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FFT Arena: Balance Discussion Thread

Started by FFMaster, July 13, 2010, 07:56:57 pm

Reks

I had a thought, though it's completely contextual rather than mechanical.

If a Berserked unit is technically impossible to reason with

Then wouldn't they also somewhat be immune to, say, Talk Skill? Doesn't make as much sense when talked down from punching someone in the face, but still being IN their face the whole time (Yeah, more than one source for Don't Act. I just find the whole situation amusing, though if Berserked units did become immune to Don't Act/Don't Move somehow, it's make it more dangerous to actually use it, and more worthwhile to have a perma-serker unit. Just thoughts, and again, don't take me seriously)
Quote from: White Knight Wiegraf on June 12, 2015, 06:12:20 pm

The purpose behind the idea is to make the Jump stat more valuable. Overall the CT would just be slightly lower if the XX value is set right, something like 21 should do. Jump can be stacked up to a value of 7. Raising this cap would require ASM.

3 Jump: 7 CT
4 Jump: 6 CT
5 Jump: 5 CT
6 Jump: 4 CT
7 Jump: 3 CT

We would see actual use for Jump+1 and Jump+2 as a result. Spears would probably get a +Jump treatment and lose their +Speed as a result.




Everything 'Mythril' seems to gradually leave the game, I'm guessing the rest will leave eventually so I'll begin discussion about it.

Mythril Gun: Definitely needs a change. I was thinking along the lines of making it the 'tactical' ranged weapon, by giving it +1 Move instead of the +2 MA that so many weapons seem to have right now

Mythril Spear: I agree with the view that the "Breath" spears (which includes this one) need to be renamed and given their respective elements.

Mythril Shield: Shields are more of a global issue. I've already mentioned before, giving each shield a status immunity could make them slightly more attractive.

Mythril Helmet: Some of the helmets feel a bit samey at the moment. Mythril Helmet could give its immunities to another helmet or two and then be scrapped since there are too many helmets compared to other armors and clothings.



The Jump +s powering the CT of the Jump skillset sounds badass, actually.

As for Mythril stuff, yeah it could be better. Helmets could be compacted a bit more, give room for more items.

Mythril Gun? Well, I'm assuming it'll either be some sort of healing gun (Potion Launcher? Hehe.) or, like my own suggestion, a Demi-shooting Magic Gun.

Shields are iffy to mess with. My own suggestion in the past was to give them buffs rather than (just) absorb or status protection, whether initial or always. Just seems a bit more of an incentive for a non-shield unit to have Equip Shield beyond evasion/absorption purposes.
  • Modding version: Other/Unknown
  • Discord username: Reks#0128

Kurosabes

Here are some ideas for shields. Not sure about the weaknesses so I left them there. Maybe it's better this way.

Force Shield (Round Shield)
15% P-EV, 15% M-EV
Half: Holy, Dark
+25 MP

Earth
Ward (Mythril Shield)
15% P-EV, 20% M-EV
Absorb: Earth, Weak: Light
ning
Immune: Petrify, Frog

Thunder Shield (Gold Shield)
20% P-EV, 15% M-EV
Absorb: Lightning, Weak: Earth
Initial: Regen, Immune: Poison

Ice Shield
15% P-EV, 10% M-EV
Absorb: Ice, Weak: Fire
Initial: Protect

Flame Shield
10% P-EV, 15% M-EV
Absorb: Fire, Weak: Ice
Initial: Shell

Black Shield (Diamond Shield)
5% P-EV, 25% M-EV
Absorb: Dark, Weak: Holy
Immune: Charm, Stop

White Shield (Platina Shield)
25% P-EV, 5% M-EV
Absorb: Holy, Weak: Dark
Immune: Slow, Darkness

Tactician's Shield (Crystal Shield)
30% P-EV, 5% M-EV
Immune: Oil, Neutral: All elements
+1 Move, +1 Jump
  • Modding version: PSX
  • Discord username: Kurosabes#0312

Barren

If you're on the topic of shields why not have a mirror shield be the round shield instead of force so that way we would have more options of the reflect status. It can be 20% P-Ev and 0% M-Ev with Always Reflect. I would also bring Genji Shield's P-Ev up to 15% so that way it can still be a viable shield without being too OP.
  • Modding version: Other/Unknown
You dare cross blades with me?

