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Messages - CyberSarkany

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46
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: August 07, 2008, 01:33:57 pm »
My game freezes just before the Porre/Guardia meeting(the one after having been at Kashmir's lair). I just killed the Guard and the 2 Diabolos after arriving at 1002 A.D. and went straight to the Castle, talked to the king, and talked to the guard who guides you to the meeting. The screen goes black and the game doesn't go on right after that guard takes you down to the kitchen(where the meeting takes place).

I use the patch "round2zealityStart".

47
Crimson Echoes / Re: Enemy Modification
« on: August 07, 2008, 10:27:25 am »
Lucca/Robo:

Well, the only way I defeated the Cave Ape + Lizardactyl was to put the Lizard top sleep and play attack, heal, attack, heal etc. with Robo(Lucca did nearly no damage(~50), with either magic or weapon)...We should switch this fight to maybe a Lizardactyl and a Reptite? and the next(2 Reptites + Cave Ape) should be reduced by 1 Reptite. Or maybe just switch all Cave Apes to Fossil Apes...
Also, the 3 Gigasaur(if I recall right) in front of the cell Marle was kept in must be replaced, you can hardly beat them with Crono/Magus/Glenn, so Lucca and Robo stand no chance.

What kind of enemy should the vision serpent(or whatever the bosses name is) be?

~~~
Marle Chapter Nr.2:

Basher(the boss) needs less attack, without much luck and the Confuse Bow you have no chance.
~~~

Central Regime:

- Krawlie should get some different attacks, because I find these masses of Krawlies rather boring. How about a poison all attack at the beginning? I mean, the first Krawlie was in the sewer, not the cleanest place. And maybe an attack like Azala Break(reducing HP overtime), if both poison and this can be combined. That, and his normal attack(his "hp down to 1" can't be used if he uses poison or something equal, would be to unfair), should make him a bit more interesting. Also, his dead animation should be changed to that of a normal enemy(if possible).

- The Display(enemy that heals with 1000) should have more HP, I would suggest 500. It should also be used more often.

- Maybe lower the Proto 3 healing? He gets like 400 HP recovered, and without techs and magic I only do about 350.  Maybe half it?

- What should the boss be? I didn't read the whole plot stuff, so I don't know if he is an enemy we already fought.

~~~

Masamune rescue:

- Hench need less HP, 2000 just takes to long(maybe 1500?)

- Grimalkin needs less attack(he kills all my party members with mere 2 attacks each, doing about 200 dmg per attack, this means fun when facing 3 of them)

- Green Imps should be slower, and the 4 Green Imps fight in Kashmir's Lair (left passage) should be reduced to 3.

~~~


Magus initial equipment needs to be changed, or made weaker, because he has more defense than any other, even being a level lower. Same goes for attack, but this might change when treasures and Shops are implemented.
Also, if possible, Dark Bomb needs to be weakend. Even though it's costs (8 MP) are rather high, it is far to strong(it does ~ 2000 to a Hench, and ~ 800 to other enemies, while normal attacks do only about 100). Maybe lower costs to 6 or 5 and half it's damage? Or lower the Magic stat of Magus, if possible. Spamming Dark Bombs makes this game far to easy at that point...


Small Edit 1.):

- The Omnicrone in Kasmir's Lair(just before Slash teleports) needs more HP, he died in 1 hit...

- Maybe change the Guard and the 2 Diabolos right after you return to 1002 A.D. to some stronger enemies?

48
Crimson Echoes / Re: Enemy Modification
« on: August 06, 2008, 02:06:57 pm »
I currently have the problem that there is no Shop, and thus my healing Items are limited, because somehow, everytime there is a new Patch and I use my old savestate, some Items like Mid Tonics etc become Sun Stones or unnamed object, or even weapons...

The Problem is, Lucca and Robo both are slow as Hell, so the Cave Ape and Lizardactyl can attack before me, which nearly kills one of my characters, or leave both wounded. Robo Heals, and Lucca attacks. If I attack the Lizardactyl, he just uses his Chaos Counter, which leaves Lucca open for another attack(which means her death). Attacking the Ape means another counter, which most likely kills Lucca. Even after reviving the enemy will attack long before Lucca or Robo can heal.

