Showing posts with label The Last Remnant. Show all posts
Showing posts with label The Last Remnant. Show all posts

23 Feb 2016

That happened




Did this a week ago. Can definitely be better. Maybe I'll detail the specifics later. Still working out potential tweaks to get it even faster...

16 May 2014

LasRem Draft Run Part 1

I've already started my draft run. Second to start, by the looks of things. Should be fun, considering the units I've got. Managed to draft the following units, based on chronological availability:

Rush
Sandy
Baulson
Marty
Gabriel (why I'd torture myself with this unit, I'd never know)
Faye
Nora
Perneth
Beatrice
Adventurer Jorgen (Bandanna, Boots, Letter)
Acokus
Liza
Leshau
Ynfry
Paris
Zolean
Yugo
Snievan

I've also hired Neales and Chamberland to help out for the time being. Don't know if I'm going to hire any more soldiers, but I have 2 more slots I can probably fill. Not that it's necessary since the team is pretty much filled to capacity until hitting the second half of the game anyways. Might pick up a Traps soldier and a Potions soldier seeing as how I'm severely lacking in Bards (realized that I locked myself out of Robert and his crew a little while after I declared that I will be going for "At Hatred's End").

For Rush, I'm going for the Fencer class. More specifically, I'll be locking him into Adept Fencer for as long as possible. Maybe even proving that the class isn't terrible and that you don't need Legendary anything to get through the game. But then again, you wouldn't reach Legendary in quite a few classes when you're going for a true Low BR run in the first place~

His equipment will likely be a Shielding Hawkwind/Might Splitter combo. Sacrificing a little bit of a constant damage bonus for potential spike damage since I'm going to be training OH anyways. I'll likely end up upgrading to the Shielding variant all at once to avoid the Speed modifier. Accessories are still undecided, but will likely be using a few Remnants for their growth boosts. May go with dual Black Belts when it comes to the scoring, but we'll see. Not sure if I'll be using the accessory clone trick on anyone... Faye and Ynfry are practically begging for the Black Belts because of using DW.

As for progress, made it up to the Numor Mine events without too much trouble and without upgrading anything! Woo! The beginning segments were still about as easy as I'd remembered them. Floundered around in Gaslin and Robelia trying to get Pagus and Blocter's unions KO'd before the end of the fights to lower BR EXP a little bit. Didn't quite go as planned, but that's fine. There's still plenty of room later on to further optimize, but a good start is always appreciated. Torgal's union didn't go down during Dillmoor, which was a shame. Got careless around Blackdale and had to redo it once because I completely forgot about stocking up on Herbs ingredients. Almost went through the entire stock gathered from Robelia, Gaslin, and Dillmoor. Almost forgot that you could just slip right by one of the Skull Scavengers as it lifts off from the ground. The Fiery Idol took a few tries because I refused to leave the area to upgrade their equipment. I had 3 units, didn't see much reason to do so, nor should I have to.

Then ran towards Elysion, did/skipped all the story stuff, then ended up in the Catacombs. Which I promptly exited to start exploring, much to David's annoyance. Picked up whoever I could pick up (minus Gabriel for now), along with the 2 soldiers mentioned above. Catacombs were easy enough with Perneth and Chamberland taking out the larger unions with their Hexes. Sandy and Baulson still need to get their revive arts. Might take a little while though. Had a little fun running around trying to get them killed. Managed to avoid all the Landworms, something I hadn't done in quite a while. Normally, I'd just kill them and then move on. But since it's a fresh run, thought I'd try to optimize the early game as much as possible. Team wasn't optimal for linking the 4 Albic Qsiti at the end, so it was 2 at a time. It went from frustrating to too easy... Oh well. At least I'm at Numor Mine now. Thinking of grabbing the Simarrionne for Rush since I do need to start working on those OH and DW levels for Fencer. Almost time to recruit Jorgen too, which is good. Getting another healer is always a good thing, and it's right after a party upgrade.

Also noting down some speed-run related things. Playing casually and tweaking a few things, already at Numor Mine after ~3 hours. I can probably get that down to <2 if I didn't screw up some basic movements and without distractions (seriously, I was playing around with the FOV for a bit). I'll have to map it out a little better at a later point, but it does seem possible to beat it in less than probably 12 hours for any%. No way am I going to check out 100%... I don't think there's an efficient route for that one at all unless you go NG+.



I have the best/worst luck ever. First time entering a few areas... and there's a rare monster ready to fight! Too bad I only had Baulson/Rush/Sandy at the time. Can't take on rare monsters like that! I'll be back to kill you all... Just you wait!

11 May 2014

Been thinking again...

So the idea of doing a speed run of Last Remnant has crossed my mind a few times before, but I don't know if it's possible to do so in a feasible amount of time with cutting down as much of the RNG as possible. The biggest issue is the exponential enemy growth starting from the second half onward. The game doesn't give you enough units to comfortably deal with that sudden level spike once the Six Bases comes into the picture. It's still possible to take it down with what's already available, although it will take some creative approaches (single unit revive unions, for one). A lot of the units are also locked away behind quests, so that's another issue to contend with. Using Mr. Diggs can end up wasting more time than just opening up new areas and looting them. Generic leaders cost money, which will affect funds for using IAs, so resorting to soldiers helps alleviate that... But then comes the issue of soldier stat growth: they're not very strong, and they take a lot longer to get up to par with the leaders. Equipment upgrades are also going to be sparse, so units will have to rely on using requested items. This can profoundly affect the sovani as the only request available to them is the Leraje Princeps from the Ivory Peaks for Torgal... but they can make do with what they start with. At least on Normal mode.

There's also the issue of any% vs. 100% completion. Going for 100% can be incredibly deadly to the team since the HP and stat spike is crazy. There's also when we start the timer. The Four Generals of Athlum actually get some EXP from the very first battle in the game, but it's a scripted fight. Depending on how powerful the rig is, there could also be a lot of slowdown just from the Gae Bolg's firing sequence. If going for 100%, what would be the fastest way to clear out quests? In a way, there isn't much you can do about it since you have to take them on one-by-one based on the client. About the only ones you can do concurrently are "Amnesia", "The Hero" + "The War of a Thousand Years", "Darien", "The Secret Letter", and several others. Those are the only ones off the top of my head...

Of course, there's also the issue of "100%". Probably the best definition of 100% of the game would be completion of all quests, which nets the player the "Dream Edge", which can be displayed from the inventory ("At Hatred's End" optional, but should be indicated whether or not it's been completed). Another definition would be 100% quest completion and 100% guild task completion. That one will definitely take a lot longer due to RNG for spawning rares. Wouldn't do that for a speed run. Ever. And then the absolute worst, which is what I've managed to accomplish, is 100% quests/guild tasks/rare monsters killed/all DLC completed. That too way too long... but I needed the data. Might settle on something soon-ish. But for now, I think we're going to work with draft runs.



In other news... Sunset Overdrive is probably the only X1 game that interests me so far, if only for the absurd colour palette and silly guns they have. Getting a mix of inFAMOUS (parkour and traversal speed aspects), Ratchet and Clank (from the same developers!), Borderlands (the crazy guns) from the trailers I've seen so far. Maybe a bit of Dead Rising and L4D because of the silly zombies and variety of them. I have this feeling that I'll have a PS4 and X1 before the generation is over... Not too sure about the Wii U yet. I'll have to gauge interest and other things. I'll probably end up picking one up for the Fire Emblem X MegaTen crossover. Just because. And I'm still going to make fun of the X1 because of its name. It'll be an interesting system, to say the least. We'll see how DX12 works out for it. If it can handle it.

