Users browsing this thread: 1 Guest(s)
[Patch] Relics Damage

Posts: 141
Threads: 19
Thanks Received: 97
Thanks Given: 4
Joined: Dec 2013
Reputation: 9
Download: Relics Damage

The patch allows the three relics (atlas armlet, earring and hero ring) that raises physic or magic damage to stack up. Each individual relic will contribute with 25% damage bonus based if the attack is physic or magic. Any combination of the three relics can be used, and the bonus damage will sum up.

Because technical reasons and balance, only the relics are checked in the patch for their 'raise physic damage' and 'raise magic damage' flags. All other equipment (weapon, shield, hat and armor) are ignored for the related flags, even if the flags are active.
[-] The following 6 users say Thank You to HatZen08 for this post:
  • DrakeyC (05-03-2018), Gi Nattak (05-03-2018), madsiur (05-03-2018), PowerPanda (07-07-2018), Robo Jesus (05-20-2019), SSJ Rick (07-09-2018)

Posts: 295
Threads: 34
Thanks Received: 108
Thanks Given: 71
Joined: Feb 2017
Reputation: 19
I was just looking into Relic balancing today, and came across the discrepancy with the Earrings vs. the Atlas Armlet. I thought I was going to have to code this myself. Thanks for saving me the trouble!

Divergent Paths: The 3 Scenarios (Completed) - a redo of the 3 scenarios in the original game that gives equal time to each group. Meant to be a basis for future mods.
FFVI: Divergent Paths (In Progress) - a hack built off of the 3 scenarios that changes other events in the same, such as making Leo permanently recruitable, bringing Banon's story closure, and adding 1 more secret character.

Forum Jump:

Users browsing this thread: 1 Guest(s)

Theme by Madsiur2017Custom Graphics by JamesWhite