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Showing content with the highest reputation on 01/17/2019 in all areas

  1. last december, new desk and shelves and new chair.
    4 points
  2. 3 points
  3. So I got bored at work and did some research. Tethealla uses the Mersenne Twist algorithm to generate random numbers. Taken directly from the source code: 10153: rare_roll = mt_lrand(); 10155: if ( ( ( rare_lookup & 0xFF ) != 0 ) && ( ( rare_roll < rare_rate ) || ( l->redbox ) ) ) This means that even if you wanted to manipulate memory to get a better chance at a drop, you'd have to manipulate the memory on the remote server, at which point it'd probably simply be easier to just insert the item into your inventory in the database.
    3 points
  4. Do you have HP mats for sale? Enviado desde mi SM-N960X mediante Tapatalk
    2 points
  5. Hi, so, I'm going to just kind of put this out here and if a GM or coder/programmer who may have more direct knowledge on this could prove me wrong, I'd gladly accept any such proof that I'm incorrect here. Let's go! I just got done watching Awesome Games Done Quick '19, a video game speedrunning marathon, and during the Final Fantasy 9 run, the runners/commentators said something that kind of blew my mind. Just to be 100% clear if someone just doesn't know: FF9 is a classic turn-based RPG that has random encounters. They are able to beat FF9 in under 10 hours (it's fast trust me) by abusing RNG to avoid most random battles, however, there is a particular city, Burmecia, that has rain falling while the player is walking around. A commentator then said, "when we turned on the memory values to be visible in an emulator, we discovered that the rain drops here make every RNG value in the game go absolutely crazy. Every individual drop of rain just completely randomizes the RNG so we never know what it's going to do here." Now, please understand one thing that most anyone who's ever even coded a tic-tac-toe game can tell you: there is no such thing as TRUE RANDOM with computers or code. There is only what can be coded within a range. However, PSO seems to do something very similar to classic Pokemon games from the old, OLD Gameboy era: looks at hex memory values for other things. EG: in Pokemon games, whether or not your attack is a critical hit, whether a ball catches something, what pokemon you encounter in the grass: ALL of these things are deterministic of memory values you cannot see, being set by things such as # of steps taken, items used, in-game timers (not often), or pretty much just things you would think have nothing to do with each other. SO, herein is the crux of all this, a conversation I overheard here recently. It went a little something, a'like-a-this: "I'm over 300 olga kills and no PGF." "That one person who takes 40 minutes per run has gotten 5 PGF." "Maybe we should take longer per run it's like the game takes pity on you or something." I heard this a few days ago and I'll be frank, I couldn't stop thinking about it. What if there WAS something to that in reality? Now I'm not using memory value viewers or anything (does that even exist for this game?), but after playing video games for the last 29 years, I like to think have a vague sense of the invisible code generating the game I'm playing. So, here it is, my insane, stupid theory on how you may or may not be able to change your PGF luck, if you are in fact part of The 300 Club I've heard so much about: Stop speedrunning it with dead-on efficiency. Why? Well, you've already determined the methods you're using are not the required memory values needed to trigger a PGF drop. I could be entirely wrong, you COULD just be entirely unlucky, after all. But humor me, and humor the neurotic mentality you've probably developed because PGF isn't being nice to you (sealed J sword drove me to neuroticism). It could very well be that PSO uses a similar rare item drop as another game I've played long ago. Far as I'm aware, and I hope I'm not wrong about something as simple as this... DAR is simply the chance of an item dropping period, wherein the rare item drop rate is then checked after a successful DAR roll to get AN item et al. So, what determines if PGF is gonna drop? Other hidden memory values. Memory values that, if you are clearing rooms the exact same way, exact same attacks, same time, same gear in the same inventory slots, and since most of you are LVL200 that's another memory value that is never going to change since your EXP is static now. But, do you see what I'm saying? I've for real seen this exact style of "RNG" in other games, and I'm thinking I'm starting to see it here, too. I'm probably wrong about the exacts, but I do believe that for some of you who cannot seem to get a PGF when you clearly should have by now, it's possible you're preventing its drop by doing the exact same actions in the same order every time. Suggestions: use other weapons, re-order your armor units, use other shields, cast techs randomlā€”razonde feels like a good RNG manipulator candidate to me as it has to pull up a graphic effect for each little electrical flourish. I recall long ago on Dreamcast seeing a gameshark user cast Razonde in Pioneer 2. Oddly, the "lightning" had the texture of the floor in Pioneer 2, so I know that tech is issuing a simple callback for a specific texture that's intended to be in a specific memory valueā€”a value that callsback on a specific texture, in a specific location in the game's files. It's things like this that can shuffle other hidden values that, to me, seem very responsible for rare drops. EG: let's say a 1/216 drop rare requires 20 different memory values to be lined up. As in, it may be checking in 20 different locations for the first two values in this field, that field, etc, and then compiles them all into a single sum to check against the required values to trigger a drop. If it doesn't line up all 20 values, then a DAR trigger will just give a regular item and not a rare. This is only an example, I have no idea how any of this REALLY works, but I do believe I'm at least close to the mark. TL;DR: player actions affect hidden hex memory values and doing the same thing every run will give the same result every run. Starting a new team will always begin RNG at the same values, and doing the same actions will push them into the same places, every time. Be a little more random yourself, and have hopeā€”for hope is the foundation of miracles. Good luck, hunters. o3o
    1 point
  6. I am looking for either a matching DF set that is 50 50 0 0 50/0 0 50 50 50(or better). PDs DTs Unique items Kiss of Death 80h TJS 0 100 100 100 100 100 0 0 80 Excal 0 0 100 100 80 PRs(?) idk Black Ring HU things you think I may want or not have.
    1 point
  7. Idk why a drop table would put people at ease on a once a year drop. Just my humble LGBTQ opinion
    1 point
  8. Try this: https://www.phantasystaronline.net/forum/index.php?/account-management/account-recovery/ EDIT: Seems to be resolved, closing.
    1 point
  9. B> heaven punisher stats don't matter
    1 point
  10. Im selling 1 stack pow mat.. how much you pay? 20 pds?
    1 point
  11. Thanks Fyrewolf, this is great info, I didn't realize about the cloaks being boosted to 30%, that's exactly in line with what I meant about revitalizing old gear and adding boosts. As far as the wiki goes it would be great if there was a "Unique to Ultima" section that went over those kinds of changes. 10 million years of playing PSO and my habit is still to check on PSO world, it would be great if there was a way to see this info. I would be happy to help create content (if I had some kind of list of changes to pull from). I see things like new items (combine holy ray with whatever consumable, but there is no info on how/where/when that consumable is available). I think this would greatly help newer players like myself. The info is there in the wiki, just not easily accessible unless you know to look for it. I'll have to do my own testing and hunt down some of the cloaks to see for myself, but that definitely goes a long way. Was thinking maybe something like non stackable units (if that was possible) that boosted techs might be an interesting approach as well. And feel free to drop me 10million disk 3s sometime
    1 point
  12. Purplenum Earth Wand Brownie - Very Hard, Chaos Sorc
    1 point
  13. The formula is pretty much as was already stated, ((MST+TechPwr) / 5) x (boosts) x (resists), which if you examine it you will see that MST is the least important component, and the most important are the Boosts and Monster Resists (even techpower gains per spell level are much higher than mst gains; e.g. devil/technique is stronger than god/mind does for all spells, until maxing of course). If there were something I would consider tweaking more, it would be the enemy resists in the game, as those are almost exclusively the realm of forces (nobody uses Burning or Tempest specials seriously). When I do changes to things, I'm trying to stay in the realm of what pso already is, I'm not trying to alter it so much that it becomes a different game. It all needs to fit together in the larger scheme so that it's like it could have always been there. In that regard, the game itself was already biased against magic. There are too many instances where you find that enemies have 90+ in all resistances, have specific negative ai reactions to being hit with magic, or other such things. It was never intended for forces to be able to play full black mage through the game and be able to use techniques for all enemies (trying to do olga with only techniques is one of the most painful things haha). In 1p mode they did change some of the resistances to lean more toward that regard since if you are playing 1p you clearly aren't online, but this is an online game first and foremost, so I really don't have any intention of stepping any more away from the base game design in regards to techs. However, I think techs are actually in a pretty good place overall right now. While Psycho Bridge is incredibly difficult to get, it also is incredibly powerful and puts you at really dangerously fast clears in comparison to other classes in a solo setting. Remember that magic is wider aoe and more targets than conventional weapons, cannot miss, and can stunlock enemies. It is meant to be weaker damage to compensate for its inherent advantages. While the ultra-low end is potentially