18 Nov 2012

Just rounding up a few things

Well, that was nice. There was a decent spurt of activity over on the PC LasRem boards. Nothing too hard to answer, but at least it was something to stave off boredom. After all, I'm not a Fire Emblem expert, seeing as how I haven't exactly played most of the series, so answering those questions is really only limited to FE13. I should probably play FE4 and FE5 at some point, but the Judgral setting doesn't look all that appealing. Don't care enough about Elibe to do much more than FE7, although I should go through FE6 as a formality. Own the art book after all.

Anyways. The boards. It was mostly discussion about class changes and getting through the first half of the game. I think most of them should be pretty well off now to deal with the rest of it. If not, well... The board's always open for questions. The X360 side pretty much died off. Expected, since the game's coming up to its 4th anniversary now. I think a lot of them are using the Wisdom's Echo grind because it makes things a lot easier. I don't really like it, but I'll use it if I have to. Like I did with the AGO run because of half the team being missing until I closed the quest (it's because the ones in the Third Committee also counted for the run, but were locked until "The Fated One" was finished, which was dependent on "Wisdom's Echo" being successfully finished). Which reminds me, I need to get going on compiling the rest of the quest dialogue at some point, along with all the rumors. Too bad a bunch of the rumors can't be dealt with until you finish "For Love the Bell Tolls" and "The Silent Soul" in Balterossa. But if I have the patience for dealing with all that, it shouldn't be a problem. At least I know that they're being cycled in a set order. Just a matter of visiting enough times to get through them all... This is going to take a while since there's till Undelwalt to unlock and all the earlier quests will more than likely have rumors reaching that forsaken town. At least I gathered all the ones associated with David's quest ("The Distant Promise"). A few funny little real-life references here and there. Don't want to transcribe the JP since I'm pretty sure that it's going to be different in a fair number of places. Localization and all. That, and I can't really transcribe JP text without taking an ungodly amount of time doing it. I need lessons, dammit. At least I'm almost through with converting the formation pages to a format. Also caught a rather glaring mistake on the Trident page. Stat mods were off... Hopefully nothing else will pop up, but it's not too big of a deal if it does. I'll just cross-reference with the tool and correct whatever needs correcting.

On the FE front, not much about my files has changed. Still stuck on Ch.6, still bumming around with the extra Lunatic file, still haven't done anything with the Normal file's pairings. There should be just 1 more DLC episode left, which is the last Ultimate Training and it's priced at 300yen. My guess is that Minerva is the reward since the Whitewings were featured for the other 3. Hopefully there's going to be something else because of the slightly higher cost when compared to the other Ultimate Training maps. It's going to be one hell of a map... I doubt that I'll get a team ready in time since I haven't exactly been training anyone lately. Too lazy to do so, and it looks like it almost requires using the children because of their much higher modifiers. It seems that it's an Anna that'll be the boss. Wouldn't be surprised since she can travel on a multi-verse scale...

Still haven't downloaded the Biohazard 6 demo, but that's because the PS3 can't seem to connect to the net. Going to find out what's wrong since I also want online access while playing Journey once I get around to it. Although that's also going to come with the little "good luck staying connected" because of the distance between the system and the router. Maybe it won't be that bad since all the other systems (save for the 3DS, but that's the 3DS) don't have much of an issue connecting and staying connected for long periods of time. If I can get it connected, going to grab the E.X. Troopers while I'm at it. The 3DS demo was actually really fun so I want to see how the PS3 version holds up.

Speaking of which... E.X. Troopers definitely has an arcade feel to it. I'm not exactly fond of how the mini-map works. The directional FOV cone doesn't rotate with the character smoothly, only changing its direction if the camera has rotated enough. Kinda annoying. At least the map is fixed. That much I liked. Also, you can toggle the zoom by tapping on the -/+ on the bottom screen. Just make sure that you don't accidentally press the big yellow one, or else you'll use their special attack (メテオ or Meteor? in Bren's case). The controls aren't too bad either. It takes some getting used to using the d-pad to change the camera, but that's fine. It's not like the system has a second analog stick to help with that. Might be a tipping point for getting the PS3 version instead. But I do want to tag it along for short bursts since the gameplay and mission-based setup lends itself well for that. The demo's pretty short, and can be finished in less than 10 minutes. Consists of a tutorial (you can't die) with a short "boss" fight, and a mission where you have a real chance of dying if you flounder around a little too much. You also have to defend Julie to proceed in the mission since she's vulnerable while hacking an entry point. It can get a little bit hairy if you don't watch where all the bullets are coming from. Oh, and getting turned into a snowman sucks. You have to mash B to get free... Pretty sure that it's not going to be localized.

Oh, and I watched an entire playthrough of Operation Raccoon City. Eh... doesn't really look like something I'd want to play. Plus, some of the missions don't look all that well designed. Facing off against 2 Tyrants with only their faces as their weak spot with weak player AI? Yeah, no. Even worse with the DLC, where there are 4 of them running around and already mutated. Have fun getting stunlocked! And that final boss for the Spec Ops missions? It took forever to get through. Was not that fun watching/listening to the guy cuss his way through the battle because the Tyrant-parasite thing would. Not. Go. DOWN. In a reasonable amount of time. I guess that's why they give you "unlimited" ammo during those kinds of fights.

31 Mar 2012

Might be time for an update

It's been a little while, thought I'd type something up. Not much has gone on because of school work and whatnot (and sucking terribly at shooting lately, but that's another issue). A few minor things here and there...

The new LasRem trainer is looking pretty damn good~ I like that it also displays how many of the different enemies you've killed so far in the file. Perhaps also displaying the number of battles that you've already fought would be another nice touch, but that's really only if you're adamant on trying to spawn the 3 annoying Jhana rares that require a certain number of Jhana encounters already fought (20/50/150). Haven't progressed through my own playthrough for quite a while now, but I should be able to get a little bit in after the exam period. About 2 weeks before the next term starts should be enough to complete the run since I'm about halfway through anyways. But the question is... will I be able to do that? Which leads into the next bit.

Fire Emblem: Kakusei was announced a while ago (about Sept. 2011, actually), and 210's been updating their site and releasing info on a nearly weekly basis for about a month. Needless to say, I'm very excited for its release, especially since the voice cast is looking quite stellar along with a few new mechanics that I had been hoping for. While I'm a little bit concerned that it's Kobayashi Yuu voicing "Marth", it should prove interesting since Midorikawa hasn't voiced Marth in about 11 years. It's thrown off quite a few people, myself included. Seeing how the JP players are more likely to link characters with their voices, it's actually reasonable for them to doubt that it's really Marth there. The mask is a little bit strange too... It's a butterfly, which is also featured somewhat prominently in the OP. Ah well, won't really know the significance until I play it anyways. I wonder if it'll be localized? It's been announced for the EU territories, which is great for them. Problem. The 3DS is region-locked. So... I currently have my eyes on the Kakusei Edition. Hopefully I'll be able to snag that since I really like the colour and the simplicity of the design. Plus, I was going to import the game anyways and would need a JP 3DS to play it. Nowhere at PMall sells the JP version, so I'm stuck having to import it from an online shop. No matter, since I was going to do that anyways.

