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Messages - Dormin Jake

1
FFT: ASM'd / Re: New title image?
April 23, 2010, 11:22:38 pm
I'd like the first, simpler version better, especially if you were to further obscure the faces of Dyce and Zalbag, putting the focus entirely on Ramza and Delita.

They're the important characters, anyway.
2
So you're looking for examples of job modification in personal patches? This will be a long post, but I can show you what I've done so far:

Overview of stat changes -
- Speed normalized, growth slowed way down. Characters start with 8 speed and end up with 11 or 12, depending on job. Maximum total speed bonus from equips is +2.
- With speed roughly normalized, charge times gain a little more consistency throughout the game. I balanced spells around a speed of 10, so they feel slightly faster at the beginning of the game and slightly slower at game's end, relative to unit speeds.
- PA ranges from 10-18, MA from 12-18.
- HP multipliers got heavily buffed. With equips, level 99 HP values for humans range from 540-800 or so.
- All Move-Find Items are the same, regardless of Brave, so low Brave units are no longer required for dungeon dives.
- Still working on monster stats, but expect lower lows and significantly higher highs (Woodman PA vs Behemoth PA, for example).
- Weapon Power is capped at 20. PA and MA with full equipment bonuses will never exceed 23 or 24.
- For the most part, damage has been nerfed and survivability buffed, with the purpose of extending the length and improving the strategy of battles.
Job and Tree changes -
JP required for each level has been buffed slightly. Job Level 3 = 400 JP
Military, Freelance, Divine, Arcane, and Support are just what I decided to name each branch of the job tree.

Base
Squire - roughly the same. Has the highest HP growth despite a moderate multiplier. Expanded equipment options including Crossbows and Spears.
Chemist - uses a handful of new offensive items (see below) to play up the idea of chemistry and to bring versatility to the bottom of the magic tree.

Military
Knight (Squire lvl 2) - mostly the same. Magic Break changed to cancel Protect/Shell/Reflect instead of MP damage. Can additionally equip Hammers.
Warrior (Squire lvl 3) - reworked Monk. Wears heavy armor and carries Axes, Hammers, Greatswords, etc. Martial Arts removed from the game.
Geomancer (Warrior lvl 3) - can additionally equip Hammers. See skill changes below.
Guardian (Knight lvl 3, Warrior Lvl 3) - reworked Samurai. Katanas remodeled into haunted Scythes, Draw Out renamed Ritual. Otherwise similar.

Freelance
Archer (Squire lvl 2) - same, except for the Charge skillset has relatively shorter charge times. Only one that requires waiting a turn is Charge +20.
Thief (Squire lvl 3) - physically stronger, and can equip Ninja blades. Steal Exp changed to Waylay, an unevadable melee attack with dmg = WP*SP.
Dragoon (Archer lvl 3) - biggest change to Jump is that it can be used with all weapons. Equips Spears, Swords, and Greatswords.
Hunter (Archer lvl 3, Thief lvl 3) - can dual wield Daggers and Ninja Blades or attack with Bows and Crossbows. Unfortunately stuck with Throw.

Divine
Priest (Chemist lvl 2) - sameses. Can additionally equip Hammers.
Oracle (Priest lvl 3) - gains Poison. Can no longer equip Books. Charge times on spells are relatively much shorter.
Summoner (Priest lvl 3) - Summon damage lowered by about 2/3. Can now equip Books.

Arcane
Wizard (Chemist lvl 2) - Poison replaced with a medium damage Water spell. Can additionally equip Daggers.
Researcher (Wizard lvl 3) - reworked Calculator. Actually a BLUE MAGE (name's too boring). Equips Daggers, Swords, Books, and Spears.
Arcanist (Wizard lvl 3) - renamed Time Mage (boring). Increased speed multiplier. Can additionally equip Books.

