ladyabaxa: (Delacroix)
I was going to add this to yesterday's post but sputtered out mid-thought and decided against. In addition to re-working my Space Griffon FAQ for accuracy I'm also writing a supplemental guide for Langrisser 2. One thing that has stonewalled me, besides simple burn out with the game, is coming up with solid base damage values for all the spells in the game.

Neither base effects nor magic resistance levels are ever shown to the player so this must be done slowly and painstakingly by casting spells over and over again against a wide range of targets using all possible level and gear combinations. My notes thus far (which, upon viewing for this very post I've noticed glaring inaccuracies that must be fixed before I can hit 'submit'):

[from Renolan's walkthrough]

Levels 1-3: minimum values
Levels 4-7: +1 radius and +1 effect
Levels 8-10: +2 radius and effect

[my own testing]

*... In stage 2, if Hain is a level 10 caster (+3 damage), has a Holy/Dark Rod equipped (+2 damage) and Carbunkle (another +2 damage) and casts Meteor on the group out in front of the manor the spell ALWAYS kills all the soldiers and the Fighters but leaves Zorum and his Knight ally alive at 1 HP. So, if Meteor has a base effect of 2, adding an additional 7 ends up with 9 damage.

[I had a problem with the preceding paragraph because I forgot the damage bonus for level 10 is +2, not +1. Thus I had to completely scrap my second paragraph and start over.]

Hain's gear adds 4 damage to the total. With it removed Meteor instead does 7 damage to the fighters/soldiers and 6 to the lord and knight. This seems inconsistent for the lord and knight. 9 - 4 should equal 5 and not the 6 that the game comes up with. It also means the base damage on Meteor cannot be 2 otherwise it would equal 5 with Hain's +3 modifier for level.

Resistance is thus probably a % value reduction (100% = immune) and since Hit Points are only ever whole numbers any remainder after making the reduction has to be discarded.
*

I think I can further test this using Larna and Riana by having them Teleport up to enemy casters and recording the damage of the enemy's direct damage spells under a variety of equipment configurations. First, however, I'll have to burn runestones getting them to a class that isn't magic immune. Once a class has been identified with the lowest attainable magic resistance it becomes possible to infer the percent rate of success on status spells.
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