote from: comingsoon on 13, May, 2021, 10:46:58 AMFor hard mode around what level do you predict is needed to beat star magician/dullahan?I believe Dullahan could be doable around 50. My lvl48-50 group had reached an "equilibrium" where I could maintain tens of rounds without dying despite Djinn Storm, Charon and the like, but that was with focusing heavily on the defensive and barely chopping off Dullahan's HP.
Quote from: Caledor on 01, April, 2021, 05:32:38 PMI think the issue is that you're thinking of a reactive approach without considering a proactive one: boost luck.That is quite true. In fact I remember that when i defeated Doom Dragon, I was surprised that it failed to score any kill with instant-death attacks.
QuoteIt'd be either busted or negligible. So high that you won't need an healer on your team or so low that it wouldn't change your healer's actions. Items are a tight rope to walk because if they're too good they devalue the psynergy kits of classes.While the "inspiration" came during my failed attempts against Star Magician, it is not a rare occurence for incoming damage to be larger than 1 MT heal + 1 ST heal, but less than 2 MT heals. This is especially true when using a party line-up of lowHP-highHP-highHP-lowHP (for example Ivan-Isaac-Garet-Mia). If not overleveled, the player has to repeat the 1MT + 1ST heal routine almost every turn because without the MT heal one of the lower-hp members will die next round, and without the ST heal the party member that gets pummeled the most will not survive. (At this point I have to point out that I assume that the member that gets hit the most is one of the two in the middle, which is also why the above party lineup is used)
QuoteThis might actually lead to something interesting.My armchair-developer intuition leads me to think that such a change would be most beneficial only and only for Impact/High Impact for battles that currently last 2 rounds where enemies get to strike before they die in the 2nd round. In all other cases of random encounters it is a net loss for the player (wasted PP and action). I cannot make an educated guess on how it would impact (heh, made a pun ) boss fights, but generally I believe it would make them harder because we have learned to maintain maxxed buffs, and such a change would require us to refresh them every round if we want to maintain their max effect, which is not feasible and PP-hungry.
QuoteIt would make both a massive buff suite and a spell complementary to break (restores all maluses to 0) mandatory. Too powerful.Fair enough.
QuoteTreasure hunting is actually more fun than getting stuff from vendors, as for the replacement you mentioned, it was part or a bigger change that involved other weapons being moved, and it left me with a spot for a treasure and nothing to put in there. So i put coins.Another idea would be to progressievly nerf the coin drops from enemies in mid- and end-game, though for some reason I feel that most of the coins are from directly selling the artifacts found in treasure chests.
As for balancing coins i mostly gave up to it, the best i can probably do is to set the price of every non-rusty, non-bought artifact to 1 coin, so it doesn't translate into free money once it gets replaced.
Quote from: Mr. Mister on 22, March, 2021, 09:23:53 AMIncidentally, and more as curiosity from someone ignorant of the GS romhacking scene than an actual feature request: Do you think it'd be possible to move all of each village's hidden items to a single location, like say, each village's inn? It gets a bit tiring to check every single nook and cranny without it adding enjoyment to the exploration (the joy being in the vilalgers' dialogue), and the kleptomaniac nature of the activity is ludonarratively dissonant enough already.There are guides that list every hidden item, GameFAQs has some of them.
Quote from: ShiFT on 05, October, 2020, 09:33:04 PMKeep high powered MT healing, but make you actively think about who needs it most. It's kind of hard to judge how it would impact balance though since that would, as far as I know at least, be a first in the series, but definitely a cool concept!This was what I was thinking too, I also did some napkin math yesterday on how psynergy should be re-balanced. For the Wish series it would be:
Quote from: Caledor on 03, August, 2020, 06:06:01 PMAh, so that the player cannot just zoom through an area if they are attempting a low-level run.
Avoid is less effective if your character level isn't higher than the enemies you're trying to Avoid.
(Or something like that)
Quote from: Luca100 on 25, July, 2020, 08:16:06 PMSpeaking of broken strategies, I have one.I didn't want to admit it. I have been abusing this trick as well. It works on djinn too, but not on Mimics and bosses. Similarly I have been resetting every time when Sunshine wouldn't give me the item I wanted.
If you're exploring a dangerous zone (Example: Western/Eastern Sea areas you are supposed to visit at a higher level) you can save and restart after every combat.
That way you always attack first and therefore you can easily escape
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