It will most likely be possible with better Equipment(Better armor, Speed increasing items, Better weapons, maybe even Shield item) and higher Level. For now, I think I'll just ignore this fight and try to go on...I might be because I never really used Lucca and Robo besides the points I had to.

We might insert this "Exchange equipment with all party member" at the beginning of the chapter(like I wanted it before the Marle Chapter), this might make things easier.


49
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: August 05, 2008, 04:10:38 pm »
Two small ones in the Lucca/Robo Chapter:

* There is no HP/MP recovery Message after the R2 uses his nanomachines to heal you.

* Conveyor Belt Puzzle: The 5th belt doesn't matter. It has to move to the right in order to get the Barrel towards the wall(which then is used to climb on). When the belt moves to the left, the Barrel still moved to the right.

50
Crimson Echoes / Re: Enemy Modification
« on: August 05, 2008, 03:56:49 pm »
Crono/Magus/Glenn Timeline:

Some things I forgot in my last post:
Terra Tower:
* Cave Ape needs less atk(esp. considering Lucca and Robo will fight him, too)
* 2nd Floor: There is a Fossil Ape here, I think it should have been a Cave Ape(Because Fossil Apes are way to weak)
* These 3 fights in a row are hard, which is not bad, but the Dinosaurs nearly instantly use their "Ultra electric Charge" after being hit by lightning. If possible, we should extent this time. Also, hey don't seem to regain their defense after their Charge, intentional?
* The Single Azala could be Lightning type, because we already got Fire and Water(And shadow, if they can use a double tech)

Lucca/Robo Timeline
* Shop
* There is an empty dome north, what's planned with it?
* Lucca needs a better weapon, in the Shop, or preferable somewhere in a Chest

Robot Factory:
* Acid(80 HP) & Alkaline(3000 HP[this is a joke I hope]) have far to high defense, I only do about 5 dmg with Robo...
* R Series should have less HP
* The 3 R Series + 1 Reptite right at the beginning should be reduced to 2 R Series + Reptite
* Proto II need to give more Exp(They only give 22)
* Bytes need less speed and less atk, esp. considering you can only fight two at once.
* Boss: Maybe add 1 Acid and 1 Alkaline(with less def as mentioned above) so it won't be too similar to the fight at the beginning.

Terra Tower:
* Different enemy setup? I get constantly beaten by Cave Ape + Lizardactyl. We have to consider that the current setup was for Crono/Magus/Glenn if I'm not mistaken.

I'll go on with the Terra Tower later.

51
Crimson Echoes / Re: Known Bugs & Beta Testing
« on: July 29, 2008, 09:31:32 am »
Note: Some might have been fixed during the last update, or if someone if working on it, I apologize.

Marle Chapter:

- The HP/MP recovery text window is missing after the talk with someone in one of the tents.

- You can walk over Lakes on the OW, you can even walk on the lake which you are supposed to enter from the south by engaging it from the east.

- the Entrance to the Eastern woods seems to be one tile to far South, and you can walk one tile to far north into the woods.

- The Terra Tower on the OW seems a bit small(even considering the out of proposition characters), and maybe it should be a bit north? Maybe lessen the size of the "Island" it is one? Because you can just walk past it and there is nothing but snow.

- Cedric has his Armor at the end of the chapter during the cutscene(he doesn't wear one in his tent), while it might be because he is going to fight, it doesn't seem fitting because of the circumstances these people life in. He should just appear as he has in his Tent, at least that is what I think(and maybe give the 2nd Cedric in the 2nd Marle Chapter the armor, so people will see the difference).

Crono/Magus/Glenn:

- The door to the Secret Boss automatically opens.

