Jump to content
Strawberry Orange Banana Lime Leaf Slate Sky Blueberry Grape Watermelon Chocolate Marble
Strawberry Orange Banana Lime Leaf Slate Sky Blueberry Grape Watermelon Chocolate Marble


Ultima GM
  • Content count

  • Joined

  • Last visited

  • Days Won


Fyrewolf5 last won the day on January 18

Fyrewolf5 had the most liked content!

Community Reputation

1,966 Popular

About Fyrewolf5

  • Rank
    -Platypus Rappy-
  • Birthday 10/10/1987

Profile Information

  • Gender

Recent Profile Visitors

30,572 profile views
  1. Yea, she's only ever there upon returning to the boss room, same with Flowen. They are never there pre-fight. You have to beat boss and then go back in and you see their spirit basically, which waves/salutes you when you get close and dissipates into light particles.
  2. Happy Birthday frost506 !

  3. Ah. That's definitely one of the more interesting quests in the game. I've played through it before a few times for some testing, another source stated that the 'material' you get at the end is a tp material, so I tested that back in the day but I didn't get any material from it. I did get some funny pics of tiny racast fighting giant sinows and baranz though. It's also the quest I used to get some cinematic pics of humar vs giga dragon too. I'd have to look at the quest with my meager qedit skills to see how the attributes were done, but idk how difficult it would be to update the quest or if it should be readded at all. Perhaps the devs removed it so they could just rework it and lump it in to how attributes are added in gallon's shop, much like how TTF used to be the quest you used to trade mag cells for mags but they removed that in later versions too. Edit: After skimming the quest code, I do not see any text relating to montague speaking about enemy parts, and the only item creations I see are for making grinders and materials (I think I had received a monogrinder when I did quest way back when), and it appears to have differing % chances of which kind of grinder/material based on difficulty level, but I'm unsure if the material one is dummied out or not. However, I do not see any dummied out code related to making an enemy part weapon at all. The one interesting thing I see though is some of the reward text mentions the player wearing a red ring (appears to only show this text in ultimate difficulty from what I can glean from the code).
  4. If it was dreamcast only, then it was likely never updated for later versions of the game and the quest would have to be edited to work with blue burst even if we did find a copy of it somewhere. I am curious about the quest though, where is the documentation of its existence you mentioned? Do you remember the name of the quest or any info about it?
  5. lost my sta today 

    guy piccked my sta, i missing


  6. Alternatively, MA4B route has 26 zu in crater interior, good way to get a lot in a bit longer run. Takes <5 minutes to get through it easily, and less back n forth loading time that way.
  7. That actually raises new questions. 50hp is the base of a level 1 resta, but level 1 resta can't heal others (need lvl 3 before you get aoe), so does iq actually increase the level of resta it casts then (as in RestaLevel = (1 + (IQ / 40)) , that would make it go to level 6 and be 75hp)? I'm curious now whether low iq mags can heal other players and whether it's a tiered difference of hp healed, as it would be if it is a level increase.
  8. Max Attack S Ep1 issue???

    I believe it's intentionally part of the quest. I think the killcounter exists because it's a custom edit of the MA4 series, but it's not actually an official MA4 quest (which track your total lifetime kills across MA4A, MA4B, and MA4C in each episode). As such, there are no plans to change the killcounter to actually count toward MA4 totals.
  9. Like I said, it would probably have happened even if you didn't use those, I've seen it happen even when nobody even has any of those weapons on their character. While there could be multiple triggers, I think its just something different that makes it happen, such as using a Red Ring in the fight.
  10. It was related to old rumours of how to get Heathcliff Flowen or Red Ring Rico to appear in the boss rooms if you returned there after defeating boss. I don't think anyone really knows the specifics of it truthfully, but I don't think it's hitting the boss with those weapons as I've seen it happen without even having red/dark weapons on any characters in the fights. Personally, I speculate that wearing red ring can cause rico to appear in boss room though, but I'm not as sure about flowen. It's a cool little easter egg when you get to see them, they just sit/stand in the center of the room until you approach them and then wave/salute and disappear. They also both have their own unique theme songs you cannot hear anywhere else in the game, Rose Confession and Leaving Flow. Rico's theme is a really great song too.
  11. hi gm i fixed  depend window anti viruses 5 times, pbso urn japan again bugs.

  12. You aren't playing this on a console gc/xbox or something like that. You aren't going to be able to manipulate RNG that way. Back on those you mightve been able to do 'some' stuff (e.g. in cmode, record attack hits/miss and restart cmode and change what attack orders you do to get all hits), but you aren't really going to be able to do anything special as soly explained. The real way to get PGF to drop is that you have to not just use red handgun, but ALL the red weapons in the correct order to spell out flowen's name, and then 360 no-scope him with flowen's sword to get him to remember who he is and drop the pgf.
  13. Interesting, I never got around to testing mag resta properties. I know that my force mind mag actually heals a ton of hp when it procs, but idk if it's being affected by charMST, mag mind level, or both. Would be interesting to see if putting a 200 mind mag on a cast would increase the resta for them from <100 to anything useful. I doubt it, but it'd be kinda neat.
  14. 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:
  15. Because this game was made when dial-up internet was the standard, it came out on the dreamcast originally. Damage cancel exists because each person's client is off doing their own stuff, doing all their own calculations for damage and monster ai and the like, and you send only the bare minimum of data to the other players about things. With how the monster packet gets synced, it's nearly impossible to remove damage cancel from the game, not without completely rewriting the netcode to make the server handle calculations and override the players or something like that. Heck, the game doesn't even send other player's true position all that often, it only does it when it absolutely needs to like when they attack so your client knows where to render a bullet from, hence why people sometimes get stuck on a corner and then warp forward after a few seconds or them doing an attack. Other servers have tried to do band-aid fixes, but they are not a miracle cure and have their own drawbacks that arise from it; damage cancel is basically built into the game, actually truely removing it would be very difficult to do.