In preparation for the new release, I have started replaying some of the FE games. ... Although it seems that starting FE1/FE2/FE11/FE12 all at once wasn't the brightest idea in the world since I actually don't have that much time to play through them all at the moment. I doubt I'll even get through one of them in time for Kakusei's release. Maybe. But considering how they're portable (DS or emulator), I'll likely get through one of them, albeit poorly. In the meantime, also watching playthroughs, which is considerably faster. Just finished watching a FE1 playthrough with silly commentary from the characters themselves. KING CRIMSON! And actually making Riff useful. Somehow. With feeding him a ton of stat boosters. That really should have been used on other units. And then there's another run that was done a little bit after the initial that maximized gains (and turn counts). Needless to say, funds weren't an issue there! Everyone had boosts everywhere and the final chapter was dealt with in 4 turns. Curbstomp battle, anyone?

Perhaps I should blog my progress through one of the games...? It might help my issue of boredom. And maybe not let this blog just sit here with random updates of more serious things. Would require that I restart, but eh. I'm not that far in any of them in the first place.


Hm. Maybe FE1. No reset. Definitely not doing a LTC run since I've been out of practice and there's no RNG manipulation to be had. Looks like my PSP will be seeing some use now! I still haven't finished Type-0, but that's because I don't know which side quests I want to do...




PS: "Ike's Resolution" is a strangely cute track for a guy who does Flat Whats all over the place. And I hope I have enough for the Sengoku BASARA HD Edition. And maybe the DMC HD Edition. Really want to replay them, but my PS2 is dying and the emulator doesn't like running those games at 60fps.

3 Mar 2012

Annoyed

I've already posted this on my wikia blog a while ago, but might as well post it here too. The LasRem wiki was nearly 100% copied and hosted elsewhere. They probably obtained a database dump, which is admittedly not that hard to do. I mean, you just need to find a way to navigate to the Statistics page (Special:Statistics) and request one. They used to do weekly dumps, but that got pretty excessive so now you have to request one (the requests are processed weekly). They're still missing a few articles for units, but that may be because of the rather excessive number of redirects we have (which are justified because of wanting to keep the number of actual pages down...). Even after 68 days of stealing the content (which I can't do anything about because of the Creative Commons), their info is pretty outdated because of a few things I'm trying to implement. The JP wiki already started on something that I was going to get to over the break, but a certain assignment effectively put a stop that, along with trying to finish up adding CO/CD rates to the equips.


In other news... Still making my way through Skyrim. Probably not doing a very job of it since I'm only at the Diplomatic Immunity stage. Eh, good enough. First TES game after all. Instead of progressing through the main quest, all I've been doing are sidequests. Still not the best at killing people in towns, so I got a dragon to take care of it for me~ Might stop for a little while to try out Arena. Got it installed on another laptop that I'm using when I don't need all the extra RAM and processing power (although it's stupidly loud and annoying to know that it only has DDR2 RAM). Need to look into an SSD for dual-booting, but the prices are still really high. Either that, or switch over to a Linux distro completely. Good thing Wine can allow to play the games I want without much issue~

Nabbed the Ikaruga demo. I like it... but it's a little bit weird at the moment. Not sure how big the hitbox is, nor am I used to the polarity shift timings, which resulted in me eating a bullet. Maybe I'll get it at some point. Only 800 points...

Speaking of hardware... Mechanical keyboard broke, got a refund for it (annoyed). No Cherry MX Blues until mid~late April. Want a new trackball with a scroll wheel. 5400rpm HDDs are really slow. Practically everything in the house uses DDR2 RAM (Acer + desktop use DDR3, pretty sure mom's laptop is DDR3). Amused to find out that my DELL has 1GB because of 2 512MB sticks. My netbook usually beats it in speed despite being a single-core. Still need to clean the HP laptop, but don't know exactly what's up with the screen. All of this should really be on my other blog. And why am I here when I have an assignment due in about a day?!




And now a little something that tickles the geek in me, an equation:
sqrt(cos(x))*cos(300x)+sqrt(abs(x))-0.7) *(4-x*x)^0.01, sqrt(6-x^2), -sqrt(6-x^2) from -4.5 to 4.5

11 Feb 2012

Poking...

While looking through the TLR.exe, I noticed some rather amusing comments here and there. Some of the stuff was just romanized JP too. After a few "Invalid ___!(%d)" (I guess it's looking for an int), there was a "haaa?". Morale was misspelled as "Moral", but I think that's forgivable since they get the right spelling in-game. Plus, English isn't exactly their first language so mistakes like that would be fairly common. Another amusing thing of note is that some of the gibberish that I initially noted, is really Japanese. It might take a little while longer, but I think I can find a hex editor that will display the characters properly.

Anyways, I'll be updating this post with various things I find within the .exe file and whatever else I find interesting. Don't expect much though since most of my activity is probably going to be on GFAQs or the wiki.

And along the way, I did another damage test for the X360 board concerning the difference between the Might Splitters and Shielding Hawkwind. Needless to say, I was right in thinking that the Might Splitters were much better for damage despite there being a 40+ ATK difference in the Shielding Hawkwinds' favour. You need at least a 50 point difference to overcome the various damage boosting effects (really to deal about the same amount of damage if only 1 effect is in play, more if multiple effects are affecting damage). It's really that effective. The more you know~

Although come to think of it, the data may have been a little bit messed up. Mostly because of Rush being a Ninja. From a few tests ago, it seems that the most damage you can add on top of base damage is 100% (and another ~28% if you're adding extra hits). If Rush was a Ninja (and he was), then he would have been adding 105% when using 2 Black Belts and 2 Might Splitters, but losing the 5% extra. [Combat Arts] +5 (+15%), [Axe] +5 (+15%) and [Dual Wield] +5 (+15%). So... +30%/+30%/+45% total from each effect. This probably explains why the damage added wasn't quite lining up... Plus, Rush went from STR86.48 to STR112(.42), so there's that to consider as well.

savegame03 comparison - start @ 0xAFC0
TLR.exe - 0x1A09FA2 - debug logs?

Using MadEdit... 0x01A0B35C~D - バ... Something about amount of time spent in battle (minutes).
0x01A0B350

26 Dec 2011

Slightly aggravating

So my SOIAO run has hit a slight snag. I completely forgot about the first check for class changes, so both Glauque and Minuas are my Guardians. Which means that it was pointless hiring Dias as a Monk. Or is it? Don't really know. In any case, the only ones that can possible end as Hunters are Gosche (requires BR40), Lameia (after Wyrmskeep) and Blatt (after Koenigsdorf). Those ones are notable because of having nothing in WS levels when hired. This is good since it means that I can get to STR47 without having to fret about meeting the minimum WS requirement for Guardian. But that does throw a small wrench in my party composition. I was hoping for more Hunters than Scouts, but looks like I'll have to force my BR up for the Explosives and Potions units. Unfortunate, but that's what it looks like it's coming down to.


Back to getting those hapless soldiers ready for the Nest of Eagles. They may be ready now, or at least soon. I don't like how I'm already BR17 when I'm usually there BR5 or lower.

28 Nov 2011

Noting down some damage test stuff

Mostly concerned with DW units, but can be extended to the other WS.

