7th August 2004, 1:13 AM
Hey now! Those Flintstone cars really caught on with the Sprocket company from the DISTANT FUTURE of 2002! *checks calander* Anyway, in the FUTURE, they have amazing technology far beyond our comprehension! They showed it to me on this tape!
GR: *looks at tape* ... Does anyone have a Betamax VCR?
Really though, I dunno, it's probably just something magical, or rocks are really strong...
Anyway, actually a lot of the armor and weapons have special effects aside from stats. Some have critical hit bonuses (higher chance, or extra damage). Some do certain things to certain kinds of enemies (undead, magical, etc...). A lot have status related bonuses, like either causing or preventing things like Mute or Sleep. Some of my fave armor are the elemental absorbing set. Nothing like fighting an enemy that uses lightning attacks exclusively only for them to heal me with every hit :D. This goes for a lot of the RPGs I play though. Not sure how you got the idea that armor and weapons ONLY affect stats in console RPGs... Perhaps bad experience... I will grant you it's true that in the START of most console RPGs, that's all they do. Play FF6 though, they REALLY went to town on the strange effects there. There's the thornlet helmet (think crown of thorns) that provides GREAT defense, but causes seizure status (similar to poison... but it's not), and some weapons that can instantly kill the enemy (but if you use them on an undead, it'll kill and instantly revive the enemy in a weird way). One particular item has horrible stats and causes all the negative status effects in the game (it's cursed), but if you fight with it for 256 battles... Some weapons ALWAYS do critical hits but use MP to do it. Some weapons will randomly cast certain magic spells. There are "dice" weapons where the damage is calculated by adding up the total of the dice and multiplying it by some number. There are a few weapons that totally ignore the defense stat. Some weapons auto-steal when you attack with them. Two weapons depend on your current HP alone to determine damage (one needs high HP for high damage, the other needs low HP for high damage). I didn't really focus on the armor at all there, but there's plenty of effects on those too. There's a chunk of armor that ONLY uses it's true (really good) stats when you are transformed into a Kappa (a certain spell), otherwise it's the weakest stuff in the game. That's just FF6 and CT there, I've played lots of console style RPGs where armor and weapons have all sorts of special boosts. Character specific, well if the weapon is really unusual, often times it'll calculate damage in some very strange way (see: megaphones in FF7, yes, attacking with... megaphones...).
GR: *looks at tape* ... Does anyone have a Betamax VCR?
Really though, I dunno, it's probably just something magical, or rocks are really strong...
Anyway, actually a lot of the armor and weapons have special effects aside from stats. Some have critical hit bonuses (higher chance, or extra damage). Some do certain things to certain kinds of enemies (undead, magical, etc...). A lot have status related bonuses, like either causing or preventing things like Mute or Sleep. Some of my fave armor are the elemental absorbing set. Nothing like fighting an enemy that uses lightning attacks exclusively only for them to heal me with every hit :D. This goes for a lot of the RPGs I play though. Not sure how you got the idea that armor and weapons ONLY affect stats in console RPGs... Perhaps bad experience... I will grant you it's true that in the START of most console RPGs, that's all they do. Play FF6 though, they REALLY went to town on the strange effects there. There's the thornlet helmet (think crown of thorns) that provides GREAT defense, but causes seizure status (similar to poison... but it's not), and some weapons that can instantly kill the enemy (but if you use them on an undead, it'll kill and instantly revive the enemy in a weird way). One particular item has horrible stats and causes all the negative status effects in the game (it's cursed), but if you fight with it for 256 battles... Some weapons ALWAYS do critical hits but use MP to do it. Some weapons will randomly cast certain magic spells. There are "dice" weapons where the damage is calculated by adding up the total of the dice and multiplying it by some number. There are a few weapons that totally ignore the defense stat. Some weapons auto-steal when you attack with them. Two weapons depend on your current HP alone to determine damage (one needs high HP for high damage, the other needs low HP for high damage). I didn't really focus on the armor at all there, but there's plenty of effects on those too. There's a chunk of armor that ONLY uses it's true (really good) stats when you are transformed into a Kappa (a certain spell), otherwise it's the weakest stuff in the game. That's just FF6 and CT there, I've played lots of console style RPGs where armor and weapons have all sorts of special boosts. Character specific, well if the weapon is really unusual, often times it'll calculate damage in some very strange way (see: megaphones in FF7, yes, attacking with... megaphones...).
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)