52
Crimson Echoes / Re: Enemy Modification
« on: July 29, 2008, 09:19:30 am »
I currently have some internet troubles and, ironically, not much free time during my holydays, but I will have much more time once they end(next week).

~~~

King Zeal:
He should be able to use at least one attack of each element, and maybe some defensive ones(or maybe, plot wise, he is so full of rage that he doesn't care about anything else but destruction?).

So, which ones should he use?
Crying Heavens as lightning? A Lavos central bit attack, maybe hinting towards him being controlled?
Flame Breath as fire? I remember it was in his last AI, and I though it was rather cool.
Water attack from Lavos Spawn in Black Omen?
Maybe this one attack of Giga Gaia, when only one hand was active?

Ah well, can't come up with something good at the moment.

~~~

Marle Chapter:

* She definitely needs some speed up, we may put a Speed tab at the lake, or offer more TP so she might learn haste(if we can switch the order they learn techs). Yet haste might be a bit too useful that early. Maybe make some "Haste Item"? With a fitting high prize?

* Other that that, a nice way to level Marle up is in the Terra Tower, where you fight Volcanoes.

~~~

What about the Secret Boss? Will he be a cameo from another game? Or hasn't it been given any thoughts?

And during the Terra Tower, you have the choice to push some rocks down a hole, what are the consequences?

~~~

Crono/Magus/Glenn Chapter:

* Maybe make the Enemies drop some Lapis(the "Mid Tonic for All"), so Glenn doesn't need to heal all the time(if he learned it already, otherwise it will be harder). I'm not sure whether we should reduce it's power to 150 HP healing for all.

* How about making the Tournament harder, give out some good items if the Party wins, and make it losable? I for one always like rewarding challenges. If this is done, we might need to do some text changes?

* A shop and recovery possibility(including savepoint) at the tournament, so people can stock up on Items and heal before they fight it.

* Shitakes need to be slowed done, or at least prevent them from having the first attack. It's hard to fight 3 of them, where they have the first 3 attacks, and while you heal and revive after their attacks, they just attack again... I'm not sure if we can prevent this fast gauge filling at the begin of the battle(if enemies have their own attack gauge, that is), if not or it is to much work, we should just slow them down a bit(or lower their attack).

* There is a Reptite in a Cave mentioning some kind of Armor he can make with stuff from some woods...will this be scrapped or added later?

