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Mastania
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There must be somewhere that the current chain/get point value is stored. If you can find that, it should be a lot more directly helpful with scoring.
Waddle Waggle Wattle
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Do you intend to keep Shana/Miranda as the main magic thrower for the course of the game? I think that would be the right call, she gets the highest MAT by a fair margin and Meru's party-wide healing probably won't be as important in a TAS. I suppose dual-magic or dual-physical users might even be worth it in some cases, provided they don't steal too much exp from the end party. There's a very useful guide up on GameFAQs containing enemy and character info, if you haven't looked at it yet (link). I'd been wondering if it wouldn't be worthwhile to fight the Polter Armor at some point for the Soul Eater + some exp, but according to this Loner Knights have a chance to drop it without the detour. In that case I'd be very surprised if the boost it gives Dart doesn't save time, even if only because of how long that final battle is.
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One of life's great mysteries has been uncovered. I thought I'd have to wait a lot longer to see it :o Incredible replay, even stage 1 gets systematically demolished. The timing in this game is so strict it can only have been a nightmare to learn, but it's so great to watch it all in action. Just in time for the 20th anniversary!
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Based on this I don't feel as though dodging will be too problematic in a TAS. Chaining in the second loop maybe still be another matter, although hopefully not to the point that a no miss no bomb becomes infeasible. That would definitely be a highlight, along with seeing what chains are possible with perfect manipulation. One place I've wondered about is the beginning of stage 5, where the way the blue planes circle around gives the impression that precision killing could theoretically extend the initial chain all the way up to the dead zone before the large yellow craft appear for probably 3 million+. Another major consideration is which ship to use. Type C makes a lot of chains waaay easier for human players, but may limit options at superplay level because of its spread. Type B can do everything A does on paper, and maybe allow for some fun kills by swinging its side guns around, but its laser might be too sluggish late in the second loop (even though it's not that much stronger than the main shot in this game).
Waddle Waggle Wattle
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Sweet merciful lord oh well that's kind of a bummer. I meant to imply that it could work elsewhere in the game too but that doesn't matter much now either, although it might still be interesting to experiment with.
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I approve of TASing this on hard. Even on easy I could never beat this game as a child because of how unforgiving it is about taking hits. There is one bug I remember running into; near the end of Tommy's underwater level there's an empty cavern above the map with nothing in it, but taking damage near the top of the map bumped him up into it. In that case he was trapped, but there may be somewhere else where being able to reach a higher platform would make up for needing to grab an extra item.
Waddle Waggle Wattle
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Mods are all the rage at the moment eh
Waddle Waggle Wattle
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ais523 wrote:
What's the formula for the basic physical attack (i.e. not a move)? Is that the same, or different?
IIRC it's always 0.5x effectiveness, like a strong resistance.
Waddle Waggle Wattle
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The formula was on a site I used to visit, but it's not currently being hosted. Fortunately I have it written down and can recall a few other things from memory: A = Appropriate attacking stat (special or physical) + power bonus from attack used (ranges from about 0 to 15 for the strongest attacks IIRC) D = Matching defense stat L = Level Step 1: B = ((A - D) / 8) + (L * (2 / 3)) Step 2: Damage = ((B * 2) - D) + 10) + ((B * B) / 20) If this looks like a huge portion of damage comes from the user's level, then yes, that is correct. This is also why Def-buffing/-dropping is so much more efficient. Power/Special Bands still give a decent boost though, especially at the low numbers a TAS will be dealing with. Weakness/resistance then multiply damage like so: Weak to type: 1.5x Resistant to type : 0.9x (not very much) Highly resistant to type (immunity in the main games): 0.5x These do not stack for double types; my notes appear to indicate that the damage defaults to the most-resistant typing (although weakness still takes precedence over neutrality). The type bonus is the usual further 1.5x. Based on what I have recorded, stat stages can vary by up to +/- 5 (might be 6 but the difference is very small if so). It will take two double-Def-drops on the endgame bosses before the damage on them becomes worthwhile, based on the expected levels of a minimal-exp run such as the previous TAS (15-ish).
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Since my last post, I've refined my opinion on Cubone; because the TAS runs most of the game at such a low level, Squirtle's type bonus damage never gets high enough to make much difference. Dropping physical defence is the only option for most of the game, meaning Cubone with its doubleflinchhax opens up manipulation opportunities that nothing else really gets. I stand by everything else though, especially recruiting a Mawile (manipulating another Link Box for a Fake Tears + Bite combo wouldn't be a bad idea either).
Waddle Waggle Wattle
Mastania
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I always like it when less-expected Pokemon turn out to be faster choices. Really like the stat bar on the side of the video too, otherwise they're easy to miss even when pausing.