a little lacking, the mid-range got a very significant boost when I upped all the Elemental Cloak boosts to 30% element from 10% (Ignition Cloak, Congeal Cloak, Tempest Cloak. I did not boost Select Cloak, as it would be too similar to MG+). I did a lot of testing on various forces when I wanted to implement this change, and it would pretty consistently shave off 1 spellcast from all mobs whether using pwand + 3seals, or pwand + hylian, or pbridge + hylian, etc. There is also the newer Stellar Shard item which makes two things forces like, the Quasar Staff (60% rf/gz 120%barta) and the Neutron Skin (+250mst armor), and stellar shard itself was a drop most suitable to be hunted with a force, as they are quite a bit more flexible dealing with the awkward nature of ep4 enemies/environments than hunters and rangers, and are more consistent on the boss due to their non-fluctuating tech damage. Glide v00 and Alis' Resolve also make using si- techs to supplement a team much more appealing as well, as that is more beneficial to a team than spamming ra- techs usually, giving some leeway to using techs in a team. Overall techniques can do well in about half of the game (all of ep4, half of ep1). For the rest, forces will be required to use weapons too. Magic is only meant to supplement weapons, not replace them. We've introduced a buttload of gear aimed at forces that help them out on that side as well. Things like 100souls, Lindcray, Blood Sword, Banana Cannon, Sacred Bow, Slicer of Vengeance, Boomerang, Kiss of Death, Ultima Reaper, Sil Dragon Slayer, Stealth Sword, Master Sword, Rage de Glace, Samba Fiesta, Fury of the Beast, many of the Halloween Costumes, Godric's Cloak, etc. There are a lot of things out there to help forces and quite a lot that are exclusive or specifically designed to help them out. For a long time one of their biggest issues was specific bosses more than anything else, but things like dragons, worms, vol opt, gryphon, falz, and olga are less of an issue than they used to be due to the increased toolkit they have now. When played competently and utilizing their entire arsenal, forces are an extremely powerful class. With high buffs to increase their own atp up (fomar s30 has more atp than racast without shifta) and high debuffs to weaken enemies (jellen 30 makes things only tickle), and near limitless healing ability, they are nearly unkillable at high levels. They can do 'good enough' physical damage for the most part with many different weapons, and they're also able to do useful things like aoe stun lilys, or detonate all traps in the room, or kill enemies beyond render range, or first-frame megid kill, or other things with magic besides the obvious ultra-wide high-target aoe damage/clear. In the arguably highest-tier area of the game (Ep2 Tower), forces are one of the most damaging classes, often outshining racast and racaseal, using things like bringer's rifle and samba fiesta and slicer of fanatic to great effect, greatly increasing everyone's output vs ill gills and epsilons, and simply keeping del lily's on lockdown easily. In challenge mode, forces can be incredibly powerful characters to bring along, not just for the smallest of shifta but also for their high damage output. In battle mode forces pretty much decimate all other characters with ease. In normal-vhard of all areas, forces are the undisputed kings. That last one illustrates how dangerous it can be to buff techs too much in this game, if forces are able to actually clear very well, then they will clear the entire room from miles away before anyone else can even reach the enemies at all. I'd would even argue that the most capable class in the entire game is Fomar. Even though they are extremely underplayed, fomar is one of the potentially best classes; if they are a good player and have decent gear, they are perfectly competent at doing anything you could possibly throw at them in the game. They only have 44 less atp than Ramarl, the typical 'solo' class, but have access to better buffs, debuffs and heals. With Godric's Cloak on, they surpass the ata of a hucast. They may not have dark meteor, but they are perfectly capable of doing 'good enough' physical aoe damage, 'good enough' magical aoe damage, strong demons, and will be able to handle pretty much any situation they find themselves in, solo or in teams. Of course there are classes that might excel at certain situations over him, I'm just saying he's more than competent in the most situations of all. Regardless, all forces are not classes to be underestimated just because the game is biased against magic. While going full black mage has some places where it struggles, and going full white mage can be boring and have a lot of downtime, the game is extremely generous in catering towards playing a versatile and competent red mage style, where you can do a good bit of everything well depending on what is needed. While they may not be as flashy as other classes, or put out quite as high numbers flying across the screen, there is a point you can reach where you can say they really do 'good enough' and don't lag behind other classes significantly at specific tasks, and it's at that point where their versatility