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 1 
 on: March 29, 2017, 11:07:59 PM 
Started by scorpiova - Last post by scorpiova
So after further testing - it looks like either removing/normalizing the Chemist skill set or removing the potion/hi-potion/x-potion from the Chemist skillset breaks auto-potion.

Good to know when testing further skillset lineups.

Unless there is something else that I missed along the way.

 2 
 on: March 29, 2017, 09:04:23 PM 
Started by silentkaster - Last post by Anima Zero
Another small update for Megaman X Mavericks.









 3 
 on: March 29, 2017, 05:55:28 PM 
Started by silentkaster - Last post by White Knight Wiegraf
EXCALIBUR
The Genji Shield's +1 PA and Darkness immunity offsets the WP decrease, which still makes it great for Grand Cross funsies.  Yeah, you have more P-Ev because of the shield, but most Grand Cross units don't always need healing, and again, Darkness immunity FTW.  In essence, it's now the knight sword, holy-elemental version of the Giant Axe.

I'd like to clarify that Grand Cross will disregard your own S-EV unless you have Awareness. In other words, an attack on yourself will default to a back attack. So only 25% of the unit's C-EV plus the A-EV will count.

 4 
 on: March 29, 2017, 05:44:15 PM 
Started by silentkaster - Last post by Andrew
Heya, Gaignun, it's been a while!  Thanks for taking the time to update your team-building tool.


CHEER UP
I would be okay with it gaining some form of AoE.  2 range three-directions?  Should it affect the user, as well?

REFUTE
Its accuracy has been MA+55 since 1.39c, at the very least.  While it isn't exactly reliable, it *does* dispel everything!  Despite this, I'd be fine with a small accuracy increase, like +5.

BATTLE ORDERS AND PATHOS SPEECH
We just talked about it in Discord.  What would you think of MA+45% accuracy and 6 CT?  Unlike the old songs/dances, Short Charge can reduce the CT of these two skills; so, with these adjustments, you could have a 3 CT and 70%~ accuracy Battle Orders/Pathos Speech kicking around for your team, putting them on par with (or even better than) the old songs.  Mind you, the AI's low priority for using these skills hampers their usefulness on smaller maps.

EXCALIBUR
The Genji Shield's +1 PA and Darkness immunity offsets the WP decrease, which still makes it great for Grand Cross funsies.  Yeah, you have more P-Ev because of the shield, but most Grand Cross units don't always need healing, and again, Darkness immunity FTW.  In essence, it's now the knight sword, holy-elemental version of the Giant Axe.

+1 MOVE ON SAMURAI / NERF BIZEN BOAT
For a short period during 141 development, Samurai were at 8/10 MA due to receiving buffs in other areas.  However, some players disagreed with the MA nerf, and after some lengthy debating, their MA was brought back up.  Would you be fine with Bizen Boat if Samurai had their MA brought back down to 8/10 MA again, or do you feel like Bizen Boat itself would need to be nerfed instead/as well?

PEACEMAKER
I full-heartedly agree with you on this one.  I feel like both it *and* the Flare Gun don't need shield access.  They gained shield access because players wanted for shield access to be consistent for guns, but there wasn't much of an argument made for this change.  I would be fine with both of these weapons going back to being forced two-hands.

SPELLGUNS
Ultimately, we decided that it was their elemental property that made them so deadly, due to elemental strengthening being an extra multiplier that pushed their damage over the top.  Yes, you could've went White Robe to mitigate their damage, but the units that didn't suffered big time.  The Flare Gun is our compromise for keeping this kind of weapon in the game.  It's still capable of dealing great damage (especially when combined with MAU/Faith), and is a great choice for taking out the legion of low-Brave mages wandering about.


- Andrew

 5 
 on: March 29, 2017, 04:30:39 PM 
Started by silentkaster - Last post by Gaignun
I have had some time to play around with 1.41. I like many of the changes. However, there are a few things that are nagging me:

Cheer Up
I think that this skill could use an AoE buff (like Yell) to make it more useful.

Refute
Was the accuracy of this skill always (MA+55)%?

Battle Orders & Pathos Speech
Currently underwhelming in comparison to their Sing predecessors for several reasons:
  • Lower success rate than Sing (<66%) even under optimal conditions (e.g., 15+ MA and Best compatibility)
  • Does not target the user
  • Is not a performing skill, so it does not continue to charge after being executed.
I never felt that the Sing skills were particularly powerful to begin with, so these changes are particularly discouraging for me.

Excalibur
What happened to this weapon? It took a big WP nerf, and now it is only worth using in combination with the Two Hand support ability. The Grand Cross Excalibur build is no more.