Waddle Waggle Wattle
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The in-game clock in BoF3 is slow, in every version. Janus' time for a Clear Game would be only a little over 7 hours. Unless someone could pull off perfect Super Combos/dodge luck it's highly unlikely that an unassisted run could beat this.
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Woo, finally gen 3.5 is done. I did notice one thing: Near the end, it would be possible to 2-hit Lorelei's Cloyster with Surf, though I can see how this might mess up the plan later on. Everything else is smooth sailing :D
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Whoa. Still, if I'm reading this right, doesn't that mean you would still have to play though a large portion of the game each time to retain all cards upon resetting? If 100% is your goal, it's worth mentioning that it's possible to lose the house cup in this game if you don't get enough of the bonus points floating around. My memory is a bit fuzzy, but I think this also leads to the Harry Potter card not being awarded at the end.
Waddle Waggle Wattle
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Sorry man, I'm no tool assistant D: What's changed about it that stopped it from working? Can you not select the targetting in the same way, or does selecting it not do the same thing?
Waddle Waggle Wattle
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Oh these silly RPGs and their frame-perfect gamebreaking tricks Glad to see that you're still working on this. I'll be interested to see if status effects are needed much if Harry has that type of power.
Waddle Waggle Wattle
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That would be the badge stat boost, which is 1.1x in gen III. In this case it would give them both 66 Speed, which fits the situation you describe perfectly.
Waddle Waggle Wattle
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jlun2 wrote:
However, my slower WIP has better luck later on, and thus becomes faster (alot) latter.
This sounds like the better choice
Waddle Waggle Wattle
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Boy the hitbox sure doesn't feel that forgiving when playing the game normally :( I assume the bosses time out, so it may be possible to do a complete no-shoot run.
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jlun2 wrote:
The reason why I'm using Petrificus Totalus is because it's not out of the way; I must visit the restricted section of the library as part of the plot.
Isn't Locomotor Mortis in the restricted section as well? I would have thought you'd gain more purchase in some of those later battles like Devil's Snare and Quirrel with damage spells, but I suppose blocking their attack animations will save a lot of frames too.
Waddle Waggle Wattle
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How do you avoid the fight with the purple rabbit? D: I get the feeling that grinding for Mucus ad Nauseum might not be entirely necessary just yet, if at all. For example, the next boss fight is the big rat + 2 small rats in the vault; the small ones can be taken out with Wingardium Leviosa, while critical Incendios should do a number on the main one (certainly more than MaN's 20 per round). It would help with the troll fight, but the problem is that the only petrification spell available at that point is Locomotor Wibbly, which would require a somewhat lengthy detour to the library to get. If you don't get that, you won't be able to stun-lock the boss, which means you will have to manipulate misses anyway (and so might as well be spamming Verdimillious). After that, there are no boss fights until the Devil's Snare (unless you count the chickens), another multi-part fight which is easily taken out with Incendio, and which should give more than enough exp on its own to ensure that you have the MP you need. If you do glitch-grind, it might be faster to do it after the rat fight anyway, because it should offer more exp than the ogre-thingy does. You won't need to grind so far either, because I think the petrification spell you will want to use is the second one, which only costs 30 MP. IIRC they work like this: Locomotor Wibbly - 10 MP - Weak petrification, single target Locomotor Mortis - 30 MP - Strong petrification, single target Petrificus Totalus - 60 MP - Weak petrification, multi target Realistically 80 MP might be all you need, because AFAIK petrification will always wear off after a couple of turns at most, so having enough MP to cast MaN + petrify will only make a difference the first time. As a result, any strategy involving MaN will probably end up requiring Pepper Up Potions, and having to chug one on turn 2 rather than turn 3 won't make a lot of difference (and as I said earlier, you will have the extra MP by the time you need it in the final dungeon). Regarding the WIP, everything looks great so far :D I think maybe you could speed up the ogre fight a little if you healed before it and maybe equipped some armour so you can take an extra hit. That way, you could concentrate on manipulating more crits rather than forcing misses.
Waddle Waggle Wattle
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Do you have to talk to the cloaked fellow in Diagon Alley? Some quick messing around just now appeared to indicate that the RNG can be changed outside of battle. The effect of any given action Harry takes during a round appears to be set for that turn, but sometimes the return attack will differ in outcome.
Waddle Waggle Wattle
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Desyncs for me as soon as Harry enters the shop, which version of VBA are you using?
Waddle Waggle Wattle
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This exists and I totally just watched it Added my vote to the "Yes" cavalcade.
Waddle Waggle Wattle
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I did watch this through a while back. Excellent work for a first submission, and I'm glad to now have a proper idea of just how quickly the game can be beaten. Thanks for the namedrop too :]
Waddle Waggle Wattle
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