Author Topic: [500] Add elemental defense stats to CT monster pages  (Read 5305 times)

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1768
  • Nu-chan
    • View Profile
    • Maurtopia
[500] Add elemental defense stats to CT monster pages
« on: August 07, 2016, 06:34:35 pm »
There are two Nu monsters used in the game. The second is used in the six Nu fight. It is monster index 83. The pattern of Nu is as follows.

00 83 00
83 00 83

00 is the standard Nu Monster. 83 has a normal attack at the offense of 1, and can only do 1 damage to a starting Crono. By the time you reach this fight, that damage is 0.

There are also missing stats, including elemental defense stats. The value is a number, usually 4, but best represented as a percentage. The calculation is damage * 4 / relevant elemental defense.

How should I organize this information?
« Last Edit: May 05, 2018, 03:35:03 pm by ZeaLitY »

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Updating the CT Monster entries.
« Reply #1 on: August 07, 2016, 07:59:12 pm »
I have an issue with the Single Techs page.

https://www.chronocompendium.com/Term/Single_Techs.html

each tech has an element type listed, which for the most part is accurate (previously I made a correction here - slash/wind slash is lightning rather than physical).

healing techs are alternatively referred to as Healing or Water type (under Frog/Robo). Is there a separate category of magic for healing, or is there not? I'm inclined to think there isn't. Marle's Aura is listed as Physical/Healing, so why aren't Ayla's Kiss and Frog's Slurp techs listed the same way? Most healing is done by Marle/Frog/Robo, all of whom have Water magic, so it would make sense to list most of those techs as either Water or Water/Healing. the exceptions are Frog's Slurp, Ayla's Kiss and Chrono's Life. However, Kiss could be physical healing, just like Slurp. As for Chrono's Life, his "Lightning" magic is actually Heavens/Light (as opposed to Shadow). While bringing someone back to life isn't lightning-related, it is definitely related to the concept of Light/Heavens. therefore, it should be either Lightning or Lightning/Healing. better yet, you could change all his entries to Lightning/Heavens.

pardon me for being this pedantic over details in the encyclopedia. I like to contribute when I see an opportunity to do so, even now.
« Last Edit: August 07, 2016, 08:06:43 pm by xcalibur »

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Updating the CT Monster entries.
« Reply #2 on: August 07, 2016, 08:00:09 pm »
also, I don't see a search function on the encyclopedia. it was really convenient.

utunnels

  • Guru of Reason Emeritus
  • Zurvan Surfer (+2500)
  • *
  • Posts: 2797
    • View Profile
Re: Updating the CT Monster entries.
« Reply #3 on: August 07, 2016, 09:17:19 pm »

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Updating the CT Monster entries.
« Reply #4 on: August 08, 2016, 12:06:17 am »
that works, thanks.

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1768
  • Nu-chan
    • View Profile
    • Maurtopia
Re: Updating the CT Monster entries.
« Reply #5 on: August 08, 2016, 02:35:21 am »
I checked the flags on the healing techs. None have an an element assigned, and are not flagged as physical or magical. Charm and Twin Charm both have the magical flag set. Healing by itself would be the best do describe healing techs, and Stealing would be the best for Charm and Twin Charm - I think magic flag is only set for Shadows and similar monsters.

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Updating the CT Monster entries.
« Reply #6 on: August 08, 2016, 03:31:36 am »
I see, interesting. I still think my ideas are logical, in a headcanon sort of way, but I won't argue with the game's data (I haven't done much data-mining myself).

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Updating the CT Monster entries.
« Reply #7 on: March 21, 2018, 06:19:44 am »
a couple more encyclopedia issues (I assume this is the right place to post)

Masa & Mune: there are a couple different entries for this boss battle. this link https://www.chronocompendium.com/wiki/index.php/Masa%26Mune
is fine, but then there's
https://www.chronocompendium.com/wiki/index.php/Masa_%26_Mune_(Monsters)
which is not only redundant, but it has their techs incorrectly listed as those of Magus.

I'd like to express my thanks to you guys for including my Mystical Knights theory on
https://www.chronocompendium.com/wiki/index.php/The_Four_Elements
but I'd like to add a bit more.
first, the scouter enemies in the ocean palace are lightning, water, and fire innates respectively:
scouter: lightning
blue scout: water
red scout: fire
this is proven by their attacks, weaknesses, and their ability to use the Delta Force triple tech if one of each type is on-screen. it might seem pedantic to add common enemies, but it is a logical addition.

and on the Four Elements page, under shadow innates, it states:
Quote
Schala (theorized), and probably other members of Zeal's royal family and the Gurus
I think Queen Zeal should be specified, since she uses shadow magic during her boss battle (Dark Gear/shadow).
in addition, you could expand shadow innates to include Zealian magic-users in general. I remember dialogue from an NPC woman along the lines of, "oh you poor things, your magic is primitive compared to ours". this is explained by the fact that party members are mostly limited to one element, while shadow-users can access all elements. thus, I think the enlightened ones were shadow innates as a rule.