DW same modifier, matching to art's modifier:
* ATK255, STR255, 500 morale, Swift Spring Squall V, Divine Katana x2, Divine Scimitar x2
* hardly any difference. About +1000 damage when matching.

DW Nightbloom Virtutis w/ x, STR255, 500 morale, Free Fight Lv.2 Swift Spring Squall V:
* Might Longsword - ~49K
* Divine Scimitar - ~47K
* Divine Katana - ~46K
* Superlative Bluesteel - ~44K
* Spatha Caelestis - ~41K (effectively +0%, swap main slot + force -> 44K)
* Nightbloom Mist - ~47K
Conclusion: high weapon stats doesn't compare to boosting damage with effects
For fun...: Might Longsword x2: ~45K (both SSS V + SBR V)

Divine vs. Damascus:
* Divine Katana x2 (w/ effect): ~39K
* Mithril Katana x2: ~32K
* Divine Katana x2 (w/out effect): ~30K
* Divine Katana x2 (w/ FA+15%): ~39K

Reconfirm Swift vs. Peerless...
* Swift: 6107 per hit
* Peerless 6281 per hit
Conclusion: lower damage from Swift > speed loss from Peerless. Hard to justify speed loss.

Liza + various weapons...
Power Grip, STR109.46, Speed mod with Speed weapons (Swift Dragon's Flight V), Power mod with Power weapons (Peerless Dragon's Flight V), base damage:
* Might Tuck: ~14K (13140~14688)
* Might Longsword: ~14K (13860~14652)
* Laevateinn (STR125): ~13K (12710~13939)
* Shielding Bluesteel: ~13K (12475~13369)
* Superlative Bluesteel: ~12K (11080~12888)
* Spatha Caelestis: ~13K (12438~13211)
* Divine Broadsword: ~12K (11702~12033)
* Divine Rapier: ~12K (11196~12276)
Conclusion: [Sword] +5 has a much stronger effect that I originally thought, even without DWing. Laevateinn is practically useless at first, but really starts to outdo even the Shielding Bluesteel (and maybe even the [Sword] +5 variants) when STR starts climbing due to the hidden STR+15%. May be better for the long run if only using 1 weapon. If DWing, then doubling up on [WT] +5 and/or [CA] +5 would be best.

Divine Claymore vs. Sword of Seven
Based on X360 stats, STR255, Swift Dragon's Flight V:
Divine Claymore (ATK120): ~17K (16787~18348)
Sword of Seven (ATK130): ~16K (15128~16599)
Sword of Seven +9 (ATK175): ~17K (16348~18104)

Cerulean Rain damage w/ Ninja Torgal (STR255, maxed morale):
* Superlative Bluesteel +9 (ATK202): ~129K
* Gremory Noct +9 (ATK204): ~177K
Probably worth investigating a little bit...

Stats:
STR86.48 -> STR112 after belts are equipped
Might Splitter x2 -> ATK187, Shielding Hawkwind x2 -> ATK225 (because DWing on the X360 results in Main Slot + 0.5 Sub Slot ATK/MYS)
Morale: 500/1000 (equal, no bonus damage)
Monster: Dragon from Crookfen (loaded up one of my test files)
BR34 (like that would matter...)
Formation: Melee Stance (II, but that doesn't really change anything at all since it's just a SPD boost. only taking base damage, ignoring extra hits)

And here are the results.
Might Splitter x2:
Normal: 2908~4148
Peerless Acala's Wrath V: 19980~20933

Might Splitter x2 + Black Belt x2:
Normal: 5924~8334
Peerless Acala's Wrath V: 33553~35160

Shielding Hawkwind x2:
Normal: 4454~5894
Peerless Acala's Wrath V: 15730~16593

Shielding Hawkwind x2 + Black Belt x2:
Normal: 6200~9144
Peerless Acala's Wrath V: 27006~28380

3 Sept 2011

Sacrifice souls, punt explosive minions!

So I've started my Hard Mode run, and now am recording it. It's not going as smoothly as I thought, but eh. It's not that bad, but I'm still making a large number of stupid mistakes. Must be my lack of patience catching up, or just out of practise as I haven't touched an action-based game in well over 6 months. No, not even SenBasa. I'm thinking of restarting the run as I think I've gotten used to the flow now. Will be missing using Double Raid and Despise for a little while, but I think I can live without them until I get to Stage 9. I want to find my PS2 copy already, but I have no idea where to look. Where could it have gone...?


It's funny... I found the scans to the novels, then looked at the JP wiki page. While the game is based on the first novel, it's chronologically the last arc in the series. So Sieg starts with a shovel (that turns into a sword when he's fighting, I think) and an intact coat. Other characters that aren't seen, like Novia and Aliceheart ("Chibi" as Sieg calls her). If I'm reading this correctly, Novia is also another Maiden of the Silver, though maybe a different sub-faction as she's not really there for combat. She made food for Sieg? I haven't looked too far into volume 0. Terminology is also different. Instead of "Knight of the Dark Glyphs", it's "Schwartz Ritter", or something to that effect (it's German, a language that I have no understanding of, probably just means "Black Knight"). The sword/shovel thing has a name too, but I can't tell what it is. インドルガンツィア? Wish I could understand more of the language. The novels actually seem interesting when compared to what the game offered in terms of "story." Plus, the illustration of Aliceheart tying knots in Sieg's hair was hilarious.


Interesting thing of note. Someone on NeoGAF linked to my JP guide "translations." Didn't think that would happen as I kinda just typed it up for my own amusement so I didn't have to open up my cut up copy when I wanted to check something. Still have to when going rare hunting, but that's because the maps on the wiki suck. We're working on getting those either replaced, or create a separate section just for them. Updated info can be found on my wiki guide, though I'll still poke at what I've typed here from time to time. There are probably a few mistakes that slipped by as I tended to work on those sections at around 1~3 in the morning. Not the best time to be thinking about these kinds of mechanics, but whatever. As long as it gets done first, then I'll go back to it later. Or else it will never get anywhere. Strange, how the mind works.

Either way, most of the stuff typed up is based on the PC version, with observations of the X360 based on what I've played so far (and damn, I spend too much time looking at command behaviours) and what I've seen while watching playthroughs on NicoDou. I should probably just download the segments and view them on my own time. It'll be easier to observe that way, I think.


I should probably do something with my other blog already... It's been sitting there for about a year without a new post. Hm...

23 Aug 2011

They Slice and Dice and make Julienne Fries!

So I started playing Chaos Legion again. After how many years? It's only because I can't seem to find my PS2 copy. I know that I didn't sell it because I liked the music in the game (OST in a shopping basket, added Sengoku Basara 3 UTAGE as a pre-order). So... went with the PC version. Slightly surprised that I managed to find a working download of the game, and it works quite nicely. The only problem is that the computer isn't picking up the fact that it's running in a window because the monitor turns itself off after about 30 minutes of "inactivity". Annoying. Oh well. Time to change the power settings for now since I'm not processing anything, and if I were, I would have turned off the monitor anyways.


