Beta382
u/Beta382
In small print at the bottom of Durin's C1, it says
When an Elemental Burst is used, Cycle of Enlightenment stacks will be refreshed
I've searched far and wide and can't find any clarifying discussion on how exactly this works, or really any discussion about it at all.
Does this mean that when anyone uses an Elemental Burst, every party member's stacks refresh (among those that can have stacks, not-Durin for Light form, and only Durin for Dark form)? Or does the party member using Q have to be able to have stacks, and it only refreshes their own personal stacks? Do you still get the refresh if you've expended all your stacks when you use Q (assuming you're still within that 20s of Du

Here's the link to my tool: FnSolver. If you're on Windows, you can download a pre-built executable from the Releases page. If you're on a different platform, you'll have to compile from the source code.
Some of you may be familiar with XenoProbes, a tool that also generates potentially-optimal FrontierNav layouts. After noticing that it's yield calculation was wrong (it misses a couple major interactions which allow for more optimal layouts) and not being satisfied with it's feature set (and it seemingly being unmaintained), I decided to create my own t
Here's the link to my tool: FnSolver. If you're on Windows, you can download a pre-built executable from the Releases page. If you're on a different platform, you'll have to compile from the source code.
Some of you may be familiar with XenoProbes, a tool that also generates potentially-optimal FrontierNav layouts. After noticing that it's yield calculation was wrong (it misses a couple major interactions which allow for more optimal layouts) and not being satisfied with it's feature set (and it seemingly being unmaintained), I decided to create my own t
A couple weeks ago I found a post here that mentioned offhand that the Probe Simulation on frontiernav.net had a few bugs that caused incorrect calculations with some interactions. This got me more curious about the actual interactions, so I ended up doing a bunch of testing and wrote a reference implementation, which I sent off to the frontiernav.net folks. They got it fixed on the site this past weekend, so with deeper knowledge of the interactions and a site where I could rapidly test layouts (cause it takes forever with the animations in-game), I tried my hand at actually making a decent layout.
All
These cheat codes allow you to evolve Pokemon that evolve on trade (including trade-with-item and trade-for-specific-pokemon) by instead simply leveling them up (trade-with-item Pokemon must still be holding their relevant item). Helpful for if you aren't able to trade for whatever reason.
Additionally, for the games where it's relevant, I included cheat codes to enable evolutions that are otherwise impossible due to missing game features.
#Gen 3 (Ruby, Sapphire, Emerald, FireRed, LeafGreen)
###Notes
- In FireRed and LeafGreen, certain trade evolutions are locked behind obtaining the National Pokedex, and will still fail if you do not have the National Pokedex.
- Slowpoke's evolution to
C2R1 9999999 damage with 4-star supports using F2P 4-star (or lower) weapons (cost=4)
v.redd.it/2wywjfabevce1My C2R1 Mavuika Damage Cap Hit (ft. Ichcahuipilli's Aegis, TTDS Sucrose, C2R1 Xilonen, C6 Diona)
v.redd.it/6gtsv95gjnbe1Hitting the damage cap with Sucrose, Xilonen, and Diona (with a little help from Mavuika)
v.redd.it/ei8e869ucibe1A couple days ago I made a post with some codes I had written, and someone asked if the Encounter Modifier also affected eggs. It didn't (or rather, it would probably cause things to glitch badly), so I said as much, and added that it looked possible to modify eggs, but that I wasn't interested in looking into it much further.
Well, after looking at it just a bit, I realized that the code that handles egg hatching offers a few points of customization that standard wild encounters don't. Namely, individual IVs and moves. Additionally, due to the nature of how eggs are generated, there is total l
I've written a handful of Codebreaker/Gameshark SP (12-digit) codes to share with this community. I originally had written improvements to the Wild Encounter Modifier codes, but recently hit some inspiration on getting "Display SID" codes working for this device (they're pretty trivial for the Pro Action Replay since it can do temporary ROM patching, but the Codebreaker/Gameshark SP can't do this; on an emulator you'd just use the Pro Action Replay codes, but with real hardware you're limited to what you own).
With the Enhanced Wild Encounter Modifier and the ability to view your SID, you have everything you need to generate fully customized shiny encounters, as opposed to the well-known c
I'm trying to verify the behavior of emulator DS Action Replay cheat handling with regard to nested conditional codes. I don't have a physical DS Action Replay, which is why I'm asking here.
I've written the following contrived cheat codes for Pokemon HG/SS (either version works), what I need is for someone with a physical DS Action Replay to run them and report back their specific behavior:
#####Code 1
94000130 FCFF0000
B2111880 00000000
D5000000 03E30058
C0000000 00000001
D6000000 00000654
D4000000 00000001
D1000000 00000000
94000130 FFFB0000
B2111880 00000000
00000654 03E3005C
D2000000 00000000
Put this code in by itself, load up the game li
Google Doc: "Xenoblade Chronicles 3 Postgame Combat: Guide and Mechanics" (contains postgame class spoilers).
I, with the help of the Xenoblade Chronicles Discord community, have been working for the past couple months on compiling the document linked above, which contains a fairly compressive overview of the formulas and mechanical nuance underpinning combat in Xenoblade Chronicles 3. Additionally, it contains a curated selection of highly-effective postgame-oriented combat strategies and specific builds (with commentary) for each class.
The formulas and mechanical nuance information