ZeaLitY

  • Entity
  • End of Timer (+10000)
  • *
  • Posts: 10797
  • Spring Breeze Dancin'
    • View Profile
    • My Compendium Staff Profile
Re: Updating the CT Monster entries.
« Reply #8 on: May 05, 2018, 03:33:56 pm »
Made the other updates.

For the elemental defense stat -- is there a listing anywhere? I can just go through and add them all.

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1768
  • Nu-chan
    • View Profile
    • Maurtopia
Re: Updating the CT Monster entries.
« Reply #9 on: May 05, 2018, 04:22:59 pm »
It can be viewed in my Fiendcrafter plugin for Temporal Flux.

Stamina technically exists for monsters, but doesn't come into play unless you hack the game to give someone poison abilities.

Krawlie takes 200% damage from Shadow.
Gnasher takes 133% from all elements except fire, which deals 200%.
Naga-ette takes 133% Lightning and 200% Fire.
Ruminator takes ~1% Lightning and Shadow.
Octopod takes 200% Lightning.
Egder takes 400% Shadow.
Defunct takes 200% Fire
Departed takes 200% Fire.
Decedent takes 200% Fire.
Reaper takes 200% Fire
Juggler takes 200% Fire.
Yodo De takes 400% from all elements.
Hench takes 200% from all elements.
T'pole takes 50% from all elements.
Scouter takes 133% from Lightning.
Flyclops takes 25% from all elements.
Bugger and Debugger take 133% from Lightning and 50% from Fire.
Debuggest takes 133% from Lightning.
Sorcerer takes 200% from Fire.
Crater takes 50% from Fire.
Volcano takes 400% from water, and absorbs 400% from Lightning and Fire.
Nereid takes 133% from Lightning and 400% from Shadow.
Mohavar takes 50% from Lightning and Fire.
Acid and Alkaline take 200% from Lightning and ~12% from everything else.
Ogan takes 50% from all elements.
Flunky and Groupie take 400% Lightning, Water, and Fire.
Blue Beast takes 200% Fire.
Red Beast takes 200% Water.
Avian Rex takes 133% Lightning.
Blob takes 200% Water.
Proto 2 and Proto 3 takes 133% Shadow.
Proto 4 takes 133% Lightning.
Dragon Tank takes 80% Lightning.
Grinder takes ~66% Lightning and 80% Fire.
Masa & Mune (Combined form) takes ~57% Lightning.
Slash takes 50% from all elements.
Flea takes ~66 from Lightning, Shadow, and Water.
Ozzie (Castle Magus) takes 50% from all elements.
Zeal (hands) take ~1 from all elements.
Zombor (lower half) absorbs ~26% Shadow and Water.
Zombor (upper half) absorbs ~26% Lightning and Fire.
Red Scout takes 133% Fire and Shadow.
Blue Scout takes 133% Water.
Hexapod takes 50% Fire and Lightning.
Roly Bomber takes 400% from all elements.
R Series takes 133% from Lightning and ~57% from Fire.

Lavos imitation forms matched the boss he was imitating. All other percentages were 100%, immune, or absorbing 100%.

I goofed on my earlier post about the Nu. The main Nu you fight only does HP to 1. The other Nu, found exclusively in the 6 Nu fight, does a weak attack that has a minimum of 1 damage (all non-elemental attacks do this).

ZeaLitY

  • Entity
  • End of Timer (+10000)
  • *
  • Posts: 10797
  • Spring Breeze Dancin'
    • View Profile
    • My Compendium Staff Profile
Re: [500] Add elemental defense stats to CT monster pages
« Reply #10 on: September 01, 2020, 01:08:38 am »
Going to go through and add these to the individual monster pages.

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1768
  • Nu-chan
    • View Profile
    • Maurtopia
Re: [500] Add elemental defense stats to CT monster pages
« Reply #11 on: September 01, 2020, 04:37:46 am »
I was working on on adding Stamina and expanded elemental data a while back, but got sidetracked.

Most monster stamina is set to 10, not that it matters.