Lemon Posted May 9, 2017 Share Posted May 9, 2017 Here you go, this gets you to lvl 70 where you'll get 3rd photon blast as twins. Qty. Def Pow Dex Mind antipara 19 95 0 836 190 trade 94 0 836 190 FORCE antipara 1 99 0 880 200 evolve to teir 1 (vritra) Leilta PB antipara 130 0 0 2700 850 evolve to teir 2 (ashvinau) Pilla PB RANGER Even ID Moon + antipara 57 0 0 3327 1705 evolve to teir 3 Kama Pilla PB Moon + Monofluid 55 0 0 3300 3685 FORCE Moon + monofluid 1 0 0 3300 3721 Evolve to teir 3 Ila or Kabanda Twins PB 1 Quote Link to comment Share on other sites More sharing options...
CCastles93 Posted May 11, 2017 Share Posted May 11, 2017 (edited) Is there any way to set the rare drop chime back to the way it was so that PDs dont make any sounds and low-tier rares do again? Or do I have to change each individual command myself in the _items file? Edit: I tried to change the _items.deflaut and _items files and i got "Access Denied". Edited May 11, 2017 by CCastles93 Quote Link to comment Share on other sites More sharing options...
Soly Posted May 11, 2017 Share Posted May 11, 2017 1 hour ago, CCastles93 said: Is there any way to set the rare drop chime back to the way it was so that PDs dont make any sounds and low-tier rares do again? Or do I have to change each individual command myself in the _items file? Edit: I tried to change the _items.deflaut and _items files and i got "Access Denied". If you can't edit the file, you probably have it inside the program files folder, copy the file to the desktop and edit it there, then copy it back to where it was. 1 Quote Link to comment Share on other sites More sharing options...
Yannv Posted May 14, 2017 Share Posted May 14, 2017 (edited) . Edited December 10, 2019 by Noob Saibot Quote Link to comment Share on other sites More sharing options...
Junsui Posted May 14, 2017 Share Posted May 14, 2017 I'm curious, any way of 'fixing' or 'improving' Jellen and Zalure? Like on these custom quests with the big monster spawns, J/Z can't keep up with the demand on locking on more monsters then the limit it can do right now (same with most techniques) and obviously you can't choose on what to lock on specifically (usually based on the closest proximity of monsters), but is there a way to increase the limitation or remove it? Thanks! Quote Link to comment Share on other sites More sharing options...
Lemon Posted May 14, 2017 Share Posted May 14, 2017 38 minutes ago, Junsui said: I'm curious, any way of 'fixing' or 'improving' Jellen and Zalure? Like on these custom quests with the big monster spawns, J/Z can't keep up with the demand on locking on more monsters then the limit it can do right now (same with most techniques) and obviously you can't choose on what to lock on specifically (usually based on the closest proximity of monsters), but is there a way to increase the limitation or remove it? Thanks! Get better positioning? Also using Glide targets from back of range, without you target close. Quote Link to comment Share on other sites More sharing options...
Junsui Posted May 14, 2017 Share Posted May 14, 2017 1 minute ago, Lemon said: Get better positioning? Also using Glide targets from back of range, without you target close. I've tried. On some spawns it seems really small amount of monsters are even getting J/Z such as the cave spawns in Ultima TTF. (maybe I can provide some SS later) The 'current' J/Z does not keep up with the demand of monsters being spawned and on-going spawns on custom quests. Its not intelligent enough to prioritize non-J/Z monsters over J/Z monsters also. I have to keep on constantly casting both j/z to insure I hit every monster; along side the ones that are getting defeated. In a chaotic quest with strong monsters, or if I am in a low leveled party it can slow things down, or make it a right mess with people dying, getting smashed etc... Makes me look bad too, as 'i'm not doing my job' properly or whatever, when its the limitations of the game mechanics as a whole. In every sega spawns as far as I have seen J/Z can hit every single one of those monsters, so if it was possible to increase the numbers of monsters being inflicted with J/Z or removing any limitation, I don't see it 'breaking' the game, when its mirroring what's already there but extending it towards custom quest spawns. I actually thought J/Z was limitless or atleast can inflict status change on a ridiculous amount of monsters; completely proving wrong via custom quests lol. Quote Link to comment Share on other sites More sharing options...
