Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by FFMaster, July 13, 2010, 07:56:57 pm
Quote from: silentkaster on September 14, 2014, 09:07:21 pmWell, I disagree in part on the triangle hat receiving halving of those elements. I think that most people likely choose Thief Hat due to the +1 Speed, not the elemental halving. Due to that, I don't think many teams would use a hat that gives lower HP and halves those particular elements. The spells and abilities that use those elements aren't that popular or plentiful. If anything, I would add 20 HP and swap the White Robe/Triangle Hat elements (possibly with immunity to Berserk or Poison added to the White Robe). This would make them both viable choices since the Triangle Hat would half the spell gun damage (and be more accessible to more classes) while the Robe would give a good immunity and half three elements that aren't widely used. I realize Earth is a bit more used than Water and Wind, but Earth also has Float that can null that element.That's just my opinion though.
Quote from: Shintroy on October 16, 2014, 01:02:52 amFor Bowgun in 139 exclusively, I've tested to see if it worked using 8 female units with worst compat and tanking gear. 20 something attacks in and everyone was still wearing armor. So it's broken in the literal sense at the moment.
Quote from: Shintroy on October 16, 2014, 01:02:52 amI don't agree with your auto crossbow suggestion in the slightest either. Seems like an easy way to benefit from 25% Haste. Archer has a default speed of 9, Paired with +3 from your Auto Crossbow, and Zephyr Shield and we're looking at an easy 12 speed from hand equipment alone. +3 Speed with Haste. You could even get 15 speed with Secret Clothes, Thief Hat, and Sprint shoes. On anything but a cramped map like the pub, and you could have a 16 speed unit with +4 from haste from a song or quickening. That's a bit ridiculous having 20 speed in the first turn. Ridiculous.
Quote from: silentkaster on October 17, 2014, 03:03:54 amMy only thought to having an Always: Reraise weapon would be to make it Always: Poison Immune: Regen...Now, when the unit gets up, it would have to heal itself in order to stay alive. Yes, Move-HP UP would work to at least keep the unit alive a turn or two, but the unit would just run off and healing would be its priority. Also, the other units would have to potentially waste turns trying to keep this unit alive by restoring HP.IDK, I thought it'd be a fun twist. Yes, the unit would always come back, but it wouldn't be able to do anything unless it immediately healed itself and then it wastes its first turn giving the enemy a chance to take it down again. I'm not saying an Always: Reraise item should even be in the game...but this would just be an interesting twist if something were to come back with Always: Reraise.
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