Kurosabes

I thought of Mirror Shield as an idea. I didn't end up suggesting it because there's Reflect Mail and Ring already and they're not used often. I didn't delve much into Arena's Reflect yet though, will take a more detailed look later. I also agree with Genji Shield getting a little more evasion. Aegis has 30% M-EV to compare, and Zephyr outmatches Genji in almost all situations.
  • Modding version: PSX
  • Discord username: Kurosabes#0312

Mudvayne

Not a fan of the prot/shell buffs on there. Makes it too easy to have an always protect and shell unit with cherche and setiemson. Then if that char has unyielding or def/m def up? Too easy to be overly tanky imo.

Barren

I don't think having buffs on shields would be a good idea too. Too many options to be extremely tanky. Even if you slap on maintenance you can still take an absurd amount of punishment. I can probably thin of a list later. It will be a combination of someone else's ideas with some of my own tweaks
  • Modding version: Other/Unknown
You dare cross blades with me?

Barren

Here's what I would propose, at least as a idea on how to do 1.4

Squire Male - HP: 165, MP: 62, Sp: 8, PA: 9, MA: 7, Move: 4, Jump: 3
Squire Female - HP: 154, MP: 67, Sp: 8, PA: 7, MA: 9, Move: 4, Jump: 3
Chemist Male - HP: 154, MP: 77, Sp: 9, PA: 8, MA: 6, Move: 3, Jump: 3
Chemist Female - HP 144, MP: 82, Sp: 9, PA: 6, MA: 8, Move: 3, Jump: 3
Paladin Male - HP: 185, MP: 24, Sp: 8, PA: 11, MA: 5, Move: 3, Jump: 3
Paladin Female - HP: 173, MP: 25, Sp: 8, PA: 9, MA: 6, Move: 3, Jump: 3
Archer Male - HP: 154, MP: 28, Sp: 9, PA: 10, MA: 4, Move: 3, Jump: 5
Archer Female - HP: 144, MP: 30 Sp: 9, PA: 9, MA: 5, Move: 3, Jump: 5
Monk Male - HP: 185, MP: 43, Sp: 9, PA: 13, MA: 6, Move: 3, Jump: 4
Monk Female - HP: 176, MP: 46, Sp: 9, PA: 10, MA: 7, Move: 3, Jump: 4
Priest Male - HP: 134, MP: 77, Sp: 9, PA: 8, MA: 9, Move: 3, Jump: 3
Priest Female - HP: 125, MP: 82, Sp: 9, PA: 6, MA: 11, Move: 3, Jump: 3
Wizard Male - HP: 113, MP: 82, Sp: 8, PA: 4, MA: 11, Move: 3, Jump: 3
Wizard Female - HP: 106, MP: 87, Sp: 8, PA: 2, MA: 13, Move: 3, Jump: 3
Time Mage Male - HP: 113, MP: 72, Sp: 10, PA: 5, MA: 9, Move: 3, Jump: 3
Time Mage Female - HP: 106, MP: 77, Sp: 10, PA: 3, MA: 11, Move: 3, Jump: 3
Summoner Male - HP: 103, MP: 111, Sp: 8, PA: 4, MA: 10, Move: 3, Jump: 3
Summoner Female - HP: 96, MP: 118, Sp: 8, PA: 2, MA: 12, Move: 3, Jump: 3
Thief Male - HP: 144, MP: 19, Sp: 10, PA: 10, MA: 4, Move: 4, Jump: 4
Thief Female - HP: 135, MP: 20, Sp: 10, PA: 8, MA: 5, Move: 4, Jump: 4
Mediator Male - HP: 165, MP: 57, Sp: 10, PA: 8, MA: 8, Move: 4, Jump: 3
Mediator Female - HP: 154, MP: 61, Sp: 10, PA: 6, MA: 10, Move: 4, Jump: 3
Oracle Male - HP: 154, MP: 72, Sp: 8, PA: 7, MA: 9, Move: 4, Jump: 3
Oracle Female - HP: 144, MP: 77, Sp: 8, PA: 6, MA: 11, Move: 4, Jump: 3
Geomancer Male - HP: 165, MP: 57, Sp: 8, PA: 10, MA: 8, Move: 4, Jump: 4
Geomancer Female - HP: 154, MP: 61, Sp: 8, PA: 8, MA: 10, Move: 4, Jump: 4
Lancer Male - HP: 165, MP: 28, Sp: 9, PA: 11, MA: 4, Move: 3, Jump: 6
Lancer Female - HP: 154, MP: 30, Sp: 9, PA: 10, MA: 5, Move: 3, Jump: 6
Samurai Male - HP: 154, MP: 43, Sp: 8, PA: 10, MA: 10, Move: 3, Jump: 3
Samurai Female - HP: 144, MP: 46, Sp: 8, PA: 9, MA: 11, Move: 3, Jump :3
Ninja Male - HP: 113, MP: 24, Sp: 10, PA: 10, MA: 5, Move: 4, Jump: 4
Ninja Female - HP: 106, MP: 25, Sp: 10, PA: 8, MA: 7, Move: 4, Jump: 4
Scholar Male - HP: 113, MP: 86, Sp: 8, PA: 9, MA: 12, Move: 3, Jump: 3
Scholar Female - HP: 106, MP: 92, Sp: 8, PA: 8, MA: 13, Move: 3, Jump: 3
Bard - HP: 144, MP: 67, Sp: 8, PA: 9, MA: 12, Move: 3, Jump: 3
Dancer - HP: 135, MP: 72, Sp: 8, PA: 13, MA: 8, Move: 3, Jump: 3
Mime Male - HP: 146, MP: 57, Sp: 9, PA: 10, MA: 9, Move: 4, Jump: 4
Mime Female - HP: 136, MP: 61, Sp: 9, PA: 8, MA: 11, Move: 4, Jump: 4