As for the game itself... I don't really remember it being this tedious. Maybe it's because I'm playing on Normal, not on Easy? My pride wouldn't let me choose Easy after the prologue. The music is as awesome as I remember it about 8 years ago. Anyways, slowly making my way through the game. Didn't think that I'd be using the Blasphemy Legion that much during Stage 8, but here I was, kicking those little bombs like no tomorrow. I do have to admit that I think I may have put myself in a slightly tough position as I'm seriously lacking in healing items. Shouldn't be a problem after finishing Stage 9 though as the Stage Selector should be unlocked right after. Can't wait to go back to farm some items and to level up the Legions a little more, especially Flawed. Want to use Double Raid and Despise without having to equip it. They're not exactly the sturdiest things, but the abilities are great.


On the LasRem front, most of the Ranks have been filled out. Only Rank 4 remains, but I don't have a clue what the trigger could be. If it's the obscene number of battles, I'm going to have to kill someone. Still working through my guide little by little. I want to make an equipment chart at some point as a quick overview type of thing. A few pieces had their art modifiers changed during the porting process, most notably the Longsword line. Went from Power to Speed, likely to help Emmy/Emma advance their arts. Will be going through the guide(s) to keep checking up on them, but it will take a while because the JP guides separate things based on the 50 sounds, something that I'm not too familiar with yet. Oh well. Whatever it takes to continue updating the wiki. Still... because all the info was extracted from the PC version, any X360 version data likely isn't even on the wiki.

26 Jul 2011

Still at it

... So I got curious and started playing around with a certain tool. And it lets me see a very important detail, number of battles. Then I noticed that I had less than 500 fights to that file. No wonder why I couldn't trigger Rank 6 or 7 before finishing that quest... Had all the requirements, except for the insanely bloodthirsty, fight-happy part. Too bad the file right before cementing the Rank 8 version is sitting at 100 battles. And that's after I've wandered through the Ruins a little bit. It's going to take forever to trigger the Rank 6 and 7 fights at this rate! That, and I don't know where the number is stored in the savefile, so I can't just edit my way into this. Oh well.


In other news. Still haven't bothered to redo the LasRem guide scans. It's not that I don't have time, it's more of not having a long enough USB cable to hook it up to my desktop so that I don't have to deal with the slower processing from my netbook. That can wait. Other things... Now admin and bureaucrat at the LasRem wiki. Still plugging away at it, though I think I should take a little break so that I can actually play the game. I'm serious... I haven't actually played it in about a month or so, just accessing it for data, a few observations here and there, and finishing up a few recordings.

Installed Maya and 3ds Max. Going to fiddle around with those. Oh, and UDK, because I'm curious about these things. Need to update the C library on the desktop as well since I can't seem to compile a certain program I want to try out. It's another LasRem memory reading tool, but it also outputs info on the individual units in one neat little package. Better than what I've been using for a little bit trying to look at the various changes in-battle. I think I'm going to be running both at the same time just to see what's going on. After all, still want to find out about those focus shifts, which I was going to use the first tool for. I have no idea what the threshold really is, but it's got to be at least 80% going a certain way.


Also, Duke Nukem Forever has got to be the worst joke of the century. Over 10 years in development, and all that's there is this incredibly clunky game with horrid models and pathetic mechanics. Really? Is this supposed to be cutting edge? It looks like something that would have been fine at least 5 years ago. And it's using Unreal 2.5! Sure, highly modified Unreal 2.5, but it still looks outdated. Bleh. Might as well finish the stupid game already... What a bore. It also doesn't recognize my PS3 controller as a gamepad. Hell, it doesn't even recognize my X360 controller of all things!

24 Jun 2011

Fwhoosh!

Been updating my wikia blog with my X360 progress, of which there has been little of since I went rare hunting like crazy. Did eventually spawn every single rare in the game, albeit trainer-assisted. The Yellowcap Vanguard, Yellowcap Soldier and Redcap Champion just refused to spawn no matter how many times I decided to zone into the locations so I went with spawning another rare to change all of its stats to match them. Worked like a charm~ Mostly because I had fiddled around with that part before, so I knew that it might come in handy. Went to the appropriate spawn areas because of the possibility that the enemy's BR is linked to location, and I didn't want to take any chances with that. After all, it was weird seeing the Conqueror with about 1M HP while at Rank 5.

Speaking of Ranks, it turns out that I went rare hunting with the wrong file all this time. Needed to get 1000+ battles before seeing Rank 6, and 1500+ for Rank 7, but I was using my Rank 8 file... Bit of a mistake on my part. I still have the Rank 5 file, but I really don't feel like counting battles from there. Too much work, and I don't know my battle counter. Ah well, I'll eventually get there. Maybe with SOIAO because I know that I have to do a huge amount of fighting just to get them prepared for everything anyways. I think I'll speed run what I have right now (trainer-assisted) to get to Rank 1. Then see if the conditions for the other Ranks hold true and grab those values. Ah... still so much testing, despite completely conquering one aspect of it...


Also, need to change around the templates for the units. WS, soldier upgrade paths, and maybe other things need to be added. Revamping several pages and templates seems to be in order as well, so I'm going to need to learn how to create/edit templates more effectively.

26 May 2011

Awkward...

Either the game glitched on me, or there's other requirements that can be fulfilled to see the "Wait for a chance!" command... Vega and McGrady both got that command, at the same time, while at the Holy Plain. This is rather strange as they're Cavaliers, not Commanders/Gladiators/Ordainers/Ataraxians, the classes that actually have the [Commander] skill. Aquarius gets the command fairly often, which is a bit of a waste since I always try to spend their first few turns buffing/casting Stealth. Anyways, I haven't been able to reproduce the command. I should have recorded the first time I did the fight, but I didn't think that it would end up like that. Was being a complete asshole too since I used Fatal Eclipse at the first possible moment and sent the boss into critical with the Qsiti in the Groggy state. Then I had some fun watching the support unions casting Medical Heal over and over again.

Posted the screens, along with 2 others for "Knock 'em out!" and "Strengthen your defenses!" since I was editing the Battle Commands page. Let's see what happens... mostly because I want to see if anyone else has seen strange behaviours.

For my reference: Engetsu/Reflect/Celapaleis Guard/Mystic Wall

10 May 2011

X360 Time

Well, finally started on the X360 version. Got a save stored on a USB key that I'll use as a starting point so that I don't have to deal with starting at the beginning every single time. Noting down the EXP levels for what Rush as done so far.

OH - 16
DW - 24
Spark - 32
Invo - 36 (Invo 1)
RH - 16
Herbs - 16 (Herbs 1)

So that still leaves me at Item/Mys balance in that save. That should be right if most of my previous observations were right. Art levels don't matter, it's the Skill levels that require management. And I need him to stay balanced until STR41. It's to see if he can reach Fencer using only DW. I already know that the X360 Fencer only requires OH, so where does that leave DW?

As for actual progress, not once have I felt like I was in any danger. Most of my game overs were from stupid decisions, so it really feels like I'm playing on Easy Mode or something. I fail to see how this is hard at all. The only hard part is constantly being alert to monster movements so that I could dodge them all, which is harder on the PC. Their detection range really is bigger, which is why I use the infinite Timeshift to just run through the entire place. That, and linking entire areas whenever I'm bored.

Already past Numor Mine, although I wish that I had tackled it at a lower BR. Went at it at BR7, mostly because I spent 2BRs worth of battles looking for materials to upgrade Rush's Katanas, which were getting outdated, to Ronin Katanas. I'd normally go at it at BR3, but it really looks like the BR gain has been reduced for the PC version. Even with those extra fights (I could have just harvested the items), I doubt that I would have gone past BR5 on the PC. And... I forgot to test if Emma hops in during the fight. I think I have a save in the Mines, just not right before the boss fight. Ah well. Almost time for the Nest of Eagles. Again.


