I haven't seen that happen, and I've checked a handful of mobs now and not observed a single point of speed lost. Sure no buff/debuff was involved?
TroyenOct 07, 2014
I see, it's entirely possible they had the Frozen debuff (which I hardly notice when it's on them because it only lasts one turn).
FrankaOct 08, 2014
I just completed the
Leif Atlisson
boss fight on Nightmare (by accident, thought it was in Easy but had changed it to test something) with my level 13-17 team that I haven't equipped since somewhere in Act II. I do of course have extra stats for playing on Easy up till there, but that should be offset by my low level and lousy gear.
I just did it again to see if it was pure luck, but no, beat it once more. Some difficulty tweaking might indeed be needed. This was, by the way, the hardest fight when playing on Easy, so I guess I learned some tricks since then.
fabulaparvaOct 09, 2014
The new dispel skill given to the enemies is really cool. :D
I just noticed by sheer accident that Vaelis' SP recovery stance doesn't add turns above 7. I accidentally hit it again when I had 5 or 7 turns left and it went up to only 7, unlike Rally which adds up, eg 4+5. I don't know about the other battle stances as I haven't played with them for a long time. Anyway, is this intended? There's no difference implied in the description that the other one wouldn't be added to the turns: Rally says" for up to 5 turns" and Recover says "for up to 7 turns."
Rowinda is indeed awesome. :D The only downside of this is that now I'm less interested in having a druid in the party at all. The only skill I'm really missing is Purification and even that concerns only a handful of fights. OK, maybe Eagle's Grace, too. Sometimes. A bit.
Chalassa's Sudden Strike has been reasonably helpful in many fights where the frontrow mobsters do not have much SP. Thanks to the guys now flinging potions around, this is not a surefire strategy, though, which is actually a big bonus. Otherwise, I'd be doing only one thing with Chas.
And I said this before, but Vaelis' is awesome. Dirty Tricks didn't get much use from me during Acts 2 and 1 because it was too expensive and constant use of the Recovery stance to pay for the SP cost made him too slow. Now I have the balanced hatchets + Riley's energize + Jariel's Vigorous sonata (if it gets really tough) and he's often charging up mana despite using 'em Dirty Tricks.
And since I'm totally incapable of posting without a stupid comment added:
I thought he preferred axes...although he'll probably have a few volunteers to polish that sword up, too.
jack1974Oct 09, 2014
I just noticed by sheer accident that Vaelis' SP recovery stance doesn't add turns above 7. I accidentally hit it again when I had 5 or 7 turns left and it went up to only 7, unlike Rally which adds up, eg 4+5. I don't know about the other battle stances as I haven't played with them for a long time. Anyway, is this intended? There's no difference implied in the description that the other one wouldn't be added to the turns: Rally says" for up to 5 turns" and Recover says "for up to 7 turns."
To be honest I don't know I need to look in the code further since it seems normal, like the other stances, so I don't know why behaves that way...!
yayswordsOct 09, 2014
I think all stances do that. Also since the Guard change, it just refreshes to 7, so you can't make a 3 Guard a 10 Guard anymore.
fabulaparvaOct 09, 2014
Syphon Life is nifty way to go around Mirror Dmg. The enemy's HP goes down my 30 HP and Rowinda's will go up by 15HP, plus it gets one turn reduced from the effect.
fabulaparvaOct 11, 2014
Just wanted to share this pic of Hunter (Althea) boosted into God(dess)-mode (this Boss is less spoilerish to show than one other Boss who succumbed to her later pretty quickly...)
HiS + Take Aim + Attacker & Dual Wield-Traits + Rally from Vaelis + Protect from Krimm. She hit 280.
jack1974Oct 11, 2014
Lol that's some kind of record!!
yayswordsOct 11, 2014
It's not even a multiplier cap. Redo with the Triple S of Pain please: Slumber, Shattered and Scared.
jack1974Oct 11, 2014
Speaking of Slumber.................
I am going to nerf it down a bit, to 20%. Right now is almost a cheat mode since works also on bosses! However I don't want to remove the possibility to work on them, but at least I must reduce it to 20% which is still a lot, because defense/speed are very important stats. When testing act4 with fabula team, using slumber on several single bosses was making the fight really too easy even in Nightmare mode!!
fabulaparvaOct 11, 2014
It's not even a multiplier cap. Redo with the Triple S of Pain please: Slumber, Shattered and Scared.