All Knives should all +1 speed instead of +1 move. However Orichalcum and Katar can still have the +1 MA/PA
Also the Bizen Boat proc chance from the Mage Masher should increase from 25% to 33%

All ninja swords are fine as they are

Shieldrender should have WP be increased to 9 because no one uses it anymore

Coral Sword should have WP be increased to 12

Platinum Sword should have W-EV% increased to 20% since again no one uses it.

Ultima Weapon should have WP increased to 11

Knight Swords are fine as they are

Chirijiraden should have always berserk

Axes are fine as they are

Rods are fine as they are

Gold Staff should have -1 Speed and WP increased to 12

White Staff should have absorb Holy

Flails are fine as they are

Mythril Gun should have range increased to 8

Stone Gun, Blaze, Glacier and Blast Gun should have range increased to 5

Gastrafitis should have WP decreased to 13 but gain 50% extra attack proc

Silver Bow should have 25% chance to proc Holy

Ice/Lightning/Windslash Bow should have strengthen Ice/Lightning/Wind elemental instead of status proc chance

Windslash Bow should have hurricane proc chance be 33%

Atheist Bow should have WP decreased to 14 but have 5 range.

Harps are fine as they are

Books are fine as they are

Javelin should have WP increased to 10

Spear should be renamed Ice Lance and have element be ice and strengthen ice. looses breath proc

Mythril Spear should be renamed Heat Lance and have element be fire and strengthen fire. looses breath proc

Partisan should be renamed Thunder Lance and have element be lightning and stregnthen lightining. looses breath proc

Obelisk should have WP increased to 13

Holy Lance should have WP increased to 11. Strengthen holy and have 50% of Holy proc

Dragon Whisker should have WP increased to 15 and have -1 speed

All spears should be two handed except for obelisk and dragon whisker

Sticks are fine as they are

Bags are fine as they are

Cloths are fine as they are

Crystal Shield should be renamed Mirror SHield with 30% P-Ev 5% M-Ev and Always: Reflect

Genji Shield should have P-Ev increased to 15%

Swift Plate should be renamed Zephyr Shield and have both P-Ev and M-Ev increased to 10%

Genji Helmet should have HP decreased to 105 and lose initial berserk but gain + 1 speed

Golden Hairpin should have HP decreased to 60 but have MP increased to 60 add MA +1

Flash Hat should have PA +1

Thief Hat should have initial Innocent

Choice Band should have HP Increased to 80. Have intial haste removed and gain innocent, faith, don't move, silence, poison, oil protection

Chakra Band should have HP increased to 80

Genji Armor should have HP increased to 95

Reflect Mail should have always Reflect

Clothes are fine as they are

Light Robe should have poison and undead protection

Sprint Shoes should have Move +1

108 Gems should have poison, silence and oil protection
  • Modding version: Other/Unknown
You dare cross blades with me?