Support
Watcher (Squire lvl 3, Chemist lvl 3) - reworked Mediator. Psychic/anti-mage type character. Equips Daggers, Staves, and Guns.
Dancer (Watcher lvl 3, Thief lvl 3, Wizard lvl 3) - stats buffed across the board, skillset radically altered. Can now equip Ninja Blades and Katanas.
Bard (Watcher lvl 3, Knight lvl 3, Priest lvl 3) - stats buffed across the board, skillset radically altered. Can now equip Daggers and Swords.
New and Heavily Revised Skillsets -
Item
Potion
Hi-Potion
X-Potion
Ether
Hi-Ether
Elixer
Remedy - cures lighter, bodily status ailments like Poison, Darkness, Silence, Don't Act, Don't Move, Sleep, etc.
Bone Relic - cures status ailments that magically transform the target, including Petrify, Zombie, Blood Suck, Frog, etc.
Mossfungus - Add: Poison
Lamp Oil - Add: Oil (Oil ASM'd to be weak to fire damage)
Dragon Oil - Add: Oil and Float (Float ASM'd to be weak to wind damage)
Iron Bomb - magic damage equal to MA*(MA/2), fire and wind elemental (4x damage with Dragon Oil)
Cauldron - separately inflicts an assortment of crippling status ailments in one shot.
Phoenix Down

Warfare (Warrior)
Wild Swing - Spin Fist with increased vertical and extra damage to compensate for no Martial Arts
Bloodlust - PA*((PA+4)/2) damage with 25% chance to Add: Dead
No Mercy - buffed Wave Fist
Earthsplitter - Earth Slash with 6 range and vertical of 3
Rage - 100% HP self-heal and self-inflicted Berserk (possibly Haste)
Clear Body - 1 range, single target Stigma Magic
Swiftmend - 2 range, single target Chakra
Revive

Geomancy - some attacks made shorter range, larger AoE
Sinkhole - 5 range, 1v1, Earth elemental, Add: Don't Move (Pitfall panels)
Torrent - 5 range, 1v1, Water elemental, Add: Silence (Water Ball panels)
Rootburst - 5 range, 1v1, non-elemental, Add: Don't Move (Hell Ivy panels)
Entomb - 5 range, 1v1, non-elemental, Add: Petrify (Carve Model panels)
Moonfire - 5 range, 1v1, non-elemental, Add: Sleep (Kamaitachi panels)
Artifice - 5 range, 1v1, non-elemental, Add: Don't Act (Demon Fire panels)
Wind Slash - 5 range, 1v1, Wind elemental, Add: Float (Gusty Wind panels)
Magma Surge - 5 range, 1v1, Fire elemental, Add: Dead (Lava Ball panels)
Tremor - 2 range, 2v1, Earth elemental, Add: Slow (Local Quake panels)
Venom Gale - 2 range, 2v1, Water elemental, Add: Poison (Quicksand panels)
Sandstorm - 2 range, 2v1, Wind elemental, Add: Darkness (Sand Storm panels)
Blizzard - 2 range, 2v1, Ice elemental, Add: Slow (Blizzard panels)

Control (Watcher)
Recruit - Add: Invite
Deplete - 50% MP break (Knights lost the ability to break MP)
Infusion - heal MP by MA*5
Morale Boost - Brave +15 (brave changes no longer permanent)
Morale Break - Brave -15
Enrage - Add: Berserk ~65%
Stupefy - Add: Stop ~55%
Condemn - Add: Death Sentence ~70%
Mindsplitter - ((PA+10)/2*MA) damage with chance to Add: Berserk or Confusion
Mana Burn - HP damage equal to target's current MP

Blue Magic (Researcher)
NOTE: monster stats overhauled to resemble human stats, allowing for balanced spell damage in Blue Magic.
Goblin Punch - (Goblin) moderate physical damage, 25% Cancel: Charging, Performing
Explosion - (Bomb family) Self-Destruct
Aero - (Flotiball, now Imp) Fire 2 strength, Wind elemental
Dischord - (Piscodaemon) Odd Soundwave
Flamethrower - (Grenade) 2-panel linear Fire damage, 25% Add: Oil
Leaf Dance - (Woodman, now Dryad family) same, just rebalanced
Electrocute - (Coeurl) 2 range Thunder damage, 25% Add: Silence
Earth Rave - (Sacred) 1 range, 1v2, 4 Earth elemental strikes at random.
Ice Prison - (Blue Dragon) 2 range, ~60% Add all: Protect, Shell, Stop, Don't Act, Don't Move
White Wind - (Taiju, now Ancient) 0 range, 2v2, Heal HP, 25% Add: Regen
Blaster - (Vampire, now Queen Coeurl) same, but may Add: Critical (allowing learning)
Bad Breath - (Malboro Menance) 0 range, 2v1, Add all: Darkness, Confusion, Silence, Poison
Dark Matter - (Dark Behemoth) 5 range, Shadow elemental, (MA/2)*MA damage
Flood - (Water Elemental*) 3 range, 2v3, moderate Water damage, lower MP cost
Quake - (Earth Elemental*) 0 range, 3v3, high Earth damage, moderate MP cost
Tornado - (Air Elemental*) 4 range, 2v3, high Wind damage, high MP cost
*Elementals are special ENTD enemies: Geomancers with ??? stats, hacked items that give them elemental properties, and special skillsets.

