Sunday, March 22, 2015

Seiken Densetsu 3 observations

Seiken Densetsu 3 Observations

-There was most likely supposed to be a Squid boss at the end of Volcano Island Bucca. Its attacks would have been 100 Tentacles, Squid Ink, and Tidal Wave, all attacks that would be entirely exclusive to it. This boss was dummied out for reasons unknown. Knowledge of the squid boss was gained from TCRF, and knowledge of its attacks was gained by doing a bit of in-game hacking.
-The level cap is 99, which is achieved at 9,999,682 EXP. The final boss is usually beaten around level 50 (around 800,000 EXP), and characters stop gaining stats at around level 55-60, depending on the final class, and assuming they reached said final class at level 38.
-HP progression dies almost entirely at around level 45, causing characters to only gain 1 HP per level. HP progression picks up again at around level 59, at which point all characters gain a flat 12 HP per level until they hit the cap of 999.
-The actual experience cap is 3,276,815,535, although the EXP counter will only show the last nine digits. EXP rolls over once you go beyond that number, starting again from 0, and the EXP to next level will read L0->9999999 minus whatever the EXP integer immediately above it says. Yes, I used cheats to find this out for myself. The best endgame monsters only give about 1,300-1,500 EXP when defeated, meaning it would take several years of nonstop playing to achieve this without codes.
-Hit and evasion rates don't work the way they're supposed to in this game. This means the skills Speed Up/Down are completely useless. Also, due to a bug, critical hits never occur, making the spell Energy Ball useless.
-Elemental resistances don't work properly, though this only affects your party. Enemies can resist various elements perfectly fine.
-ALL enemies are ALWAYS affected by status debuffs, up to including HP debuffs. This includes bosses. You can instantly knock 10,000+ HP off the final bosses just by using a skill that decreases their maximum HP.
-Most status-resisting equipment doesn't work properly. Oddly, there are some items that DO resist status changes as they should, such as the Cobra Bracelet (accessory for Hawk, resists Poison), and the Oath Shield (shield for Duran's Light classes, resists ALL status effects), indicating that the programmers were in the process of making status resistances work before giving up for whatever reason.


-For future reference, all spell powers below are based on damage caused to multiple Class-3 enemies (enemies that are level 41+). They are also estimated and therefore may be wrong. Class-1 characters and enemies will take about 53% as much damage from the same spells as a Class-3 would. Class-2 characters and enemies take about 83-85% as much damage.

Intelligence-based attacks:
-The final bosses' ultimate attacks (Catastrophe, Death Ecstasy and Flare) are slightly stronger than Double Spell and Rainbow Dust, and slightly weaker than Ancient.
-Double Spell has a spell power of INT x 28.
-Rainbow Dust has a spell power of INT x 28.5.
-Ancient's spell power is INT x 33.64.
-Catastrophe, Archdemon's ultimate attack, has a spell power of roughly INT x 30. The Archdemon charges for several seconds prior to using this attack, during which you can't access your menu for some reason.
-Death Ecstasy, Dark Lich's ultimate attack, has a spell power of roughly INT x 30. This doesn't require charging up, and can come without warning.
-Supersonic, Tzenker's move, has a surprisingly high spell power of INT x 27. It is also Wind-elemental.
-Tidal Wave, a dummied spell from the dummied squid boss, has a spell power of INT x 26.7. It is also Water-elemental.
-Squid Ink, also from the dummied squid boss, has a spell power of INT x 21.5, and reduces hit and evade rate, though this hardly makes a difference due to a bug. It is also non-elemental.
-Thunderbolt, cast by Death Machines, has a spell power of INT x 16.5 and inflicts Silence. It is also Wind-elemental.
-Poison Bubble has a spell power of INT x 25.33, and absorbs about 1/16 of the total damage dealt as MP.
-Cold Blaze, Stun Wind, Blaze Wall and Stone Cloud each have a spell power of INT x 25.33. Cold Blaze causes Snowman, Stun Wind causes Silence, Stone Cloud causes Petrify, and Blaze Wall just does damage.
-Ice Cradle, signature move of Fiegmund (God-Beast of Water), has a spell power of INT x 24.67 and reduces attack. Unsurprisingly, this is Water-elemental.
-Air Slasher, signature move of Dangaard (God-Beast of Wind and Awesomeness), has a spell power of INT x 25.33, and reduces defense. This is Wind-elemental.
-Thunderball, another Dangaard move, has a spell power of INT x 24.
-Turn Wind, used only by the Dragon Emperor, has a spell power of INT x 12. This attack mostly just serves to knock enemies back.
-Melt Wave, used only by Genova, has a spell power of INT x 17.2. This is Fire-elemental.
-Power Punch, used only by the Jewel Eater, has a spell power of INT x 21.2. This is non-elemental.
-Grand Slam, cast by the Jewel Eater, has a spell power of INT x 21.5. It is also Earth-elemental.
-Spined Kelp, used exclusively by Gildervine, has a spell power of INT x 13.6.
-Darkness Beam, used by Zable Fahr's left head, has a spell power of INT x 17.3, and reduces magic attack and defense.
-Demon Breath, which can be learned by Carlie's Evil Shaman class, has a spell power of INT x 19.8, and reduces magic attack and defense. It is also Fire-elemental.
-Ghost Road, used by Gorva and Jagan, has a spell power of INT x 22.9, and is dark-elemental.