* For the Final fight(against 2 "Azalas"), it was mentioned they should use fire & water...
Now this idea might sound lazy, but since they are time travelers, like Marle and Lucca, why not give them the same techs? Maybe, if Marle and Lucca will get new ones, give our 2 enemies these, too, so player can see what techs they will get soon. I always wanted to fight a player clone(at least techwise), so maybe other people will see it the same way? Enemies that can us Haste+Protection+double techs etc. will be a challenge, esp. considering you currently use the strongest characters. We just need to sort out what techs will be used, because a Grenade(like Lucca's tech) doesn't seem fitting.

~~~

That's it for now, I will have much more ready during the next week.


53
Crimson Echoes / Re: Enemy Modification
« on: July 10, 2008, 06:38:33 am »
So what we are supposed to do is give a Boss several attacks, and make a pattern+counter+weaknesses and all that stuff?

Are there any new attacks/animations planed for bosses? Maybe if the characters get new ones, we might as well give those to bosses, too(like make Kasmir use ShadowBolt or something).
Are stat changing "moves" a possibility? Like Shield/Barrier? I think a Barrier like move was tested for King Zeal's older AI, he did the move, yet it had no effect on the Magic Damage he took. How about haste? giving a boss enemy haste at his last 10% or something will make things more interesting.

For example Beasts had the ability to raise their attack when hit, which seems a "casual" counter. Could we modify this? Like in 10% of the time the enemy is hit, he casts shield or something on himself as counter(could we leave the rest 90% "blank", like he doesn't have a counter?), and, when under like 15% of his max HP, he casts shield once and his counter changes to maybe an attack.

In short: Do damage altering things like Barrier/Shield work, or wll they work after some work? Is the enemies Counter always 100%; can it be modified?

I remember most bosses(Magus comes to mind) have different "phases", like when he lost 50% HP in the first battle or something, he changes his attack pattern. To what extent is this possible? Can we also do "random" phases? Where we have like 5 different, and after each 10% HP the enemy loses, he random switches to on of the 4 remaining once?(maybe like Magus in his first fight switches his elemental weakness randomly).

Are there any limits in number of attacks and number of "patterns"?

Well, I think I can make better suggestions if I know the limits of AI modification. It would be sad and a waste of time to think about lots of different patterns etc. for bosses, and we can't insert them because I didn't know the possibilities...

54
Crimson Echoes / Re: Enemy Modification
« on: June 30, 2008, 11:03:43 am »
I think most people won't like to have their stats reset, because you work for getting some levels, Items, etc.. Losing them shortly afterwards sounds more like a punishment than a feature.

Maybe we could argue, like, gameplay is not 100% based on the story? For example, in CT, just before the 2nd Magus fight(where you have the choice of him joining you, or fighting him), he has much more HP than he has when he joins you, which makes no sense story wise, yet gameplay wise it does(several thousand HP don't even fit on  the screen).
Why do characters who are not active in the party gain experience points? Story wise, they are not fighting, so they shouldn't gain any experience, yet for the gameplay they get these exp. in order to keep up with the active party.

We also started with level 1 characters in CE, but they should be much stronger, even after these 2 years. We shouldn't sacrifice gameplay in this way to "fit" with the story, but that's only my opinion.

55
Crimson Echoes / Re: Enemy Modification
« on: June 25, 2008, 04:47:59 pm »
I started with the Marle Chapter:

Pre Chapter stuff that could be added:
You already mentioned the problem with Marle being alone, and I don't think we can change it(sadly, "guest fighters" who only appear once aren't possible, yet). I'm not sure if this is possible, but maybe we can, before the Marle Chapter starts, add a Textbox that says something like "the following chapter will be Marle only, be prepared" and open the menu with all characters still active, so people can switch equipment(like speed belt or whatever), and after the player closes the menu, let the actual chapter begin. This could make things at least a bit easier, considering the good Armors, Helms etc. might be equipped on other characters.