Songs - all songs have 0 range, 4v6 AoE, and charge once (Persevere unflagged)
Battle Song - Brave +10 to allies in range
Mystic Melody - heal MP by MA*2 to allies in range
Soothing Lilt - heal 10% total HP and Cancel: negative status ailments
Uplifting Hymn - ~65% to Add: Faith to allies in range
Vital Anthem - ~90% to heal 25% total HP to allies in range
Mythic Tale - ((MA+4)/2*MA) Light damage to enemies, chance to Add: Regen(!!)
Unending Epic - ~80% to revive nearby dead allies with 10% total HP

Dance - all dances have 0 range, 4v6 AoE, and charge once (Persevere unflagged)
War Dance - Brave -10 to enemies in range
Sapping Aura - 25% MP break to enemies in range
Fever Dervish - 13% total HP damage, chance to Add: Poison
Silent Fermata - ~65% to Add: Silence to enemies in range
Dusk Minuet - ~50% to Add: Slow to enemies in range
Water Rondo - ((PA+6)/2*MA) Water damage to enemies in range
Nameless Steps - ~70% to Add: random negative status to nearby enemies

All other skillsets are mostly the same, just tweaked for balance issues.
3
Quote from: "The Damned"I'm currently unsure what happens if the entire list is full of Learn on Hit-only moves, though.
Lots of beautiful, beautiful "-------------------" marks. An empty slate. Tabula rasa. It is glorious.
4
Quote from: "The Damned"Blue EDIT: Also, I've thought about it, and I'm not sure. Do we know how enemy Blue Mages act if all their skills are Learn on Hit only? Will they have any skills? All of them? Or are we going to have set their skills in the ENTD? Because the few things I've tried to do with ENTD haven't worked out.
I've done some testing of this. Even if all Blue Magic abilities are flagged Learn on Hit only, the AI still learns abilities for enemy Blue Mages based on JP and Job Level.  Though if you're setting the Learn chances of blue spells to 100%, the AI will thus attempt to learn every spell in the book.  

To counteract this, you have to be very specific about assigning JP costs to abilities (since your Blue Mages are learning on hit, it only matters to the enemy).  What I mean by that is, if you've got an enemy Blue Mage with job level 3 (with a default 350 JP), you probably don't want to assign any super-powerful spells JP costs that would be remotely purchasable by such an intermediate mage.  You'd want things like (incredibly roughish estimates here, tailor to own needs) Goblin Punch at 50 JP, Aero at 100 JP, maybe Self-Destruct at 200 JP, and that would be all the mage could learn before running out of JP.  Spells like Dark Matter (say...900 JP?) could be made available to job level 6 or higher Blue Mage (1150+ JP), so they could learn one big spell and have a little left over for smaller spells like Aero, or they could choose from a large selection of more moderately-priced spells like Flamethrower (200 JP), Blaster (~400 JP), and Mimic Titan (~300 JP).

Since all spells are set to 100% learn rate, from the testing I've done it seems like skill selection is totally random, as the AI essentiallly attempts to learn all the spells at the same time.  So the only limiting factor is JP cost.  It's best to keep in mind then what spells you want enemy Blue Mages to have access to at each job level up, and match JP costs of those abilities accordingly, in tiers.

If you set no JP cost at all, enemy Blue Mages will (if I remember right) have every single spell, and thus be way too powerful and make it way too easy for you to learn every Blue Magic spell for your characters early on.

