Seiken Densetsu 3 - Fix Patch v1.10
Praetarius

NOT compatible with the official Trials of Mana translation
apply to an unheadered ROM


=== changes ===

each Seiken Densetsu 3 (J)_praetarius_fixes_only_v[VERSION].ips patch also includes all changes of previous versions, so you need only to apply one patch version you want


v1.2
-enabled AGL/evade for actual hit/evade mechanics instead of animation-only
-hit up/down effects altered from no change to +10/-15 accuracy
-increased chance for critical hits from fixed 0 to 2+LUCK
-corrected issue with level-ups where max stats were sometimes those of later levels
-Transshape has fixed duration of 12 instead of 25 minus luck
-Heal Light no longer "heals" maxHP up/down (effect was only visible on next maxHP check)
-prevent HP overflow from healing enemies with 65k+ HP
-force attack recalculation on map transition to prevent wolf bonus stacking abuse
-Blaze Wall and Flame Breath no longer remove status ailments from the target (they try to inflict non-existing burn state)

Duran's shields grant:
-Gold: nothing!
-Red Heat: fire resistance
-Water Dragon: ice resistance
-Earth: earth resistance
-Thunder God: wind resistance
-Dragon: fire, ice, earth and wind resistance
-Sacred: dark, moon and  leaf resistance - it was seemingly intended to have immunity to dark; I refuse to go that far
-Oath: status immunity as before
-Adamant: best evasion


v1.3b
-LUCK now grants a chance to deny enemy counter moves (chance is LUCK out of 30)
-reduced power up/down effect from +33% to +20%
-cut damage of regular attacks in half to compensate for overbearing critical damage
-fixed Kevin's Deathhand and Dervish being mixed up in menu


v1.4
-fixed level of gemstone valley mobs that are stuck at Lv28 instead of growing with plot progress like their neighbors
-apply 300 def cap before buffs instead of after
-removed check that sets LUCK to max if it is 20 or above on any kill
-fixed that the day bonus on melee attacks checked for the target's saber instead of the attacker's
-added element check on Lv2/3 techs (immune, absorb and reflect deal 1 damage instead of their real effects)


v1.5
-reverted damage reduction for regular attacks
-changed attack bonus of crits from +50% to +(LUCK x weaponfactor)/3 (for monster treat level/4 as weaponfactor)
-reduced damage of regular attacks for dual attackers by 25%
-reduced Kevin's wolfform bonus from +15% to +10%
-Heal Light is no longer reduced on a target that has m.def up (or increased with m.def down)
-changed energy ball from crit rate = 50% to crit rate and crit damage bonus x1.5
-fixed magic shield only applying half of the magic defense effect mind up gives
-fixed that spell damage calculation used the level of the target instead of the caster for the 60%/90% bonus
-changed the level based bonus to a gradual increase by level instead of a sudden spike going from 19 to 20 and 39 to 40
-removed cast time of spells (work around for bug that cast time still ticks down while action is stopped; fixing that would require rewriting half the battle event system)


v1.6
-Demon Breath and Lava Wave no longer remove status ailments from the target (they try to inflict non-existing burn state)
-fixed random crash when using hammer on your party
-fixed damage overflow in minified state
-reverted cast time removal


v1.7
-fixed countermagic causing game crash
-added optional instant_cast patch


v1.8
-added exp rubberbanding if your highest levelled party member is below the monster's level
-changed counter denial chance to LUCK in (15+target level/2) for regular enemies or (25+target level/2) for bosses
-fixed issue where low health actions of enemies did not trigger
-fixed cast time progressing while menu is open
-changed cast time from (base of spell + penalty of current character/class) to (base of spell + base of char in base class) x 15 / (15 + weapon rank)
-changed spell strength for player to scale with equipped weapon's base stats
	-before: STAT x spell multipler + spell base
	-change: STAT x (weapon rank + 4 x spell multipler - 8) / 4 + (weapon base/2+spell base - 9)
		-cuts even with desert weapons (8 weapon rank, 14~20 base)
-made both magic defenses for the player based on INT
-maxMP is now only governed by PIE instead of higher of INT and PIE
-gave monster evade values that make some more sense, e.g. no more ninjas with 0 evade and mages with 50 evade
-disabled ropes in some rooms that would crash the game
-removed separate handling for countermagic that gave bosses only wind, ice and fire reflect instead of all
-removed poison immunity from cobra earrings
-removed snowman immunity from snow crystal
-removed <dummy status> immunity from fire blaze
-removed silence immunity from wind god bracelet
-removed petrify immunity from earth bracelet


v1.9
-anti-magic now also removes resistance and immunity instead of only absorb and reflect
-fixed RNG call in LUCK denies counters to spells and techs
-added small chance to provoke enemy counters on regular attack (around 1/8 chance as if it was a spell)
-fixed issue where wolfform Kevin automatically gets powerup buff effect
-fixed exp calculation for enemies with exactly baseline exp (100%)
-can no longer exploit chibikko hammer to cure status ailments besides chibikko
-reduced effect of magic up/down effect on spell damage (it gave both +/-20% m.def and -/+20% to received m.atk before def; reduced the later to 12.5%)
-added optional always_chests patch


v1.10
-reduced tech attack multipliers for enemies by 12.5%
	-their Lv2 techs have x1.75 atk instead of x2
	-their Lv3 techs have x2.1875 atk instead of x2.5
-changed enemy counter chance from pure RNG to half RNG, half build-up
	-misses do not contribute to build-up
	-build-up is subject to LUCK stat difference between attacker and target
	-bosses have a minimum build-up value below which they can never counter
-allowed to increase base def past 300 but at only half the rate past 285, e.g. raw 335 becomes 310; hard cap at 350. hard cap for buffed def is 400
-added optional manaday_all_elements.ips patch


=== extra patches===

always_chests: increases spawn chance for treasure chests to 100%
instant_cast: sets cast time to minimum since it is bugged anyway to still tick down while you are e.g. in the menu or any other spell is active
manaday_all_elements: manaday boost all elemental attacks (excludes non-elemental)



=== won't fix ===
-3 player related crashes, e.g. having player 1 leave on ghost ship event and both other players are active
-crash from loading a save made with one of the 3 characters on leave during ghost ship