And still going through the damage test ratios. I'm currently stumped with Seales... I'll put it in another post later.

19 Apr 2011

Part 1 Done.

Well, after about 2(?) months, I've finished Part 1 of my Athlum Generics Only run. Normally, it wouldn't take me that long to get past that. Mostly because of being caught up in schoolwork, applications and continuing to gather and interpret data, which dramatically slows down any progress I may have had instead. Still, I have the Normal run to deal with. I left that one alone for now, but I have to make sure that I agree with Ophelia all the way to get Nordis's HP values. Dealing with "At Hatred's End" is not going to be fun, even more annoying if I even make it to The True Conqueror (Abyss Gate = Instakill).

The Gates of Hell was a bit more difficult than I expected. First run that morning fell apart very quickly (must have been lack of sleep), then the second one ran much more smoothly. Remind me to never go on a death run against the Gates. Having Rush there did make things a little bit easier, would have been even better if he had Vivification Herb, but it wasn't likely that he would have sparked it in time. After all, it requires about 20 uses of Restorative Herb before he gets enough Herbs EXP to spark it. I already knew that if he didn't have the Ragna-rock, it would work against me in a very nasty manner. While Vega, McGrady and Oakes can revive, there's just no way for Vega and McGrady's unions to charge enough AP for it, even with the InitAP bonus from their class (Healer, InitAP +10%). Besides, the AP cost was still far too high for it to be a feasible revive art at the moment (129AP). Still, very successful run with only deploying 12 units, even if one is still stuck at unit BR2.

Jager and the Lob Omen went much more smoothly. Only required 1 attempt, but I went ahead with recording a different set up. 1-3-3-3-1 was the config, worked flawlessly. Good thing I got their STR up a little bit, or else Lob Omen might have been a little too much for some of them to handle. Perneth and Hematea were definitely MVPs in the fight due to their very high INT, paired with Hex and single target Invo. Needed to get rid of the 4 distractions ASAP, before they really make a dent on some of the slightly more fragile unions. Purposely stuck Vega and Oakes together. I knew that they would get bashed around a little bit, so one to revive while the other will heal the union. Plus, they're sturdy enough. Marty's union was also quite robust, considering that there's the Shield of the Vanquisher in play. He would have eventually upgraded to it, but I didn't want to eventually have to hunt for Jewel Steel, and giving it to him early means that I don't have to deal with any potential illegal upgrades. Exploited Lob Omen's AI to Raidlock it a few times. This fight is much easier than the Gates if you know what you're doing, and/or happen to have high powered Hex units hanging around.


Thinking on it though... I think I may have overdone the stat grinding. Sure, it took me several tries to get past the Nest of Eagles, but I think I could have done with lower stats if I had used a similar set to the Jager+Lob Omen fight since the Hexes were dealing enough damage to take out those unions. And because of the grinding, I ended at BR20. Could have been even lower if I didn't do as much grinding, which I could have benefited from because there are new units to recruit. Well, next order of business to grabbing the numbers on those boss fights. Good thing I have saves right before each one.

And I think that someone should write an "Idiot's Guide to The Last Remnant." I'm starting to get a little bit annoyed at all the questions that are being asked. Mostly because it only takes a little bit of experimentation, a little observation, and all those save slots to figure out what the hell you're doing wrong. Almost everything that goes wrong in the game is on the player.

On a slightly more amusing note... It's the first time I've seen someone banned so quickly. I wonder over what though. Was it that topic? Or was it the topic title? I was already being extremely patient with him, even giving the HP thresholds of what the Conqueror would do. I mean, seriously. Getting caught in his Overdrive state twice is already bad enough. Since he will always use Overdrive at a certain point, all the user had to do was just prepare for and not send every union against him for the third attempt! This is the same guy that eventually noticed that rares would stop Skull Scavengers from spawning. Oh, and apparently destroying the game because it was "cheating." If anything, the player already has the advantage. A huge one at that too. It all depends on how you manipulate the game.

12 Apr 2011

Testing, testing...

The Ancient Dragon fight only increased my BR EXP from 43 to 70. Was at BR16 when I fought it. After dealing with the first part of the Melphina quest chain and Blocter's quest, finally shifted up to BR17. So I'm still on course to completing the first part at lower than BR20.

I should probably still continue gathering data for a few other things. I managed to grab a bunch of numbers for different WS damage differences. The only relevant one is Emma's tests with the Superlative Bluesteel x2, since Emmy was equipped with the Nightbloom Virtutis/Superlative Bluesteel combo. DW isn't a straight 2.0x damage over OH. It's probably 1.0MS + 0.5SS. It seems that OH is the weakest, but most versatile. PG deals about 1.3xOH, and DW deals 1.5xOH if weapons are identical. This applies to normal attacks and Arts. Of course, my data isn't quite right (just preliminary stuff), so I need to run quite a few more tests.

So the tests... I should also check out the power difference between Power and Speed modifiers. So guess my set up will be like this...

STR255, ATK255 (or through strengthening + Zodiac Fall), Zodiac Fall Lv.3.
Weapons used: Remnants, Superlative/Shielding/Power variations (Power/Speed modifiers)
* Weapon effects and modifiers will be removed for the purpose of testing.
Accessories used: Damascene Anklet (Physical Extra Hit +4) (maybe)
Arts: Rank S/SS Only, normal attacks.

So I think the data gathered will look like this:
Peerless/Swift Requiem (20x5) (Emma vs. Yugo)
Peerless/Swift Snowfall ([Frost] +5/area) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Log Splitter (1 hit) (Faye vs. Laverne)
Peerless/Swift Rock Crusher (50x2) (Seales vs. Seales, change arts modifier)
Peerless/Swift Victory Sweep (50x2) (Emma vs. Yugo)
Peerless/Swift Moonshadow (50x2) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Rift Cleaver (30/30/40) (Faye vs. Laverne)
Peerless/Swift Dragon's Roar (1 hit/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Blood Cyclone (20x5) (Emma vs. Yugo)
Peerless/Swift Spring Squall (25x4) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Topspin (1 hit/area) (Faye vs. Laverne)
Peerless/Swift Final Toll ([Flame] +5/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Heaven's Pierce ([Thunder] +5/1 hit) (Jager vs. Haruko, compare weapon sizes too)
Peerless/Swift Temblor (1 hit/area) (Violet vs. Sheryl, compare weapon sizes too)
Peerless/Swift Quadrille (25x4) (Torgal vs. Wyngale)
Peerless/Swift Sanction (1 hit/area) (Allan vs. Leucetius)
Peerless/Swift Scattered Petals (30/30/40) (Caedmon vs. Snievan)
* Snowfall/Dragon's Roar/Topspin/Final Toll/Crush/Temblor/Sanction -> Need to test a certain claim that area/union arts are unblockable. Shouldn't be true, or else area/union MAs would not miss either, and I've had them miss multiple times.
OH Normal
PG Normal
DW Normal
TH Normal
QW Normal
DPG Normal
DTH Normal
Repeat 20 for the arts, 10 for the normal attacks, only noting non-crits. Record full damage dealt since the Anklets will add +28% (+4 hits) to all attacks except Snowfall. Or change everyone's SPD to 1 to try limiting the number of hits and record the base damage.