EDIT: General question: Has anyone figured out any way to successfully edit Ninja? Tried to make a Hunter class, with new skillset (one of Mustadio's Snipes), and it was fairly glitchy. Throw is such a bland, boring skillset that has suffered horribly since I normalized speed and weapon power in my personal patch (max speed is 15 instead of 20, highest WP is 20 instead of 40 -- makes for much lower Throw damage), and I'm just wondering if there is Anything That Can Be Done.  Thank you, thank you.
5
Spam /
December 16, 2009, 01:15:34 am
Well, one thing I will say that I like about Izlude: he showed concern/compassion for Wiegraf as he lay coughing up blood at Orbonne.  Humanized the temple knights for me.
6
Spam /
December 16, 2009, 12:14:56 am
Lots of people like Izlude.  I'm not really big into him though, precisely because he is such a minor character.  His blind devotion to his father's cause when you first meet him is annoying and frustrating to me.  I loved his omg spoilers death scene, but that's all there really is to the character to me.  His sister is the one I find more interesting, because she gets the development he likely would have gotten had he not been omg spoilers crushed to a pulp by his omg spoilers father.

I can't identify with the little fella, having not been omg spoilers crushed myself.
7
Old Project Ideas /
December 15, 2009, 10:36:00 pm
I did something similar with my Dancer/Bard.  Auto AoE of 4v6 centered on the caster, and I changed the abilities to standard charge times rather than continuous performances (just so I could balance things better).  I tried to keep the class roles roughly the same (offensive dances, supportive songs), but I also tried to diversify the skillsets a bit.  Mostly I wanted to replace the stat buffs and debuffs, to keep Squire's Accumulate and the Knight's break skills unique.

I like your idea Vanya, of having Dances keep infinite range but with line of sight restriction.  I just did mine this way to keep the two classes as closely parallel as possibly.

Gratuitous promotion of my own skillsets:

Dancer - rather than acting like the dances themselves have an inherent power to their steps, I'm attributing the effects of dances to the discreet use of various poisons, smokes, and mild enchantments, representing the Dancer as a manipulator instead of someone who can turn people into frogs just because of the way she moves her body.

I won't explain how massively I overhauled my job tree, but the two main requirements for Dancer in my patch are Thief and Wizard, and that's the sort of flavor I'm going for.

Venom Dervish - 10% max hp damage with a chance to poison
Sapping Aura - 25% max mp damage
Dusk Minuet - ~90% chance to add darkness
Hushing Pall - ~65% chance to add silence
Lethargy Mist - ~50% chance to add slow
Nameless Dance - ~70% chance to add random status
Water Rondo - ((PA+4)/2)*MA water damage (inspiration from Mog's FFVI dances)

Bard - Bards are powerful because their songs/stories inspire.  And, there's maybe a little bit of magic behind them.  Their two main job requirements are Priest and Warrior (overhauled Monk), so I'm treating Bard more like the badass Norse Viking Bards rather than dudes playing lyres in tights.  Not like there is anything AT ALL wrong with that. :x  Also I sort of built these guys to be alternatives to using Priests and Chemists as your main healers.

War Epic - heal 10% max hp with 100% chance to add defend
Mystic Melody - heal MA*2 MP
Soothing Song - heal 10% max hp and dispels negative status ailments
Uplifting Hymn - ~65% chance to add faith
Vital Anthem - heal 20% max hp with 25% chance to add regen
Myth of Gods - (MA/2)*MA holy damage, with chance to add regen (felt they could use an offensive ability, but only with a drawback)
Unending Tale - ~80% chance to revive teammates with 10% max hp

Oh, and I got A LOT of inspiration from Final Fantasy V:
http://finalfantasy.wikia.com/wiki/Dancer_%28Final_Fantasy_V%29
http://finalfantasy.wikia.com/wiki/Bard_%28Final_Fantasy_V%29

I included the abilities I used above merely to illustrate the point that Dancer and Bard can still fill the same sort of roles they did in Vanilla, but with maybe less of the silly brokenness of bland, map-wide stat point changes.  Regardless, I like where this thread is headed.
8
Spam /
December 15, 2009, 02:07:32 am
Quote from: "Kaijyuu"http://www.youtube.com/watch?v=wqKFadyJxwg
I love They Live so hard.  