Mudvayne

June 19, 2015, 12:58:45 pm #1687 Last Edit: June 19, 2015, 01:05:15 pm by Mudvayne
I like a lot of whats proposed there.

Summoner does need some more kind of boost to its stats though. Either a tweak in hp, an extra speed point, or really high MA. Currently there is like no reason to ever class as a summoner. I get they have a huge MP pool but having the lowest hp and 8 sp and only 12 ma?

They either need +~15 hp, 9 speed, or like 11-12 male MA and 13-14 female MA, imho. Or make them the 'mobile' caster with maybe 4 move and 4 jump?

Also, not feeling the innocent initial on thief hat. +1 PA on flash hat also doesn't seem... necessary? Or exactly relevant to the item. Maybe +1 MA if anything. It's pretty good as is.

I don't think golden hairpin needs a buff with +1 MA. I think it should stay as is.

Also don't like the +1 speed on all of the daggers, unless you propose that most of them are not able to be used with 2 swords. +2 speed from dual wielding daggers could become a problem.

Barren

Those are just that ideas. I can understand where the speed daggers can be a problem. Maybe speed on only the daggers that are not dual wieldable so that way it would have some balance. I know mine aren't perfect and I'm fine with combining that with other ideas
  • Modding version: Other/Unknown
You dare cross blades with me?

Kurosabes

Having both Protect and Shell is currently possible but it involves setups that don't have access to shields (Greatswords forced two hands, Cloths are exclusive to a job with no shields).

Blue = Can be reflected
Brown = Should not be reflected

Squire, Chemist
Nothing

Paladin
Nurse
Consecration
Transfusion
Iron Will
Reraise
Grand Cross
Southern Cross


Archer, Monk
Nothing

Priest
Cure
Cure 2
Cure 3
Cure 4

Raise
Raise 2
Regen
Protect
Protect 2

Shell
Shell 2

Wall
Esuna
Dia

Holy

Black Magic

Fire
Nether Fire
Fire 2
Bolt
Nether Bolt
Bolt 2
Ice
Nether Ice
Ice 2
Water

Nether Water
Water 2
Poison
Frog
Death
Flare

Time Magic

Haste
Haste 2

Slow
Slow 2

Stop
Don't Move
Comet
Sinkhole
Balance
Demi
Demi 2

Summon Magic, Steal, Talk Skill

Nothing

Yin Yang Magic
Blind
Spell Absorb

Life Drain
Zombie
Silence Song
Blind Rage
Beguile
Dispel Magic

Paralyze
Sleep
Petrify

Elemental, Jump, Draw Out

Nothing

Ninjitsu
Tsumazuku
Shuriken
Meiton
Fuuton
Suiton
Houkouton

Kagesougi

Lore
Maelstrom
Rime Bolt
Earth Dragon
Thunder Flare
Shadow Shade
Mad Science
Bio
Bio 2
Bio 3
Tornado
Quake

Sing, Dance
Nothing


I've redone your job ideas with some colors for better analysis. May as well post it here

Green = Buff
Red = Nerf

Squire Male - HP: 165, MP: 62, Sp: 8,
PA: 9, MA: 7, Move: 4, Jump: 3
Squire Female - HP: 154, MP: 67, Sp: 8,
PA: 7, MA: 9, Move: 4, Jump: 3

Chemist Male - HP: 154, MP: 77, Sp: 9, PA: 8, MA: 6, Move: 3, Jump: 3
Chemist Female - HP 144, MP: 82, Sp: 9, PA: 6, MA: 8, Move: 3, Jump: 3

Paladin Male - HP: 185, MP: 24, Sp: 8,
PA: 11, MA: 5, Move: 3, Jump: 3
Paladin Female - HP: 173, MP: 25, Sp: 8,
PA: 9, MA: 6, Move: 3, Jump: 3

Archer Male - HP: 154, MP: 28, Sp: 9, PA: 10, MA: 4, Move: 3,
Jump: 5
Archer Female - HP: 144, MP: 30 Sp: 9, PA: 9, MA: 5, Move: 3,
Jump: 5