Vaelis hasn't quite reached those figures for a single hit yet*), but his advantage is that once he's buffed up, he's really low-maintenance (provided that you have the legend axes) and can hit several consecutive killer-blows without "wasting" turns into boosting between them. So if we'd count the dmg sum over multiple turns, he's still in the lead.
*)excluding Final Blow dmg predictions
TaleweaverOct 11, 2014
Just played the Deceit battle on Normal, and what can I say...
Ugh. Way too easy.
Deceit starts up with Mirror Damage. Well, no problem, have just
everybody weakly hit him (normal ranged attack, except for Krimm, who
cannot hit weakly, Riley, who uses Slumber, Jariel, who slows him
down,and Vaelis, who uses Dirty Fighting instead. Then Mirror Damage is
out, and everybody can chop on Deceit with their best moves. He's down
for the count (i.e. Vaelis's Final Blow) in three turns or so.
That's not how I imagine a demon lord. (Besides, when talking about him,
they should always be talking about a demon LORD, not just a demon!)
Deceit needs the ability to paralyze two people standing behind one
another in one single move, and for at least two turns. Deceit needs an
ability that (for tons of Mana and at really long delay) kills anybody
who's Staggered, regardless of HP left. Deceit needs the ability to make
the entire party Scared and do minor magical damage, for little to no
Mana. Deceit needs the ability to drain life from the entire party and
heal himself by the amount he drained (something like ~40 damage to
everybody and ~240 heal to himself). Also, he needs WAY more defense
than he has now; it feels wrong that he takes more damage from one of
Vaelis's attacks than a single Kraken tentacle does.
Can you amp it up, like, a lot? After all, I want people to EARN their
good ending!
jack1974Oct 11, 2014
That's the email Taleweaver sent me tonight, but I remember some players in Nightmare mode saying that both the demons fights (Deceit/Jul) were hard enough. From Normal to Nightmare is a big jump (there's Hard in the middle) but still seems strange that in Normal is so easy?
I'm going to add a few more skills based on those suggestions so that the difficulty more than just in the stats is also in the AI (won't be easy of course, with this engine fights of a team against a single boss enemies are always very very hard to balance).
jack1974Oct 12, 2014
I did many testing this morning and some tweaks
In the latest version 0.8.35 the Deceit/Jul fights are now much harder, but I was still able to win using potions and some combo tricks (like Vaelis Rally to clear paralysis and so on). I had to try several times but eventually managed to do it. I was using Taleweaver's save, so I don't even know if he spent a lot of time building up the gear like many Nightmare players do but I suspect not. So definitely before was too easy. This time I added special skill instead of just adding more stats and worked well I think, those two battles are quite fun
TaleweaverOct 12, 2014
I tried to remember what made the Final Fantasy boss fights memorable, and it was mostly the fact that all the bosses have abilites you never get; over-the-top-strong moves that hit and almost kill the entire party ("reduce everybody to 1 HP" stuff), combined with single-person-instakills that force you to have enough ways to resurrect your guys back from the dead, or you're losing the fight. If you're in a boss fight against a demon lord and you're not constantly forced to heal and/or remove debuffs from your guys, something's wrong.
jack1974Oct 12, 2014
Of course fabula just sent this screenshot to me by email...
fair enough, I don't want it to be impossible but at least tougher than before yes!
JaegerOct 12, 2014
I'm unsure about the skills for the Hunter. Is there any justification for taking both Critical Hit or Double Attack? Double attack uses less SP and has a shorter delay time. However, paralyze from Critical Hit is a nice debuff, although it doesn't work on bosses.
Also, has anybody found use for the stagger skills (Ice Flask, Backstab, etc)?
TaleweaverOct 12, 2014
Also, has anybody found use for the stagger skills (Ice Flask, Backstab, etc)?
Combo with other characters' skills that require Stagger to work.
jack1974Oct 12, 2014
Yes is true that those two skills are similar (Critical Hit & Double Attack), I should probably make them more different... as for the stagger skills, I think maybe they should do more base damage,even if they do also DoT and condition (so for example Frozen also reduces speed).
edit: I had an idea, what if Critical Hit required Stagger too? this way Double Attack would make more sense (otherwise everyone would just use Critical Hit indeed).