"PUT ON THE GLASSES!"
"NO I DON'T WANNA!" *commence mortal combat*
9
Spam /
December 14, 2009, 01:04:38 pm
Xmas card I made for a friend a few years ago.  For anyone who has seen the movie Oldboy:



And for those of you that haven't seen Oldboy, it's got the greatest fight scene ever filmed, of all time, OF ALL TIME, among other things:

http://www.youtube.com/watch?v=Wha0brbb_44
10
The Lounge /
December 04, 2009, 10:13:08 pm
I'm a British epic space rock kind of guy, meself:
http://www.youtube.com/watch?v=o1-9MyqT ... re=related

Especially if'n it comes attached to hyper-edited Doctor Who footage:
http://www.youtube.com/watch?v=mQ_3WRqTYDM
11
Old Project Ideas /
November 29, 2009, 11:23:52 am
Quote from: "mav"And as far as weapon range goes, I'm in the middle: I like what Wasabi mentioned, about making them evadable with a range of 2, but I kinda feel like it should be weapon range. So I guess I dunno...
The way I see it is, if swinging a sword is one panel range, then swinging a sword that happens to be on FIRE should also just be one panel range.  Giving them two panel range, even with evasion, borders dangerously on becoming generic lolswordskillz, and honestly I feel like the likes of Agrias, Orlandu, Meliadoul, and Beowulf are overpowered enough.

Weapon range looks like it'd be the most "realistic" (as realistic as you can get as far as electrifying spears and coating arrows in, uh, earth, goes), but being able to do swordskill damage with possible elemental weakness from 8 panes with a gun seems like it'd need some serious balancing.

To play devil's advocate, 2 panel range would be more fun and useful, and as long as it's kept a single panel targeting and the Y-value of the formula kept under control, I don't think it'd be too bad.  It just doesn't make much sense, as far as real world logic goes.  Then again, neither does Stasis Sword.

Personally in favor of the PA*WP swordskill formula and not requiring swords.  It keeps the class clearly physical, and at the same time prevents attacking things with ice elemental bare hands.  The WP in the formula requires something to be equipped, at least.  And honestly, why shouldn't you be able to empower your Battle Dictionary with the might of the sea?

That's my self-contradictory 8 cents.
12
Old Project Ideas /
November 28, 2009, 11:12:09 pm
I'd say do the latter, all variants under one heading.  Less confusing that way, especially considering some of these variants only differ in one or two areas.

Might I say, by the way, I love this topic?  I love this topic.
13
Spam /
November 27, 2009, 09:41:42 pm
14
Old Project Ideas /
November 26, 2009, 11:39:52 am
The best place I can think to look for unique Red Mage abilities is FFXI, where they are a combination of classic Red Mage (black and white spells with a sword), FFT Oracle (enfeebling magic), and FFV Mystic Knight (giving elemental properties to physical attacks):

http://finalfantasy.wikia.com/wiki/Red_ ... tasy_XI%29

The only thing that's really unique about that are the En-spells (http://finalfantasy.wikia.com/wiki/Enspell).  So...you could make Red Mage a fighter that can attack from melee with all 8 elements, plus a sampling of White/Black/Yin-Yang/Time Magic.

If'n you wanted.
15
Mercenaries Spriting Forum /
November 22, 2009, 03:47:44 pm
There are the ladies from FFX-2, but they're fairly ridiculous looking:
http://finalfantasy.wikia.com/wiki/Lady_Luck

Annoying how so much of the clothing in recent games aren't at all proper battle attire.

Then there are the Corsairs from FF11.  Pirate-themed gamblers, basically:
http://finalfantasy.wikia.com/wiki/Corsair

Not sure there's much else, gambler concept-wise, aside from Setzers and Cait Siths.  Daryl's a good idea, but is there actually any art of her?
16
Spam /
October 28, 2009, 10:05:28 pm
Quote from: "Dome"FUCK HIM!
A bit forward.  Take him to a pub first.
17
Spam /
October 17, 2009, 02:41:11 am
Hey guys, Mustadio/Jake here.  Looking for geocache coords on any real Holy Stones in the continental U.S.  REAL HOLY STONES ONLY.  I know they're here, I can feel their white hot presence in my mind, along with images of old 'guns'.  

Please don't trick me, I AM SERIOUS.  Yes I am the real Mustadio.
18
The Lounge /
October 14, 2009, 10:25:33 pm
Have to work.  Want to do this so much!  Bah and oh well.
19
Spam /
October 12, 2009, 09:52:13 pm
Ultracute Droog:

20
The Lounge /
October 09, 2009, 12:56:07 pm
When I saw the title of this thread, I immediately planned on posting that exact video.  But you beat me to it!  Carl Sagan, the cosmos, astronomy, all that stuff is amazing.  And that is coming for a lit. grad student.