Monk Male - HP: 185, MP: 43, Sp: 9, PA: 13,
MA: 6, Move: 3, Jump: 4
Monk Female -
HP: 176, MP: 46, Sp: 9, PA: 10, MA: 7, Move: 3, Jump: 4

Priest Male - HP: 134, MP: 77,
Sp: 9, PA: 8, MA: 9, Move: 3, Jump: 3
Priest Female - HP: 125, MP: 82,
Sp: 9, PA: 6, MA: 11, Move: 3, Jump: 3

Wizard Male - HP: 113, MP: 82, Sp: 8, PA: 4,
MA: 11, Move: 3, Jump: 3
Wizard Female - HP: 106, MP: 87, Sp: 8,
PA: 2, MA: 13, Move: 3, Jump: 3

Time Mage Male - HP: 113, MP: 72,
Sp: 10, PA: 5, MA: 9, Move: 3, Jump: 3
Time Mage Female - HP: 106, MP: 77,
Sp: 10, PA: 3, MA: 11, Move: 3, Jump: 3

Summoner Male - HP: 103, MP: 111, Sp: 8,
PA: 4, MA: 10, Move: 3, Jump: 3
Summoner Female - HP: 96, MP: 118, Sp: 8, PA: 2,
MA: 12, Move: 3, Jump: 3

Thief Male - HP: 144, MP: 19, Sp: 10,
PA: 10, MA: 4, Move: 4, Jump: 4
Thief Female - HP: 135, MP: 20, Sp: 10,
PA: 8, MA: 5, Move: 4, Jump: 4

Mediator Male - HP: 165, MP: 57,
Sp: 10, PA: 8, MA: 8, Move: 4, Jump: 3
Mediator Female - HP: 154, MP: 61,
Sp: 10, PA: 6, MA: 10, Move: 4, Jump: 3

Oracle Male - HP: 154, MP: 72, Sp: 8, PA: 7,
MA: 9, Move: 4, Jump: 3
Oracle Female - HP: 144, MP: 77, Sp: 8, PA: 6,
MA: 11, Move: 4, Jump: 3

Geomancer Male - HP: 165, MP: 57, Sp: 8,
PA: 10, MA: 8, Move: 4, Jump: 4
Geomancer Female - HP: 154, MP: 61, Sp: 8, PA: 8, MA: 10, Move: 4,
Jump: 4

Lancer Male - HP: 165, MP: 28,
Sp: 9, PA: 11, MA: 4, Move: 3, Jump: 6
Lancer Female - HP: 154, MP: 30,
Sp: 9, PA: 10, MA: 5, Move: 3, Jump: 6

Samurai Male - HP: 154, MP: 43, Sp: 8,
PA: 10, MA: 10, Move: 3, Jump: 3
Samurai Female - HP: 144, MP: 46, Sp: 8,
PA: 9, MA: 11, Move: 3, Jump :3

Ninja Male - HP: 113, MP: 24,
Sp: 10, PA: 10, MA: 5, Move: 4, Jump: 4
Ninja Female - HP: 106, MP: 25,
Sp: 10, PA: 8, MA: 7, Move: 4, Jump: 4

Scholar Male - HP: 113, MP: 86, Sp: 8, PA: 9,
MA: 12, Move: 3, Jump: 3
Scholar Female - HP: 106, MP: 92, Sp: 8, PA: 8,
MA: 13, Move: 3, Jump: 3

Bard - HP: 144, MP: 67, Sp: 8,
PA: 9, MA: 12, Move: 3, Jump: 3

Dancer - HP: 135, MP: 72, Sp: 8,
PA: 13, MA: 8, Move: 3, Jump: 3

Mime Male -
HP: 146, MP: 57, Sp: 9, PA: 10, MA: 9, Move: 4, Jump: 4
Mime Female -
HP: 136, MP: 61, Sp: 9, PA: 8, MA: 11, Move: 4, Jump: 4

The Bard's and Dancer's stats aren't tied together. Increasing the Bard's PA wouldn't affect the Dancer's PA or vice versa, unless you really meant to increase both of them separately.


I think several mage classes need a serious PA buff if we ever want to see things like male Wizards. I'd add knives to their equipment, too.