+1 Move on Samurai
I understand that the +1 Move tremendously helps the male melee Samurai out, but it helps the female Draw Out samurai just as much.  Before we had to settle for Draw Out Geomancers if we wanted 4 base Move. Now we can stick with Samurai and use their secondary skill slot for whatever we please.  Female Samurai have become much more effective as a result (and they were already pretty effective to begin with).  This is just something to keep an eye on.

And speaking of Draw Out...

Nerf Bizen Boat
MA*8, element-boostable, BrFa-piercing damage is too high.  The synergy of Bizen Boat and Crystal Helm on the now fleet-footed Samurai is incredible.
Chirijiraden took a damage hit from MA*9 to MA*8. Bizen Boat should take a hit, too, if only to keep Draw Out internally balanced.


Peacemaker
I am puzzled over why Stone Gun got its one-handed property back. Stone Gun was made Force-2H because it eclipsed crossbows. The new Peacemaker with Attack UP beats Gastrafitis with Concentrate hands down: Peacemaker delivers similar damage, but requires none of the PA stacking that Gastrafitis does. If Peacemaker remained Forced-2H, at least you'd have to give up your shield for this extra equipment freedom.

Spellguns
I am sure I will take heat for this, but I miss the fire, ice, and lightning spell guns. These three guns served a unique role: Healing high-faith friendly targets with high M-EV.  As a bonus, these guns could trigger Counter Magic, so with the right equipment the spellgunner could also heal herself in the process. On the flipside, White Robes were effective at defending against these spellguns. Flare Gun feels a little lackluster in comparison: It cannot be used for friendly healing, and it cannot be mitigated by White Robe. Perhaps Flare Gun is a slightly more consistent offensive weapon, but it is not nearly as versatile as its predecessors.

 6 
 on: March 29, 2017, 02:40:29 PM 
Started by scorpiova - Last post by Xifanie
Just try backtracking to figure out what caused it.

Normally, it's something people forget to tell us and that we can't guess.
But I've also never seen anyone attempt the sort of thing you're doing right now.

 7 
 on: March 29, 2017, 01:45:17 PM 
Started by scorpiova - Last post by scorpiova
Not really... you don't need to have the abilities learned, but Auto-Potion DOES use those abilities when firing based on which potions you have available.

If you have Potions (0xF0), it will use the Potion ability (0x170),
else if you have Hi-Potions (0xF1), it will use the Hi-Potion ability (0x171),
else if you have X-Potions (0xF2), it will use the X-Potion ability (0x172).

Thanks for the reply.

So in that case - I am confused as to how I broke it. I kept potions in game (just not as skills to learn just to buy from stores). Yet for some reason auto-potion isn't  firing at all. After noticing it last night - I did some extensive testing and not once did auto-potion fire. That's why I was confused why it was not working as I did not initially think units needed to know "potion" "hi-potion" etc, in order to use it. My original assumption was as you explained.

Can you think of anything that might have caused interference with auto-potion firing? I made chemist a regular job to add my own skillset - but I never touched auto-potion itself.

The Woes of Modding :) Just when you think everything is working right - something new pops up to be an irritant lol.

 8 
 on: March 29, 2017, 01:39:06 PM 
Started by scorpiova - Last post by Xifanie
Not really... you don't need to have the abilities learned, but Auto-Potion DOES use those abilities when firing based on which potions you have available.

If you have Potions (0xF0), it will use the Potion ability (0x170),
else if you have Hi-Potions (0xF1), it will use the Hi-Potion ability (0x171),
else if you have X-Potions (0xF2), it will use the X-Potion ability (0x172).

I am, however, not aware if removing the abilities from the skillset could cause this but I don't see how or why it would even do that.

 9 
 on: March 29, 2017, 01:34:06 PM 
Started by scorpiova - Last post by scorpiova
Hey guys, in my ventures to create custom classes - I seem to have broken auto-potion. I am guessing that in my changes I did to chemist (removing the potions and items from their skill set) must have halted auto-potion from working. I had thought that units did not need to learn specific potion skills in order for auto-potion to trigger (as long as they are in your inventory). But I'm thinking I am wrong - and that units need to know the potion skills for auto-potion to trigger.

Is there any way to trigger auto-potion without the potion skills?

 10 
 on: March 29, 2017, 05:47:56 AM 
Started by Raijinili - Last post by Raijinili
Don't worry too much Rai

No U.

It's unlikely that I'll end up doing anything with it, given my track record, and I intended to look for the entry point myself anyway. I just made this topic to draw the discussion out of your topic.

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