Spirit-based attacks:
-Flare, used by the Dragon Emperor, has a spell power of SPR x 30.6. This attack is used while the Dragon Emperor is flying upwards.
-Howl, used by Dolan and the Dragon Emperor, has a spell power of SPR x 15. This attack mostly just serves to knock enemies back.
-Killstinger, signature move of Mispolm (God-Beast of Wood), has a spell power of SPR x 21.5.  It's also Wood-elemental.
-Graviton Press, used by Dolan, has a spell power of SPR x 21, and reduces hit and evade rate.
-Heat Beam, a single-target attack used by Xan Bie, has a spell power of SPR x 26.
-Lava Wave, a multitarget attack used by Xan Bie, has a spell power of SPR x 20.83.
-Grenade Bomb (the multi-target version used by Mispolm) has a spell power of SPR x 12, and does NOT absorb any MP.
-Demon Scream, usable only by Archdemon, has a spell power of SPR x 19.66.
-Eye Beam, usable by Full Metal Hugger, has a spell power of SPR x 14.2.
-Dive Attack, usable only by Full Metal Hugger, has a spell power of SPR x 24.7.
-Bubble Breath, another exclusive attack by Full Metal Hugger, has a spell power of SPR x 21.8.
-Prisoner, an attack used by Lightgazer, has a spell power of SPR x 25.1. It also inflicts Moogle.


Strength-based attacks:
-Hell Cross, the signature move of Zable Fahr (God-Beast of Darkness), is a strength-based skill. Damage dealt is based on the target's defense, not magic defense. Oddly enough, its damage is increased/decreased by casting Mind Up on the caster and Mind Down on enemies, as opposed to casting Power Up/Protect Down. Its spell power is around STR x 27-28. This attack is also non-elemental.
-Hypercannon, signature move of Land Umber (God-Beast of Earth), is Earth-elemental, has a spell power of STR x 31.4 and reduces hit and evade rate, for all the difference it makes. Also, it has a slightly stronger multiplier than the three final bosses' ultimate attacks.  If hit and evade weren't bugged, this could potentially be deadlier than the final bosses' ultimates.
-Gigaburn, signature move of Xan Bie (God-Beast of Fire), has a spell power of STR x 21.5 and reduces magic attack. It costs 1 MP.
-Spiral Moon, signature move of Dolan (God-Beast of Moon), has a spell power of STR x 31, and reduces maximum HP by 20%.  It's also slightly stronger than the three final bosses' ultimate attacks, and the fact that it reduces maximum HP makes it also potentially deadlier, too. Technically, this attack is Moon-elemental, but nothing resists, nullifies, absorbs or reflects Moon spells, so it's functionally non-elemental. Archdemon MIGHT be able to reflect Moon-elemental magic when he uses his barrier change technique, but since this is the only conventional moon-elemental attack spell, and it's unavailable to the party without cheating, this doesn't come into play normally.
-Icicle, a spell unique to Fiegmund, has a spell power of STR x 21.4, and reduces evade rate. You'll never guess what element this  is.

Agility-based attacks:
-Grenade Bomb (the item version and the one used by Hawk), has a spell power of AGL x 15, and absorbs about 1/16 of the total damage dealt as MP.

Percentage-based attacks:

-Half Vanish, as its name implies, hits one person for 1/2 of his/her current HP.
-Hammer Punch, a unique move of Land Umber, hits one person for 1/3 of his/her maximum HP.
-Crashball, another move unique to Land Umber, hits one person for 1/2 of his/her current HP. It's basically a cooler version of Half Vanish.
-Geyseblast, the signature move of Lightgazer (God-Beast of Light), hits your entire party for 1/2 their maximum HP (not current). This is, IMO, Lightgazer's deadliest move.
-Psychowave, used by Jagan and the Black Rabite, hits your entire party for 1/3 of their maximum HP, and throws them across the room in random directions.

No comments:

Post a Comment