Posts for Balchmorn

Experienced Forum User
Joined: 9/12/2010
Posts: 4
after watching this video, i am left stunned and awestruck, single word echoed through my brain as i watched this run: IMPOSSIBLE! sheer speed of of this run boggled my own mind, i was like, is this super metroid sonic?!? if i could vote, i would have voted resounding YES! Hoandjzj, dont sell yourself short, i have watched your various SM hack runs, your technical quality might not be at par of Cpadolf's or Saturn's calibere but pure entertainment and speed it displayed is to be commended, especially this submission, its a work of an art, you just proved that SM TASing isnt boring chore, but a true masterpiece.
Experienced Forum User
Joined: 9/12/2010
Posts: 4
would it be possible for you to post smv file for those who are unable to access youtube for some reason edit: never mind i just saw a sumission for it i apologize for spam, i assumed it was recently posted and sumission wasnt posted yet
Experienced Forum User
Joined: 9/12/2010
Posts: 4
praetarius3 wrote:
Derakon wrote:
He's glitching the heck out of the game, you do know that right? Kevin's strength stat is glitched way beyond what would be achievable via levelups.
small nitpick here; his str isn't touched at all - which is currently my main problem*; only the atk will be altered normally base atk = str * weapon multiplier + minor constants from weapons with glitch it'll simply be base atk = maximum allowed (370) totally independent from str, or actually slightly less, depends on how often i repeat the glitch specifically: i start with 114 atk, each repetition increases the current atk by 1/7 114 -> 130 first glitch 130 -> 148 second 148 -> 169 third ... 251 -> 286 seventh 286 -> 326 eight 326 -> 372 ninth, capped down to 370, fits extremely well 370 -> 370 tenth werewolf's atk buff and the atk-up spell affect a third different value actually, so it goes up a bit more
Derakon wrote:
As for magic defense, there's a multiplier in the game code that kicks in if the character has changed class. In other words, the magic defense equation is different for base classes vs. upgraded classes.
ignoring that magic defense in general is stupidly ineffective either way**, i should be able to reduce the amount of spells that hit me to almost none, so it shouldn't matter anyway - i'd have said exactly none, but that gildervine incident proofed me otherwise *after he lvls up outside of wolf form, the glitch will end and he'll be back to the upper atk formula with a meager 10 str (or a bit more if i cc him) and 10 weapon multiplier this a big problem considering that the 6 bosses in the final dungeon (zable, jagan, fmh, genova, tzenker, bigieu) are almost back-to-back with high exp rewards each (50% of a lvl and more) and not so many enemies inbetween - between tzenker and bigieu are exactly 3 if i remember right **with best armor you can reduce spell damage by 8 points for every int you gain vs 300-500 damage means exactly nothing; or spr instead of int for certain spells; skills like whirlwind profit from that spell multiplier, too - why does that remember my of a certain incident where i walked into the cave of darkness and was greeted by 3 full techs...
interesting info, based on info i gleaned from gamefaqs and whatnot, opposite seems to occur, nice find i might be able to use that for my solo SD3 playthrough also wouldnt class changing lise and hawk for stat ups and stat ups skills save more time considering you generally lower the bosses' damage output and defenses thus boosting your damage output further by using those skills?
Experienced Forum User
Joined: 9/12/2010
Posts: 4
praetarius3 wrote:
at mhl - class changing, want to rethink/test my plans regarding who changes at all, atm i think only Hawk should get a cc costs: ~30 seconds for each cc, and increased damage taken from spells
i would recommend class changing them all, not only you gain damage output and several new skills, but your stats automatically max out to highest possible stats your previous classes attains. so i dont see how you could get increased damage taken from spells since your int score is automatically maxed out of previous classes which translates into higher mag def.