Does Dual/Dual Drain cease to work if an enemy is under Manipulate when you inflict it or Manipulated after inflicting it? Just been testing the first release of the new Gold Match Extra Battle on Active ATB and it still doesn't wanna seem to die. After a while I chucked an antidote at it and it didn't miss (Meaning it cured the Dual, it wasn't Poisoned).
I didn't think Manipulate affected Dual although it's possible I'm wrong. When this thing eventually dies i'll put it in a different save game (Like with my Level 99 Party after defeating : | when it was outside the Shinra Mansion). I'll almost certainly have to wait a little while before I can defeat it Post-Patch, since as of now I won't be able to survive Ultima.
Ordinarily, any enemy will die at roughly the same time under Dual-Drain as the rate of hp loss is based on the afflicted target's MaxHP. However, past an unknown point this will no longer be the case for enemies with extraordinarily high HP. A single dose of Dual-Drain won't be enough to kill it outright, and one thing to remember with this status is that while Dual-Drain will eventually drop off like Regen, the Dual status will remain; so the HP loss probably wore off and the antidote only healed off the Dual instead.
Ok, did some quick test runs on the Extra Battle Gold Match, by the way you can still access Gold and Platinum without beating Silver.
Slash - Still haven't seen this attack, should be base power 16 like other Physicals.
Meteor - Appears to be unchanged. Out of curiosity, what did you set the base power to (FF8 Meteor = 20 Base Power I think)?
Medigo Flame - Still reduces HP to 1. While it was fixed at 9998 in FF8, it's not really suitable for that to carry over this mod. Perhaps changing the damage formula to Target's Max HP - 1 may be possible, otherwise you have 2 attacks in a row that CANNOT KILL anyone.
Gravija/Demi3 - Has had a name change but the Demi3 animation against multiple targets replicates Gravija pretty much identically. No issues here.
Terra Break - I had to remove Sadness from my characters to check the numbers for this, but the damage it deals is right on the money with it's FF8 Counterpart. Only issues are it's meant to be 16 hits (Not alot can be done about that though) and it shouldn't be dealing Critical Hits.
Light Pillar - Will obliterate a single target as expected. Light Pillar is still coming before Ultima though.
Ultima - Heavy Magical Damage, you'll want some protection or means of dodging to survive this. Only issue is it should come before Light Pillar, not after.
Gravity Attacks vs Omega - These are now healing him where in FF8, Gravity attacks either miss or deal 0 Damage. Omega definitely doesn't absorb them.
Omega's Speed - My characters have relatively low Speed themselves so it's hard to make judgements, but L5 Death seems to effectively be a Sneak Attack to open. With FF8 Omega it's possible for him to do a regular Physical attack before L5 Death. (FF8 Omega DEX/Speed stat = 61).
Slash is used at the end of it's AI cycle. I could add a bit of AI to have it randomly attack now and then; how does this work in FF8? Does he always attack physically after each special attack or is it random?
Megiddo is a tough one. I could set the damage to use the in-game clock instead maybe.
Defending against Terra Break worked in testing, but changing the condition to check all three characters are defending must have broken it. I'll do some tests and change it back to single-character defending if need be and I'll remove the crit-check from it. The 16th hit might actually be calculated, but not shown visually on-screen; that's what usually happens when no. of hits exceed what the animation can show.
Oh, is Light Pillar AFTER Ultima? I read the Wiki wrong :I I'll swap them over.
I'll set Gravity element to nullify and see what I can do with L5 Death; it is used in the pre-battle AI to keep it out of the way of the Main AI, but if there's a possibility for a physical attack before it then I might need to move it.
I think for players it's limited to the Neo-Bahamut Summon. It only has a chance to inflict Dual and there's no obvious tell for when an enemy is inflicted with Dual, the only way you can find out if it stuck is to either Sense it and track it's HP, or for 30000+ Health enemies chuck an antidote at it (assuming it isn't poisoned) and see if it misses or not. Even then you'll be curing the status you're trying to find out if you inflicted or not doing so.
I wanted to be able to inflict Dual with my weapon attacks but Neo-Bahamut + Added Effect doesn't work like that because from what I've been told, one of the flags needed to make it happen is missing from the kernel editor.
Flare from Contain will also inflict Dual-Drain; and Synthesis Cells like Mithrain mentioned.
Hello guys
I think i found a bug. I have fought Ziegfried 1 time, saved the game, continue playing and Ziegfried appeared again. Wich means 2 rewards.
Will load the save so i wont abuse the bug.
It is a bug right? :p
What version of the mod are you playing? Is it the 7H catalog IRO? This was an old issue in 1.35 where a variable wasn't being flipped.
How does this apply to {Vanilla} would I be correct in assuming that "vanilla" is the expression adopted for the original title?
Anyway, I have listed "Seizure" in my guide as the reverse-Regen effect, and Dual as a dummied out Status, that when activated via a hack its name will display in the "Status field" in-battle. Is this technically correct, or have I got it backwards, and what else (if anything) does Dual do?
Also, what background is that Pic of the Curator? Is it used in .... Vanilla? What ID is it?
It's the same for the vanilla/default game; Dual does nothing on its own but seems to be needed for Dual-Drain/Seizure to function correctly. It has no other known function, though a theory is that it was an early prototype for a 'Double' effect where two spells could be cast at once, like W-Magic.