I had feedback on your stats ideas but couldn't access the site for most of the day.
  • Modding version: PSX
  • Discord username: Kurosabes#0312

Barren

June 20, 2015, 08:02:58 am #1690 Last Edit: June 20, 2015, 08:44:46 am by Barren
For the bard and dancer it was meant to be a separate thing. If they have to remain unchanged i'm fine with that

I also think that bards should be able to wear robes again. It will give them a good MP supply in case anyone wants to make a caster bard
  • Modding version: Other/Unknown
You dare cross blades with me?

Shintroy


Squire M - PA 9, MA 7
Squire F - PA 7, MA 9
Chemist - Fine as is
Paladin - Fine as is
Archer - Fine as is
Monk M - 13 PA, 4 MA
Priest - 5-10 HP Buff
Time Mage - Fine as is
Summoner - 10-20 MP Buff
Thief - 5-15 HP Nerf, 15 C-EV
Mediator - Fine as is
Oracle - Fine as is
Geomancer - Fine as is
Lancer - +Robes
Samurai - 10-15 C-EV
Ninja - Fine as is
Scholar - -1 PA
Bard - Fine as is
Dancer - Fine as is
Mime - +1 MA/PA



Priest
- Protect/Shell - Instant. 100 JP
Time Mage
- Stop - Hit_F(MA+60)%
- Demi - Hit_F(85)%
Thief
- Bad Luck - Removed
- New Skill or Reaction - Stealth or Sunken State
Oracle
-Spell Absorb - AbsMP_F(MA*7) Hit_F(MA+70)%
-Life Drain - AbsHP _F(MA*7) Hit_F(MA+70)%
Geomancer
- Pitfall, Hell Ivy, Carve Model - Dmg_((PA+3(/2*MA)
Lancer
- Jump - Element = Weapon
Ninja
- Meiton, Fuuton, Suiton - Change hit property to magic so it doesn't deal bonus sleep damage.
Scholar
-Quake, Tornado - CT 3




Mime - SP 9

Genji Armor, Secret Clothes, Thief Hat - HP +5-10


(suggestion)
Knives
- Mage Masher - 33% Cast Magic Ruin ( 8 WP Two Hands, 33% Magic Ruin )
Swords
- Phoenix Blade - W-EV 20%
Katanas
- Masamune - 8 WP, W-EV 15%,  Range 2 Stats/Element/Special None, 2H Yes, 2S No
Rods
- Thunder, Ice, Flame Rod - WP +1 (MA +1)
- Dragon Rod - 10 WP
Staves
- White Staff - 10 WP, Strengthen: Holy
- Healing Staff - Strengthen Holy removed.
Guns
- Mythril Gun - 8 WP, 4 Range,  +1 or +2 MA, 2S
- Stone, Blaze, Glacier, Blast Gun - 5 Range
Crossbows
-Bow Gun - Give Animation otherwis change into
(Crossbow - 8 WP, PA+2
(Scout's Bow 8 WP. Move +1 Jump+1)
(Repeating Cbow - 7 WP, 4 Range, Dual Cutter Effect)
Books
- Monster Dict - 33% Cast Bizen Boat
Spears
- Spear, Mythril Spear, Partisan - Give element.
Bags
- P Bag - Immune: Poison
Cloths
- W-EV% 20



New Shield - P-EV/M-EV 15%, Move/Jump +1



Helmets
-Genji Helmet - 70 HP, +1 SP
Hats
- New Hat - 70 HP, 10 MP, +1 MA/PA
Headbands
- Choice or Focus Band removed (Choice)
- Super Ribbon (red) - SP+1, PA+1, MA+1 +0-50 HP (See FFV/FFXI)
Clothes
- New Clothes - *) 80 HP, 5 MP, +1PA/MA
Robes
- Light Robe - Immune: Poison


Remove Immune Petrify on Chakra Band
Add both Immune Dead and Death Sentence



Battle Boots - Immune Darkness
Red Shoes - Immune Silence
108 Gems - Immune Poison
Elf Mantle - Immune Poison



With Always reflect, dead units can't be revived by Raise.

Thief Hat Initial Innocent? Would rather have a new hat for that.

Sprint Shoes with Move +1 kills the balance of +move shoes.

+1 SP on Daggers? Definitely too OP
Golden Hairpin +1 MA again? Not balanced.
Gold Staff and Dragon Whisker -1 SP? There's no real reason for this, especially on for the spear due to Jump CT.

