Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by LastingDawn, September 20, 2009, 01:11:06 am
QuoteOh are the dragons in FFTA2 a bit more unique? That could be a good point of reference.
Quote from: "SilvasRuin"If it has enough max mp to use it every turn still, then what does giving it an MP cost accomplish? ...unless it is supposed to be Blue Magic. I suppose that would work to reduce how often a Blue Mage could use it, but I don't know that Karma was planned to be given to Blue Mages.Zombie Infection is very impractical as that is a very wide area to cover try try and get some hits in.I've never known an Ahriman to cast Flare throughout the games. Or do you remember something I don't?
Quote from: "Shade"Quote from: "SilvasRuin"If it has enough max mp to use it every turn still, then what does giving it an MP cost accomplish? ...unless it is supposed to be Blue Magic. I suppose that would work to reduce how often a Blue Mage could use it, but I don't know that Karma was planned to be given to Blue Mages.Zombie Infection is very impractical as that is a very wide area to cover try try and get some hits in.I've never known an Ahriman to cast Flare throughout the games. Or do you remember something I don't?I meant opposite of it.Dude it's same thing as the holy bracelet from vanilla. Expect it has more hits and zombie status instead of damage or element.If I do not remember right one of ahrimans in FFX or FFX-2 could cast flare, but that's stupid to say. Think about... I don't know A CHOCOBO FROM FFT! So do you recall them having chocobo cure in every came before this?
Quote from: "Wasabi"I see, LD. And thanks for the heads up on both the self-destruct formula and my Meteorain query. So, I did some research for Iron Giant. It's most common features are its high HP and defensive properties (mainly a variety of either elemental or status defenses along with its huge physical defense; traditionally weak against water but a weakness to lightning has also been found). They also traditionally wield a massive sword, but having seen the already made Iron Giant sprite I doubt that could be implemented. Maybe it can be like the FFIV Iron Giant, where its main attacks are typically beams (Automaton's "Dispose" a good suggestion?). But concerning their physical attack (mainly due to the massive sword), they usually hit in a "sweeping" range that targets multiple units, so something like Tail Sweep perhaps?It also has a knack of using Hurricane / Twister and gravity magic, as well as an assortment of other magic spells, but no real definitive list of spells it traditionally uses. And in FFVII, they use a technique called "Adrenaline." Not sure what that does exactly. And in Crystal Chronicles, when it doesn't have its sword, it uses techniques called "Ram" and "Thunder Fist." "Ram" is just your typically charging attack, whereas "Thunder Fist" is a skill it uses where it jumps and punches the ground for lightning damage around itself.So, here's my theoretical suggestion for the Iron Giant:Iron Giant: ??? HP, extremely rare encounter, [secret] boss encounter. Innate Regen/Protect/SlowCharge/Tackle/Punch (whichever) - single-targeting physical attackBeam/Laser - just like Dispose, but with a range of 5 or less.Thunder Fist - lightning/earth physical damage, AOE 2 around itself.Graviga/Demi2
Quote from: "SilvasRuin"I'll reiterate again that I think the Behemoth skill should cause its own death on casting due to what seems to me to be the more common tradition.I don't know how Dragon Force might be done without yanking Scream for it, and Scream can be nastily overpowered. Though... if MP is used up for abilities with MP costs for monsters in Mercenaries, then their uses of it could be limited by an MP cost... just as long as there is nothing that can heal up their MP. I'm rather wary of suggesting Dragon Force being put in. (Though I suppose it would provide an incentive for the player to not to put off engaging the dragons or something.)LastingDawn, were you planning on having only one Dragon breath attack or multiple elemental breaths? If it is only one, were you planning for Fire, non-element, or something else? If there's only going to be one, I suggest non-element and making it plenty good enough to warrant getting close enough to use, both for the Dragon and the Dragoon.If the breath is made poisonous, then I suppose it would step on the toes of Bad Breath a little. I like the gimmicks of the FFXII Dragons, but perhaps straight up solid damage is best. It is too bad the FFTA AoEs for breath attacks isn't something we can easily mimic.Ok, let's try again with the dragon suggestion:Dragon Breath - 2 panel magical, non-elemental is my preferenceTail Swing - 2 panel meleeMighty Guard - Or whatever ability with Protect and Shell you want to give them, preferably only able to be placed on the caster.Restore - Only usable when Critical. If a 100% HP is too much, then it could be lowered to 75% or 50% to make it less of a game breaker.There's not a ranged attack included in there. any decently powerful spell could do for one, depending on how versatile you want them to be. If you want to carry over FFTA2's and FFXII's tendency to make them Dark aligned, you could give them Dark Holy and name it something more traditional, like Darkra or just Dark.Lamias would be a good excuse to fit in the Blue Magic Night. Make Lamias immune to sleep so it doesn't hurt them to cast it, then give them a weak physical attack (Slap) designed to wake up the other enemies after Night is used. Dash's formula should work well for that.
Quote from: "Skip Sandwich"The lack of speed of the tonberry and iron giant is probablly not actually best simulated by a low speed value in tactics, but a low MOVE value, since a two low speed value just makes the unit incredibly weak, regardless of it's other stats, since even if it has some 999 damage huge AoE move that kills three or four people every time it gets a turn, if you get 12 turns to its one, you'll never actually be in danger of losing provided you have some halfway decent sandbag capability. Iron Giant - Ancient weapon from the time of St. Ajora, given life by the power of the holy stonesHP - GreatMP - poorPA - GreatMA - GreatSpeed - Great (20ish speed at level 99)Move - 2Jump - 4Innate: Cannot enter water, walk in lavaCrush - basic physical attack, may inflict sleep or confusion (hits with enough force to daze or outright knock out with a single blow)Laser - dispose effect, holy element, deals 50% max hp damage to a single target at long range (based off of the blue magic spell)Judgement - basicly to the Holy spell what Flare 2 is to the Flare spell (based off of the Alexander summon/esper)
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