Lemon Posted May 14, 2017 Share Posted May 14, 2017 Eh, I don't really see this as an issue with j/z and more of a bad design choice. But I'll leave it up to the people doing the work. Quote Link to comment Share on other sites More sharing options...
Shisui Posted May 14, 2017 Share Posted May 14, 2017 (edited) Ive talked to soly some time ago about the j/z count. He asked if 15 targets arent enough? And i think actualy, yeah its enough Since all the quests with those huge spawns arent made from sega Its also hardcoded and not changeable, thats what soly told me about it. Also that is secondary, there is other stuff in priority Edited May 14, 2017 by Night Quote Link to comment Share on other sites More sharing options...
Soly Posted May 14, 2017 Share Posted May 14, 2017 Yeah, that stuff definitely is not going to change. I have no idea how to change it anyway. Quote Link to comment Share on other sites More sharing options...
Junsui Posted May 16, 2017 Share Posted May 16, 2017 That's a shame haha! Thanks for your responses. I guess I'll have to manage it. Quote Link to comment Share on other sites More sharing options...
Fyrewolf5 Posted May 16, 2017 Share Posted May 16, 2017 On 5/14/2017 at 0:42 PM, Junsui said: I've tried. On some spawns it seems really small amount of monsters are even getting J/Z such as the cave spawns in Ultima TTF. (maybe I can provide some SS later) The 'current' J/Z does not keep up with the demand of monsters being spawned and on-going spawns on custom quests. Its not intelligent enough to prioritize non-J/Z monsters over J/Z monsters also. I have to keep on constantly casting both j/z to insure I hit every monster; along side the ones that are getting defeated. In a chaotic quest with strong monsters, or if I am in a low leveled party it can slow things down, or make it a right mess with people dying, getting smashed etc... Makes me look bad too, as 'i'm not doing my job' properly or whatever, when its the limitations of the game mechanics as a whole. In every sega spawns as far as I have seen J/Z can hit every single one of those monsters, so if it was possible to increase the numbers of monsters being inflicted with J/Z or removing any limitation, I don't see it 'breaking' the game, when its mirroring what's already there but extending it towards custom quest spawns. I actually thought J/Z was limitless or atleast can inflict status change on a ridiculous amount of monsters; completely proving wrong via custom quests lol. It's only 10 targets, so not that many really. It also prioritizes farther away targets first, not closer ones. This means you can do it with and without glide to hit different targets (this is especially important on de rol le, as you need to NOT have range boosters to hit his head with j/z). You'll have to consider when you should do j/z and when you should do other tasks instead. If it's a low leveled party, maybe they shouldn't be doing quests they can't handle without help. A lot of j/z is also going to cause dmc more. Regardless, we can't change the target limit. It's just something you are going to have to bear in mind and play around. Quote Link to comment Share on other sites More sharing options...
CCastles93 Posted May 19, 2017 Share Posted May 19, 2017 Do Berserk/Charge/Spirit all do the same damage? (Not including Diska of Braveman zerk boost or VJaya special) Quote Link to comment Share on other sites More sharing options...
Fyrewolf5 Posted May 19, 2017 Share Posted May 19, 2017 49 minutes ago, CCastles93 said: Do Berserk/Charge/Spirit all do the same damage? (Not including Diska of Braveman zerk boost or VJaya special) Yes, but diska of braveman has no special zerk boost (vjaya is a unique special that just happens to cost meseta, but is not really charge). Quote Link to comment Share on other sites More sharing options...
Sir Rendlan Posted May 19, 2017 Share Posted May 19, 2017 10 hours ago, Fyrewolf5 said: Yes, but diska of braveman has no special zerk boost (vjaya is a unique special that just happens to cost meseta, but is not really charge). But Vjaya for vanilla is simply one hell of a charge attack Quote Link to comment Share on other sites More sharing options...
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