shines. Sorry for the wall of text there, now as some quick answers for your other questions: Unique Force Weapons - adding in unique things to the game is difficult/impossible. We can't add new mechanics into the game, we have to use what already exists in new ways. Something like the 'bait launcher' you described before would be impossible to do. Wiki Linking to the Drop Table - I really like this idea. Vote Kick Option - Maybe in the new Aselia server software Recycling bad rares - Difficult to do in a way that is balanced. Even old teampoints system, people would just sacrifice hundreds of 1/2 drop 9star rares. Bad rares are going to exist, just throw them away or hand them off to some newbies. Burning Rangers Music Everywhere - this is easily doable by either editing your own files, or I can give you a few hundred burning rangers music disks, which allow you to play the music anywhere. Since burning rangers is already in the game properly looped(HEARTS.ogg), you wouldn't need to do any audio editing, you could simply make tons of copies and rename+overwrite the files for each area. However, it probably would not play properly in ep4 areas if you simply renamed it, as they do their dynamic loop differently and require specially made multistream files to play properly, so if you want to meet up and get music disks let me know. For Freezing, you can also practice instant freeze timings. It's a difficult trick to pull off, but enemies have specific points in their animations where they become 100% vulnerable to freezing with any level gi-/ra-barta. These are generally at the beginning and end of animations, or right as an animation is about to change. The most common one would be right after a monster spawns and is about to activate/aggro/awaken/etc. This trick does require extreme precision and is not easy to do, typically if you are having an off day it's not even worth it to try in a serious game, but with good practice it can be another tool in your arsenal on any fleshy character. It's difficult to describe some of the points where it's possible. Times like right as a delbiter starts/ends charging or stomping, or right as a sinow starts punching, or right after they have finished the second punch and are going back to ready position, or similar times right at start and end of slapper enemy attacks (it's kind of like a dark souls 1 parry, not while they are telegraphing but right as they actually start swinging forward). Basically, when an animation changes/shifts there is usually a vulnerable timing, but it's not always the easiest or most practical thing to hit. Here's a video with many examples of it working:
    1 point
  14. cost pgf or deal trade
    1 point
  15. Hi.. i got.. around 50 HP mats. mind mats god hp v101 cent ability bringer (blank) zonde barta gifoie gibarta (29) shifta 20 deband 20 and 30 grantz 26 anti 7 how much you pay?
    1 point
  16. I don't know what you were expecting from it. Heart Container gives 150 HP, which is 25 more than Centurion/HP (hence the best HP unit so far as Lemon said). That is specifically useful to withstand strong attacks like Vol Opt balls if you are soloing TTF with a weak class, Dark Falz slash if you are still low level and under 1090, Shambertin laser etc. At the beginning Noob/HP was never meant to be useful, it was supposed to decrease your HP but was glitched so you could increase your stats instead and not even use an armor slot for it. Basically was like cheating. Now it may not be as broken/OP as Noob/HP was but it still is useful, so I don't see where the lie is.
    1 point
  17. Most of the PGF that dropped so far was for Oran ID. People keep saying PGF drops for all ID, but it hasn't really been dropping for all IDs. I'd like to know a little more about the drop rates. As for PSO's coding. Wise is he who believes he doesn't know it all. There are some things about machines that the common man would still consider unbelievable. It's almost as if man gives machines life in more than one way. The human minds seems to affect all sorts of things in many kinds of ways. There are things even I'm still learning about PSO. A game people think they have completely figured out, because they've played it for so long. However, people sometimes keep the same perspective on things for years, and find it difficult to grow. I was one of those people for most of my life. Let me tell you a story. In Schtserv 08, I met a guy who I used to hunt PGF with. He used to get the last hit on Olga Flow with a Red Handgun, and said it was to increase the chance of PGF dropping. I'm not sure what sort of coding made that possible, because I'm somewhat retarded. However, that trick did work in Schtserv. So I tested it on Ultima server... And recently during my 1st Bluefull RT of the day, I managed to get the last hit on Olga Flow with a Red Weapon, and PGF dropped. Considering the chances of getting a PGF to drop are slim as hell, that could be a coincidence, but I will experiment more to be 100% sure. Feel free to test this with me. Get the last hit on Olga Flow with a Red Weapon in the name of old Havoc from 08 Schtserv. May PGF drop for us all.
    -3 points
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