How to fight the low defense?: We might let the enemies drop Shield(physical damage cut by 1/3) or add them to the Shop(which would be somehow unique, because I don't think we had that in Chrono Trigger). It's shouldn't be cheap, because these items are very useful. Or maybe give Marle 15 or so by Cedric, in order to stop the player from buying 99 of them and make the rest of the game easier.  Or, maybe, after rescuing the Girl in the Forest, give Marle an accessory that Shields here all the time? maybe a "lower" kind of shield, which only cuts damage by 1/4? If possible, that is. 

Other things the Shop should/could have:
* Mid Tonic(so we don't have rely on aura to much)
* Maybe a Sleep preventing Helm for a bit more money(for the rich folks)
* Ethers? maybe we should even start selling Mid Ethers from this chapter onwards?
* Either the "confusing" weapon you added(it doesn't say so, by the way), or a stronger one and hide the "confusing" weapon in the Forest where you have to find the girl -> Why?: People can still use provoke, even though it is not as handy as that weapon. So we should at least make people search for this weapon.

People have now the choice of "Provoke + stronger weapon", or "weaker weapon + auto confusion". How high in % is the chance to hit an enemy with Provoke, and how high it is compared to that weapon? Could we make Provoke hit like 75%of the time, while the "confuse" from the weapon hits only 50%? Of course these numbers need some testings in order to see their effectiveness. Or, instead of a confusing weapon, maybe one that sucks the Enemies HP and gives it to Marle(again, if possible)? Like The Masamune during the Mammon Machine fight did, this way, a combination of Provoke + HP recovery could help Marle a lot. But maybe it would make things to easy, too.

[Note: I have no Idea if stuff like this is possible, but can we add stat-increasing Armors/weapons? I know some helms add Speed, but can we actually add a weapon that increases the "hit" stat? Or an armor that increases Speed(I think the TabanVest from Lucca did this)? Maybe even add several Stats, like +10 hit, + 1 Speed, + 5 Defense?]


I think Marle's ice takes to less MP, even though it is necessary to survive in here solo. By allowing the player to buy Mid-/Ethers, we can raise Ice's costs to 3/4MP.(Lvl 13 Marle has 36 MP). Maybe even raising both Aura and Provoke to 2 MP each. We Could also hide this Silverstud thing that raises MP something in Terra Tower or somewhere, because "now"(as in: during that chapter) seems a good time. 


I can't really say anything about enemies yet, because they were already used before. Changing them in this Chapter will change them in the previous and next chapters, too, won't it? If yes, we can only change the Number of enemies or the stuff mentioned above in order to do a fitting challenge.

56
Crimson Echoes / Re: Another Topic To Find The Rom
« on: June 22, 2008, 01:04:23 am »
If someone needs to get somewhere fast, like beta testing a later chapter or whatever, I would recommend my savegame using a New Game +, because it will make things not involving battle/enemy testing etc. (much) faster.

Just rename the Chrono Trigger (U).jpg to "Your Rom Name".srm (the same as "Your Rom Name".smc), I can't upload .srm here, so sorry for that unnecessary extra renaming work(me=to lazy to .zip). The NG, NG+ and Savegame screens should pop up. Use NG +, otherwise this won't work(I think the bottom savegame is a CE one, yet NG +, which lets you start inside the Debug Room, is more useful and thus recommended). And don't ask why Crono's level on the first savegame is 0, and why he doesn't have a name, because I don't have a clue, but don't worry, his stats are still **.

Just don't use it when battle polishing has been done, would be a waste.

[attachment deleted by admin]

57
Crimson Echoes / Re: Enemy Modification
« on: June 10, 2008, 09:37:29 am »
By Attack capsule, I meant a Power Tab(or how they are called in CT). We should also consider offering more tabs, for example like CT had Spekkio for a few extra tabs, maybe we could use the Medina Auxiliary as something equal? I'm not sure about the coliseum, as in how we could insert tabs there without making people farm them like crazy(maybe one time prizes, saying something like "You finished easy Solo for the first time, here is little a prize"?).

About Magus new Techs(the 2 ones I have, don't know if there are any new as higher Techs): Shadowbolt should be Shadow, so it's not just a Crono ripoff. But that would make the Nizbil fight Hard, with only Crono(IF you took him along, that is). But having 2 lightning techs makes fighting 3 reptites far to easy, just spam them with thunder each, and fight until one recovers, and thunder him again(with one, it's harder to get all 3 stunned).