Then there's also the various accessories and classes that add bonus damage. Need to check if WS/WT bonuses are added to CAs. So using a similar set up...
Comparing Emmy (Ranger) and Rush (Ninja). Ninja for [Dual Wield] +5 (+15%). Cloistral Belt for [Katana] +4 (+12%). Adding 1 or 2 Black Belts ([Dual Wield] +5). Then there's also Milton's Kerchief for [Combat Arts] +5. This should also help answer if the [Combat Arts] +5 and [Power Grip] +5 effects stack for the Gladiator class. If it does, that's a +30% boost right there.
So, combinations are:
Nothing
Cloistral
Black Belt
Milton's Kerchief
Ninja
2Cloistral/2Black Belt/2Milton's Kerchief
Cloistral+Black/Cloistral+Milton's/Black+Milton's
Ninja + Cloistral/Black Belt/Milton's Kerchief
Ninja + 2Cloistral/2Black Belt/2Milton's Kerchief
Ninja + Cloistral+Black/Cloistral+Milton's/Black+Milton's
That's going to be a lot of testing... Of course, she also has a Sword in her off-hand... So what would happen if I included an accessory that boosts Swords? Or even, what's the difference between having Katana+Sword and Katana+Katana? Is there going to be a difference? Maybe I'll save it for later.


Making a note of DWers.
Unique: Emma/Emmy, Jorgen (Warrior), Rush.
Generic: Faye, Acokus, Laverne, Ynfry, Seales, Cass, Yugo, Chivrey.
Hm. Guess it'd be kinda like doing the Sovani Only run. Very limited at the beginning of the game, mostly reliant on union-target MAs for maximizing damage.

EDIT: What. Swift arts Girls hit harder than Peerless arts guys? Am I missing something here?

EDITX2: Ah. That's why. The Superlative Bluesteel's [Slash] +5 just happens to have an effect. Didn't see that coming. Will be a little more careful about this now. Best to remove all the modifiers through the trainer.

10 Apr 2011

TLR_EE "guide"

WIP. Just outlining what some of the functions do. I'll try to go in depth a bit more when I have time/feel like it.

Link to the trainer here.
Note: If I'm not mistaken, this one will likely only work on 32bit OSes. You will need to edit it for 64bit compatibility.

Tab 1 - Battle
Shift morale to max
Freeze turn count (stops AP Charge if frozen at Turn 1 at the very beginning since there's no turn flow)
TURN: change turn count
CHAIN: change chain count
Can manually shift morale bar
Blue - Ally
Red - Enemy
Union Number
Current HP/Max HP/Current AP/ Max AP/Union Morale
Unit Number
Current HP/Max HP/Monster ID

After Battle
BR99 stats
Stats255

BR
Yellow: current BR
Red: BR threshold
Blue: Current BR EXP

In-battle
HP recovery (max HP/AP/M as well)
Not sure what this one does. Increase attack priority?
Cancel enemy attack
Damage multiplier: Double/Multi
* Can cause damage overflow to the point of not hurting the enemy.
Drop down: Option/Invincible Ally/Invincible Enemy/Both invincible
Change animation: Ally animations, Enemy animations
* What the altered art hits depends on what the unit is originally targeting. If the animation was changed to Protection and the unit is targeting the enemy, then the enemy will gain the Protection status. If the animation was change to Crimson Flare and was targeting self, then the Arcana will hit all allies. Be careful of what you're targeting!



Tab 2 - Union
Union Position (it's anchored to its initial position)
Guest/____ (union name)/Formation
Units 1~5. Can change the units, then update.
Union stats: Total HP/AP, AP+, M (starting union morale, add all unit morale values), STR/INT/SPD (pink), average ATK/DEF/MYS/M.DEF (green).
Haven't test these ones. Something about Party Flag and Party Number? I wouldn't fiddle with this just in case. The drop down is the union's original position.
(red) File Open/Save.
(green) Paste/Copy
Battle Union/Total Units/Battle Units Deployed/Total Battle Units



Tab 3 - Unit
Unit (separated by ID number, you might want to mark down who's who/look it up on one of Necifer's .csv files that contains all units)
Graphic (blue) [changes model. generally stable. List mostly in English. At least the important names.]
Union number, Class
Status. Self-explanatory, mostly. The red numbers represent the true value, while the blue represents what you see on-screen. M - unit Morale
Parameter. Shows total EXP gained for the specific stats. Red - EXP, Blue - level HP/AP/STR/INT/SPD/UP.
7~15 - their modifier resists. Slash/Bludgeon/Maul/Pierce/Flame/Thunder/Frost/Lytic/Venom
Gold (gold number), Items Wanted. The numbers on the top indicate how many are needed. You can enter in a number into the boxes to "give" them the required materials. If it says 255, then they have enough.
Accessory 1/2/Unique. The Accessory drop-down lists has every piece of equipment there. Be careful not to stick a sword in their accessory slot!
Other - Is officially in party/In reserve



Tab 4 - Weapon Slot
Main Slot and Sub Slot
Name/Level/ATK/DEF/MYS/M.DEF/EVA/M.EVA
Parameter: EXP/CO%/CO Success rate/CD%/CD Success rate/Slash/Bludgeon/Maul/Pierce
The last 4 come in at 20/50/100. It's the (no prefix)/Might/Godly modifier.
Solid triangles: Open/Save. Triangle outlines: Paste/Copy
Default Wield Style (drop-down list)
Don't level (red)/Level to +9 (blue)



Tab 5 - Arts
Unit
1. Art position (based on when it's learned). Check the box to add/remove from displayed list. Should also stop from accessing it.
2. Arts. The check box is for toggling the art on/off.
Sub-tabs
5.1 Combat Arts separated by WS (OH/PG/DW/TH/QW/DPG/DTH)
Select arts from drop-down list. Current EXP/EXP gained so far/Level/Modifier EXP (-ve - Speed/+ve - Power)/modifier EXP gained/Modifier
5.2 Mystic Arts. Invo/Evo/Hex/Rem/Psi/Wards/Arcana. Current EXP/EXP gained/Level
5.3 Item Arts. Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.4 Wield Styles. Same order as 5.1. Current EXP/EXP gained/Level
5.5 Weapon Type. Sword/Katana/Axe/Mace/Spear/Staff Current EXP/EXP gained/Level
5.6 Mystics Invo/Evo/Hex/Rem/Psi/Wards/Arcana Current EXP/EXP gained/Level
5.7 Items Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.8 Alters EXP gains. Default is 2. CA1 (Art EXP)/CA2 (Modifier EXP)/MA/IA/WS/WT/MC/IC

How to add arts:
1. Check the box to the right of the dropdown with 3 digits. This will signal to the game that this art should appear in the arts list.
2. Select an art from the dropdown.
3. Checking the box on the right just toggles the art off. You can change it in-game and it will be reflected in the trainer as well. Handy for locking out arts while in-battle. Incidentally, you can add arts while in battle as well, and the game will consider them for commands.


Tab 6 - Items
Components/Captured Monsters/Materials - 99
Key Items. Check to put into inventory
The next 3 boxes are related. Check the first one to enable the function. Then choose something from the list, then press the black button. This will cause whichever shop you're shopping at to stock items within that number range. The order is based on the game's internal item order. All the items listed are equipment. The cost is their ID number. To switch between the lists, exit out of the shop menu, choose another range and press the black button again. The shop will change their contents.
Buying "Sold Out" items (trade goods). Blue text. Check to activate. Does not affect Trade Goods that have not yet been unlocked.