I like Absorb Holy on White Staff

I'd rather change bow gun than Gastrophetes. It's a great weapon on high PA units due to its versatility with WP*PA abilities. We had similar ideas with a double attack crossbow though.

I like the strengthen element on the bows. (Would have to remove Hurrican Bow's proc)

I like the Javelin change, but only if the elemental spears get a buff, otherwise this doens't balance spears.

Flash Hat +1 PA? Why? This just makes Twist Headband less viable. Flash Hat and White Robe are still extremely good pieces of equipment.



Summoner could definitely use a buff. What about giving it 13 MA Female and 10 MA Male to reflect Monk? 9 SP alone would make it a more viable main class. Summoner should still have the lowest HP out of all casters since it has always been that way throughout the series.
All daggers with +1 SP is a bit absurd though.

-------------------------
If possible, I'd like the color purple to replace brown in the palette choices. Not many people use brown so I think it would be a good call.
Some day my people will be free.

Barren

June 20, 2015, 06:48:54 pm #1692 Last Edit: June 25, 2015, 08:26:38 am by Barren
Reason why I would like always reflect because you can still use fairy and revive for other means of sandbagging. It would make up for interesting sandbagging strategies and have teams that rely on defense and healing.

I can understand where st least half of my ideas wouldn't go well. But reason for -1 speed spear would be because Lancer's should get 9 speed back and the dragon whisker is a alternative if you want to go back to 8. With Lancers having 8 speed I feel is kind of the same as paladin only better jump. That's why I feel 9 speed Lancers are a bit more unique. I'm willing to mesh ideas together like I mentioned before into one proposal of changes
  • Modding version: Other/Unknown
You dare cross blades with me?

Shintroy

9 SP Lancer would make it a more viable damage dealer though. I forget who mentioned this in the video discussion thread, but would it be possible to change Jump's CT to be affected by the jump stat instead of SP?  What would that that turn ignore height lancers into 1 CT jumpers or not? I'm guessing no due to there being ways for abilities to go by base stats like Murasame.

Also I realized after posting adding PA/MA +1 clothes would sort of defeat the purpose of the item limitations so scratch that idea.
Some day my people will be free.

Kurosabes

June 20, 2015, 09:26:37 pm #1694 Last Edit: June 20, 2015, 09:33:22 pm by White Knight Wiegraf
There's an ASM for changing Jump's CT formula, it's one of Choto's hacks. I've tried it and it works well. I don't think Ignore Height would affect Jump's CT at all, or at least didn't seem like it while I was testing it.
  • Modding version: PSX
  • Discord username: Kurosabes#0312

Gaignun

I'm about 9 months late, but it's nice to see that the 1.39 patch finally came out.  I'm a little bummed to see that Time Mage and Summoner still suffer from poor stats, but thank you all the same FFMaster.

Does the new Oil dispel on hit?


Barren

  • Modding version: Other/Unknown
You dare cross blades with me?

silentkaster

I have some pretty strong thoughts about the suggestions proposed, some of them agreeing and some not. It is too bad The Damned is not around to weigh in...I would love to hear his thoughts on these too.
You've stepped in puddles less shallow than me.

Gaignun

June 25, 2015, 09:00:37 am #1698 Last Edit: June 28, 2015, 04:29:57 pm by Gaignun
Hunh.  I've been away for a long time, and my memory is all fuzzy, but let me weigh in on a few recent topics.

First, a preface: I've noticed since before my absence that FFT Arena suffers from overlap.  There are many weapons, skills, and jobs that do similar things.  As a result, a large part of the metagame is focused on figuring out which builds accomplish the same task better than the others.  The cure to this is diversity.  Rather than tweak all parts of a given role until they are equally attractive, I believe that it is better to repurpose some into a different role entirely.

Let me provide an example.

Mythril Gun
This gun has suffered from mediocrity for awhile.  It performs the same task as an MA booster and a Romanda Gun, but not as well; Unlike the Mythril gun, MA boosters (Wizard Staff, etc.) typically grant W-EV, and the Romanda Gun deals more damage and has longer range.

Following up on Reks' suggestion, repurposing the Mythril Gun as a fourth spellgun that casts instant, single-target Demi is a good idea. A healing gun is good, too, although this does partially overlap with potions.