About the recommended Level thingy: I just looked what level you will roughly be if you beat all enemies + a few extra fight for leveling purposes(that's what most "casual players" will do). Also, I didn't make a recommended Level if there are onyl 2 Figths(like Zeal, the Nu and 2 Lasher), instead I added them to the part before/after.

*Note: the first 2 are Magus' Level, the other Characters will be level ~4 in the next chapter.
Beast Forest: (you start as level)1-4(recommended when leaving)
Dalton's Lair: 4-6
Up until after the Chronopolis Raid(Boss Fight in 102 AD+ Raid): 4-8
Ocean's Palace Ruins: 8-12(if there is a way to heal/buy Items; maybe one of those Stasis Tubes we saw in the Black Omen(where clones or whatever were in, short before the Zeal fight) at the beginning as an option to heal?)
Until After visiting Zeal(602+Zeal, where only 2 fight are anyways): 12-14
Singing Mountain: 14-18(it's a really nice place to level up a bit, esp. considering the following chapters where you have a set Party you can't change)

That's it for now considering Levels.


Mystics Den:
* Mud Imp AI should be a bit changed, for example making Glenn sleep is unfair considering he's alone(esp. if the weak enemies are dead, and he will use his rather strong stone kicking)
* My game sometimes freezes when I attack him(Mus Imp) first, and he counters with his stomp.(I know off topic, but better saying it here then forgetting it)
* The Items you get in these are far to good (except Side with Porre=None, yet Side with mystics=Nova Armor? Neutrality= 2500 G+Dash Ring+Magic Ring+ Rock helm).
- Siding with Mystics: The armor is obviously to strong, maybe we can instead give them a Vest that reduces elemental damage(maybe make the player choose 2)?
- Siding with Porre: Maybe choose an accessories or two? Maybe give them the choice of Speed Belt, Magic Scarf(if it's weaker then the ring, if not, stay with the Magic Ring), or a Hit Ring(for the Marle/Lucca players)?
- Neutrality: Maybe a mix, like one Helm that reduces Elemental damage from a Mystics Body, and an Accessories like Power Gloves?(or whatever raised Strength; Defense is not needed I think, because Robo already has a Defender. Maybe even a Counter thing(the 50% one)?)

I'm not sure how much effect the way you choose has on the storyline, but if we would do like the way I described, it would at least have more importance Item wise. Maybe, in order to hint what Items you get for siding with Porre/Mystrics, in the Dialog with the Generals they could say like "mystics worked on elemental resistance armor" or "Porre Soldiers had lots of accessories lately"? Maybe that would influence the choice.

Singing Mountain:
* Less money from Avian Rex, they give 1800 G per Enemy.
* Maybe make the Green Reptites(or the Grey once, doesn't matter I think) a little bit faster, in order to make it harder to keep all stunned and to have a little bit bigger problems with their sleeping attack.
* Nizbel: A big question, what happens when you have neither Magus nor Crono in your party? Because you can't decrease his defense. Either you force either Crono or Magus into the party(Crono would be more fitting, because what reason would Magus have to want to go in the first party?), or re-enable the party switching(which kind of screwes the Idea of splitting party). People who save with Robo, Marle, Lucca just before Nizbel will be stuck. Just reducing his other Elemental Defenses wouldn't be the best idea either, because it would cost a lot of ethers to defeat him solely with magic.
 Oh, and give this boy more exp, because he only gave as much as a "normal fight" in singing mountain.
* Megasaurs are no Problem even without lightning-Magic, because they don't have ultra high elemental defenses. They should become a little bit faster(because you have 3 Characters who will most likely spam magic, and these 2 Enemies won't attack enough to make the party stop an heal), maybe even a little more HP. And they should give more EXP(they gave 300 together), esp. if they are made harder with the speed and HP stuff.

That's it for now. Will the TechPoints you need for a new tech be adjusted when it's clear what the final techs will be? Because I found in CT it took far to long to get the final ones(even if you grinded the respawning rubble or what it's called).

I did a shop-list when I worked on that Room/Enemy list, yet I didn't think I should post an own topic for it, nor do I know if it's complete(or any shops change at a certain chapter). I'll just add it here and you can say what will be done with it.

[attachment deleted by admin]

58
Crimson Echoes / Re: Enemy Modification
« on: June 09, 2008, 07:48:18 am »
Should there be an own Topic for bosses? Maybe it is useful, but maybe it's making everything a bit unclear with all those topics.


Here is what I think about the Beast Forest:
*Note: I don't know the exact stats, because my ctec doesn't want to work, so I can only give rough estimations
**Note: I used a rather low level, so if something changed drastically(like the damage taken) from one level to another, please mention it.

I think the 3 beasts seem to equal, all die in two hits, do about the same damage, and power up after being hit. Omnishield is a must, but it makes all of them do 0 damage at Magus level 1 without powering up. A bit boring, so what I thought was:
* Slow the red beast a bit down, and give him a bit higher attack power but(if possible) lower "attack up" after being hit
* Make the blue beast not powering up, but have him do the damage the others do after powering up once(so people don't cast Omnishield and laugh because of the 0 damage).
* there shouldn't be 2 x the same enemy here, because I think if there are 2 different types, people think who to attack first.

Some not really enemy related things:
* How about the Elder giving Magus 5 Tonics or something after Dalton's appearance? Maybe saying something like: It's not much, but hope it helps pursuing Dalton.
* How about offering a weak armor at the shop, so people who spent a few minutes leveling up can buy it(I think 25G per enemy not counting the boss, and considering having 400 G at the beginning it should cost ~ 600-650. 8-10 Enemys at minimum, and -10G per Tonic.). Or maybe a helm or both.


Golem Boss(I was lvl 2, so the numbers might vary slightly/a lot if someone comes there level 4-5):
- Omnishield a must(all numbers below are shielded)
- spamming lightning seems nice, because of the only 2 mp costs and ~ 130 dmg, yet the counterattack is devasting(70 dmg), and you do about the same damage by normal attacking -> I like that idea
- spamming physical + tonics takes some time, yet the 15 damage done seems low, but his orb(1/2 hp) fireball rotations can easily take you down very fast, and it's very tonic intensive(like orb-fireball-orb-tonic, and you can only attack twice, or you might die if you're to slow)
- best Idea is the bolt-attack combination, because his counter resets(you can't pull off 2 bolts+attack, because he will lightning you)
- I didn't try Ice 2, because it's just to expensive MP wise

The only thing that killed me twice was the burp(49 dmg shielded), but this might be solved by leveling up, yet it's hard thanks to the orb to have a rather high hp(at least with tonics, and Mid Tonics, beside the one you find, are too expensive yet). Maybe lower it's attack slightly? And maybe Golem Boss should say something? Like he serves his Master(Dalton) until death? Or maybe some funny stuff like "At least we aren't somewhere high"?

Note: I'm not sure if the following part is useful, but I thought people might get idea's what to tweak if the "see" how the battle went on.
The battle I did was like:
Enemy Approaching
(Magus 120 HP, 16 MP)
G: Iron Orb -> 60 HP
M: Omnishield -> 14 MP
G: Fireball(~14 dmg)-> 46 HP
M: Shadowbolt(~128 dmg) -> 12 MP[here resets the Golem counter, because he "loads" his lightning attack]
M: Attack(~118 dmg) [another counter resets, yet the physical attacks are faster]
G: Iron Orb -> 23 HP
M: Attack(~118 dmg) [I did this, because I prefer the Iron Orb after shadowbolt-attack, just in case the shield wears off]
G: Fireball -> 9 HP
M: Shadowbolt(~128 dmg) -> 10 MP
M: Attack(118 dmg)
G: Iron Orb -> 5 HP
M: Recovers(Mid Tonics once, or Tonics for several turns) and does another Shadowbolt-Attacks combo
G: Blurp(by the time, if you used a slower speed*, you shield is gone, and it does ~ 70 dmg)

*For those who didn't know, Barrier+Shield is affected by "real time", thus slower speed means less turns shielded, while higher speed means more turns shielded.

Now that I see it, it's not that useful, but what is done is done. I think the general idea of how to beat the enemy will be transported by my analysis anyways.

Everything I mentioned is open for discussion, so if someone disagrees, please say so(and at best, why).


Edit: Dalton's Lair:
* Jinn's Bottle should drop Ether, because 2 Lasher are to strong without omnishield
* Boss battle: He only did Iron Orb, until his HP reached 0 and he burped, thus killed me. Intentional?


Edit 2:
Sorry again for not being a bit off topic with chests and stuff, but I think I can be more useful going on posting stuff here instead of using my time to split the things I already said up and post them on the different topics. And Chests, thus equipment, is closely related to Enemies anyways.

* Vedic Blade in Chronopolis needs to be exchanged, because it's just too strong. I played without it, in order to give a "better" opinion.

Chimera Tank boss:
* in order to make it at least a bit different I think we should gibe the body, when it is the last part left, and area attack that is weaker than the wheel one. And, if this is added, we might as well lower the damage of it's counter(the yellow beam it shoots when you attack) a bit.

Chronopolis:
* The sole Red Scout should give fewer exp(it gives like 250, while your total is only that much by that time). Maybe lower it's HP or Phys.Defense, because it takes ages if you didn't bring Lucca(yet you can still flee an change the party...so maybe it's not that bad).
* Same goes for the other two in the Flyclops+Red/Blue Scout(less EXP), and I suggest give the Flyclops~ 600-700 HP instead of 900 HP

Ruins:
* Martellos need to do a little less damage(and maybe only 300 HP instead of 400)
(* Maybe add a Chest in the Room with the 3 Deceased, so, like, you don't go there for nothing)
* Panel's damage should also be a bit less
* the Battles to open the doors(like the Panel/Martello or the Panel/Panel one) should'nt be escapable
* You can't seem to go back to buy stuff or heal, which might be a problem, so we either could open a shop(maybe communication to Melchior and he sends stuff, of course in a normal shopping window) or give the player the chance to retreat.
(* Chests in Ruins should contain accessories, like speed belt(+2 speed), power gloves(or how it's called, + x strengh), maybe an armor, and a weapon for Crono(if we don't just replace the vedic blade with a weaker one).)
* King Zeal AI: we had one before, didn't we? is it gone, or is it going to be in soon?

Truce Canyon:
* Enemies(except Roly, because he is also used in the chapters before) need more HP and Def, because this is the first time in 602 A.D., and they die in one hit.

SD Fields:
* Raise Glenns staring Level to 7, maybe 8. I was there at level 10/11, and considering the fewer exp I mentioned above, I think this is around the Level the player might be.
* Glenn also is to be very strong compared to the others(even being the new powerhouse) thanks to the Masamune and Hero Badge. We should give the others new weapons in order to keep it up a little bit(maybe in the Tunnel, maybe in OP Ruins)
* Maybe add a Attack Capsule or something in the Sandy area in the Tunnel, like it has been in CT's sidequest.
* Kasmir definetly needs a new AI, he only does Cyrus Ghost attack(he is also called Cyrus in the Battle), which is rather boring. I didn't think of anything yet, maybe some warp-attack thing? Because he's an illusionist.






59
Crimson Echoes / Re: Enemy Modification
« on: June 03, 2008, 10:34:39 am »
Sorry for being inactive at the moment, but I will finish my finals this week and after that I will be back in action.

About absorbing, this is what I found on my old enemy list:

Elemental Defense(Lightning; Fire; Water; Shadow):
Cyrus(8F):    0/0/0/0;
Tank Head(AD): 0/4/4/0;       
Lizardactyl(81):  132/4/4/4;

4 is the Casual defense, yet I can't remember whether 0 is absorb. If it is, 2 would be Half Damage(x0,5), 4 normal damage(x1), 6 double damage(x2)? 132 must be no Damage, but it somehow doesn't make sense... If you don' have time to test it out, I'll try it next week(after the school stuff and the 2nd part of the finals is finally[haha, pun] over).

I have msot likely asked that a few times before, but are there any damage formulas for Characters and Enemies? I don't mean techs, just something like: "atk(weapon)*(0,5*str)/def-Random Number=damage done to enemy" or whatever(I know this one doesn't work, was just a way to express what I thought about).

60
Crimson Echoes / Re: One way someone could help
« on: May 18, 2008, 05:36:48 pm »
(Using new post so last one won't be so filled)

I did most of it so far, not sure if the way I did it is that useful, so just tell if I should change something.
What I currently wrote down is Rooms, Battles and Chests(only if they could be opened).

I'm not finished yet, I'm missing:
Crono/Magus/Glenn in Reptite Timeline: The way throught Terra Tower when Marle opend the right Head(skull);
Same for Lucca/Robo;
The whole "2nd Marle Timeline";
The rest of the Central Regime Base(I still didn't figure out how to deactivate the cooling & backup system, well I didn't even find the cooling one...);
The Secret Porre lab;
Parts of the DBT Dungeon;

See and tell if it's useful in any way. The first few pages are from older versions, so if you changed enemies like in the Beast Forest, I didn't update that yet. It's also in "chronological" order, at least gameplay wise.
If there are any question, esp. considering it's understandability(not sure if this word exists), go ahead.
Oh, and I often didn't know the "real" name of those Locations, so I either used the one on the world map, or a what I think it is.

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