Tab 7 - Other
Timeshift - Infinite/Movement speed while activated/Cursor speed?/don't know
green - movement speed
Money
Infinite D-Acts.
Red Boxes: Copy location coordinates/Paste location coordinates
(great for falling through maps!)



Tab 8 - Battle Commands
1. Select Union
2. Select Target
Battle Command -> Command string/AP Cost
Unit Arts
Unit 1~5 -> can change what art they'll use. the displayed arts on the trainer will change depending on the target/union accordingly.
Can change what unit they target.
* Changing the command's string will alter the union's behaviour accordingly. Putting arts that normally cannot be used by a single unit or ones that have enemy-specific animations in the command chain and then executing them may have a chance of crashing the game. Exercise caution when using this tab.


Tab 9 - Enemy data
Monster ID
Monster Model/HP/AP (base values)
Parameters. Pretty sure it's their growth rates now that I think about it.
Black numbers - modifier resists
Not sure.
Main Slot/ATK/Sub Slot
File - Save/Load, Text - Enemy List/Name?
Check to change enemy type



Tab 10 - Unit Data
Unit/Starting Class
HP/AP/AP+/STR/INT/SPD/UP type/UP/M
The colours correspond to the parameter, and the numbers indicate the growth rate they have.
Resists (9 numbers)
Not sure what all these other numbers mean, but the bottom right? Starting BR.
Boxes indicate what type of unit.
1 - Party lock. 2 - Party Guest. 3 - Not in Reserves (must be deployed). 4 - Balance. 5 - Combat. 6 - Mystic.
4~6 - unit focus
File Save/Load



Tab 11 - Equipment
Item/Text/Graphic/Icon
Sort ID/Create or Buy Cost/Selling Price (Disassemble price is 1/2 Selling, rounded up). 4th box is for "can be equipped", I think.
Modifier/Effect
ATK/MYS/DEF/M.DEF/EVA/M.EVA
Not sure/Growth Rate^/CO/CO Success/CD/CD Success
^ 0 - Slow, 1 - Normal, 2 - Fast
Type - Size and WT/Weight/Other parameters (Disassemble Price/Critical Trigger Button variant)
Boxes: No Disassemble/No Selling/Remnant
WS/WT/Mystic/Item/CAs/Speed/Power/MAs/IAs/Status (Equipment)
* The above are for EXP gains. On a weapon, it means that the unit equipped with it will gain EXP normally (DWing does not double EXP). If on a Shield or Accessory, it means that it will add to the EXP gained. If nothing is checked, 0 EXP.
Note: Changing the ATK/MYS/DEF/M.DEF/EVA/M.EVA values in this tab doesn't have an effect. All it does is change the string. Changing the Effect and Modifier does change the equip.

File Load/Save
This modifies the equips, not put them in your inventory. If you mod them before you get them, they'll come modded during your current play (resets when the game is reset/sent back to the title screen).

21 Mar 2011

Hm. Even more differences?

Well. Another difference to take note of. The parameter bonuses between the X360 and PC are different. I've figured out the BR98 stats for most of the units though, which is great. Mostly right, save for a few units. I need to check out some stuff from the guides... It seems that the Vagrant class was toned down a little bit, changing HP+50% and MaxAP+50% to HP+35% and AP+35%. I'm mostly concerned about the parameter bonuses though.

UnitX360PC
BaulsonHP+20%HP+15%
LokiSPD+3%SPD+5%
Jorgen (Warrior)STR+3%STR+5%
Jorgen (Sage)INT+3%INT+5%
Jorgen (Raider)SPD+3%SPD+5%
Jorgen (General)AP+15%AP+15%
Jorgen (Aristocrat)HP+20%, STR+3%HP+20%, STR+3%
Jorgen (Djin)AP+15%, INT+3%AP+15%, INT+3%
Jorgen (Adventurer)HP+25%HP+25%
VioletINT+3%INT+3%
GabrielSPD+3%SPD+5%
NoraHP+25%HP+20%
SibalAP+20%AP+20%
MaddoxINT+5%STR+3%, INT+5%
LeshauHP+20%, AP+15%, STR/INT/SPD+8%HP+20%, AP+15%, STR/INT/SPD+8%
RhagohINT+5%INT+5%
DarienHP+20%HP+20%
GlenysAP+20%AP+20%
RobertoINT+3%INT+5%
GaouSTR+8%STR+8%
ParisHP+20%HP+20%
AllanAP+15%AP+15%
KateSTR+8%STR+8%
SherylINT+8%INT+8%
JagerSPD+3%SPD+5%
ZoleanSPD+8%SPD+8%
CaedmonSTR/INT/SPD+12%STR/INT/SPD+10%
YuniverINT+3%INT+5%
HarukoINT+3%INT+5%
GhorSTR+3%STR+5%
KhryniaAP+15%, INT+3%AP+15%, STR/INT+3%
WyngaleAP+15%AP+15%, SPD+3%
LeucetiusHP+20%, STR/INT+3%HP+20%, STR/INT+3%

Yep. Instead of finding monster HP values, I've been working with growths instead. Been grabbing all the stats for the generic leaders since should be of some help to the X360 players. It's not going to be exact for them as it'll be BR99, but close enough. And my hypothesis of the game storing everyone's BR1 stats was right. I think I might be able to use that to grab Kate and Paris's BR98 stats for the X360. They had Mystic type growth, was changed to Balance. So if I grab their bases and apply the previous growth rate, it should give me their original BR99 stats. Hm. I should try that soon!

14 Mar 2011

Working like that Drill

Well, still editing that wiki. Almost done dealing with the generic leaders, but probably should start editing in their rehire delays. Just putting them into the Talk pages for the time being seeing as how it's incredibly time consuming just to test when they go back to the guilds. The one really funny thing that happened during the porting was putting the Silver Falcons into the right guild. They were scattered all over the place in the X360 version. On the PC? They're all in the Sword of Three Realms guild in Elysion or in Balterossa's Union of the Golden Chalice. It's actually kinda funny. They were on a job during their X360 tenure, then migrated back to their respective guild branches for the PC.

While checking out some more vids (Sovani-only for one), I noticed a rather amusing use of Enthralled unions. Or unit in that one case. Batter the target enough and the Enthralled union will be locked into a loop to heal the enemy. And it helps your morale. Rather strange behaviour, but strangely beneficial. Not going to make use of such a tactic, but I'll have to keep it in mind if it happens to me. And noted Snievan's Phantom Ache UA. Requires Pinch and low army morale. Not sure about the union morale though. I'll have to also add the Rousing Flare trick to my repertoire when I use unique leaders again. Well, I had already known what it was used for, just never deployed it. Mostly because I usually turn off UAs in case they eat a command. Exceptions being Hundred Flowers and Twin Snowpetal.


Progress...? Well, Normal Athlum Only is on hold until further notice. Really, there's no point anymore since the HP values in both difficulties for rares and bosses are the same. Hard is just before entering the Aqueducts, and just finished up grinding stats for a little bit (BR14 now). I think I may have overdone the training though... Oh well. At least the Rem users are now capable of using Divine Echo! They just need the AP for it.