Now onto a few other things.

Scholars vs Wizards
Scholars and Wizards are undeniably in competition with each other in purpose.  Though Scholars have access to a wider range of weaponry, their respective skill sets encourage players to play them the same way: by stacking MA and nuking opponents with magic and/or weapons.  Rather than delicately tweak each classes' stats to find a fair balance, I suggest we repurpose one class -- scholars -- entirely.

A class whose absence I've felt strongly about is the battle mage: a tanky spellcaster with decent HP and MP, low CT spells, and access to shields, and possibly also armor.  Currently, all mages with the exception of Oracles suffer from low HP, and no mage has access to shields.  If we could repurpose Scholars as a battlemage, they would fulfill this new, unique role.

Of course, as a spellcaster, there will be times when the class is attacked midcharge, during which time the equipped shield's evasion is not applied.  To solve this problem, it would be nice to create a reaction ability that ignores the Charging and Performing flags when calculating damage, so that evasion is always applied.  This reaction ability can even be set as one of the classes Innate abilities.

Stats and skills would look something like this:

M: 144 HP, 77 MP, 08 SP, 10 PA, 08 MA, 4 Move, 3 Jump, 5 C-EV
F: 135 HP, 82 MP, 08 SP, 08 PA, 10 MA, 4 Move, 3 Jump, 5 C-EV
Can equip: Swd, Rod, Stf, Book, Pole, Shld, Helm, Armr, Robe, Acc

Maelstrom: As before
Rime Bolt: As before
Earth Dragon: As before
Thunder Flare: As before
Shadow Shade: As before
Mad Science: Killed off/Repurposed/CT lowered at the expense of something else.
Tornado: Light\moderate AoE damage. Cancels some sort of positive buff. CT stays at 2.
Quake: As with Tornado
Bio 1/2/3: Sent to Wizard.  At least one Bio spell could be repurposed/killed off.
Poison: Inherited from Wizard. CT may be reduced to 0.
Spellsinger (... or something): Allows P-EV and M-EV to be applied even when Charging/Performing. 200 JP or so.
Distribute: As before/moved to another class
Damage Split: As before/moved to another class
Equip Magegear: As before
Move=0: As before

As a bonus, this new reaction ability will allow the map-wide lore spells (Maelstrom, etc.) to be safely cast in the midst of battle in spite of their long CT. Other classes with long CT spells, particularly Summoners, will also benefit from this new ability. This ability will also make Equip Shield a viable support ability on spellcasters.

To continue further, I wonder how easily status effects that manipulate elemental strengthening and/or weaknesses can be implemented.  After hearing about the new Oil negating elemental defense, I wondered about the possibility of creating status effects that temporarily add "Halve: All elements," "Strengthen: All elements" or some such.  If so, this class could use these skills, as well.


Ninja
I mentioned this around... two years ago, so I doubt anyone remembers, but what do people think about redesigning Houkouton, which is awfully similar to Punch Art in purpose, to a 0 CT spell that cancels some positive buffs that are often exploited, but hard to respond to in the current metagame, like Haste and Regen? This change would invigorate the Ninja skillset as as means of debuffing opponents.


Changing Jump timing to XX\Jump
Good idea! The archer's movement abilities should go to Lancer if this change is implemented.


Protect and Shell
Given that the AI only casts the Priest spells when the target is in danger of dying, having the spells heal as well as apply Protect and Shell is the best solution.  However, I am not sure that a skill can both heal and apply a buff at the same time.  If this is impossible, then lowering the CT to 0 is the best compromise.

Edit: Ignore the following.
On a tangent, is it possible to reduce the damage reduction of Protect, Shell, Defend UP, and Magic Defend UP from 2/3 to 3/4?  2/3 reduction is fine if these buffs can only be temporarily applied through spells, but items and support abilities with Always: Protect/Shell, particularly perfumes, are just too good.  For example, equipping Defend UP increase ones effective HP and effective healing (toward one of the two damage types, mind you) by a whopping 50%.  In contrast, equipping Equip Armor increases ones HP by 15%~20%, and effective healing does not increase at all.

Barren

The only thing I can think for a good reaction name that allows P-Ev & M-Ev while charging would be Extrasensory. Kind of like blade grasp for those who play regular tactics only what Gaignun suggested
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