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Messages - FFMaster

41
FFT Arena / Re: FFT Arena Beta 138d+Hotfix 2 Download
October 04, 2014, 11:14:09 pm
139 has been released. A few comments:
- I did not implement any scholar changes. I felt the magnitude of this patch was huge already, and knew that the new Scholar skills would be far too strong, and so scrapped the idea until next version.
- Mimes I believe are slightly overpowered. However, I wish for the players to make their own decision, and maybe show that my testing was wrong again.
- The Oil change was supposed to come with a change to Weak/Half/Absorb. However, I felt it unnecessary. This way, Oil becomes super strong only against people who were trying to defend from the element in the first place. We'll see with time, as with all controversial balance changes.

As usual, Master Guide tables will be updated within a day.

EDIT: Tables updated.

EDIT2: There have been some stupid changes to photobucket. This will take more time.

EDIT3: Updated finally.
42
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 03, 2014, 05:10:08 am
Yeah, I completely forgot about the Undead change. Thanks for reminding me. Saved me one b version lol.

Ultima fix has already been done, and isn't really worth documenting.

Tsumazuku fix hasn't been done, but I didn't think it was worthwhile to write a line about it.

As for Spears and Swords, I was planning to kill off the elemental spears specifically, since I always hated that they couldn't understand the proc element, and I had to make the base weapon that element. If time permits, I'll move a few sword effects to replace those 3 elemental spears, and add a Dark sword in there.
43
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 02, 2014, 05:53:39 pm
Yes, I meant Initial: Innocent

and yes, there's an important Oil change I forgot.
- Oil no longer adds weakness to the inflicted unit. It only removes resistances.
44
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 02, 2014, 06:53:20 am
139 will be ready to be released soon, hopefully by the end of the week if there are no problems. Here is what has been changed:

Changelog (139)

EQUIPMENT

Knives
- Dual Cutters WP increased to 8
- Mage Masher proc rate reduced to 25%
- Air Knife WP decreased to 12, now properly adds sleep
- Orichalcum, Katar and Air Knife all lose 2H

Ninja Swords
- Hidden Knife WP increased to 10, W-EV reduced to 0 and loses 1 speed
- Short Edge Oil proc chance increased to 100%
- Ninja Edge WP reduced to 10, W-EV increased to 10, proc chance increased to 50%
- Spell Edge loses 1 MA, proc changed to 100% Add: Faith

Swords, not words!
- Phoenix Blade remade: 16 WP, 25 W-EV, -1 Speed, Fire Element, Initial: Reraise, No 2S/2H
STILL NEED TO DO -1 SPEED
- Tactician's Blade W-EV increased to 20
- Parry Edge replaced with Mystic Blade: 9 WP, 10 W-EV, 1 PA, 1 MA, 2H
- Coral Sword WP increased to 11, loses proc, no longer 2H/2S
- Shieldrender WP reduced to 7
- Lionheart W-EV increased to 10

K"night" Swords
- Defender WP increased to 16
- Save the Queen WP reduced to 15, W-EV reduced to 10, Initial: Protect changed to Always: Protect
- Excalibur WP increased to 14
- Ragnarok WP reduced to 15, W-EV reduced to 10, Initial: Shell changed to Always: Shell

Katanas
- Muramasa gains 1 MA, proc changed to 50% Cast: Spell Absorb
- Masamune now has -2 Speed, Initial:Haste changed to Always: Haste, loses proc
- Chirijiraden gains 1 Speed, Initial: Berserk and loses Strengthen: Earth, Wind, Water

Axes
- Slasher is now 2-swordable, W-EV reduced to 20

Rods
- Thunder Rod WP increased to 6
- Ice Rod WP increased to 7

Staves
- White Staff WP increased to 8, gains Holy Element
- Healing Staff gains 1 Speed
- Rainbow Staff WP increased to 12, gains Immune: Oil
- Wizard Staff WP increased to 9
- Gold Staff W-EV increased to 20

Guns
- Stone Gun, Blaze Gun, Blast Gun and Glacier Gun are now 4 range, forced 2H

Crossbows
- Silencer WP increased to 12

Bows
- Long Bow gains 1 Move, range increased to 7, WP reduced to 12
- Silver Bow gains 1 MA, range increased to 6
- Ice Bow gains 1 Speed, range increased to 6, WP reduced to 12
- Lightning Bow gains 1 Speed, range increased to 6, WP reduced to 12
- Windslash Bow gains 1 Speed, range increased to 6, WP reduced to 12
- Mythril Bow replaced with Athiest Bow: 15 WP, 4 range, 100% Add: Innocent
- Ultimus Bow WP reduced to 14

Harps
- Ramia Harp gains 2 MA, loses proc

Shields
- Diamond Shield now has Absorb: Dark, Weak: Holy
- Platina Shield now has Absorb: Holy, Weak: Dark
- Crystal Shield gains Immune: Oil, P-EV increased to 30, M-EV reduced to 5
- Kaiser Plate now has Strengthen: Wind, Ice, Dark

Helmets
- Mythril Helm loses Immune: Stop, gains Immune: Faith, Innocent
- Cross Helm HP increased to 120, MP increased to 50
- Platina Helm loses Immune: Slow, gains Immune: Stop
- Grand Helm HP increased to 150

Hats
- Twist Headband HP increased to 70
- Holy Miter HP increased to 70
- Black Hood MP increased to 30
- Golden Hairpin loses 1 MA
- Flash Hat loses Immune: Innocent, gains Half: Earth, Wind, Water
- Thief Hat loses Half: Earth, Wind, Water

Headbands
- Choice Band remade: 60 HP, Initial: Haste, Immune: Dead, Death Sentence

Armor
- Genji Armor remade: 80 HP, 1 Speed
- Maximillian HP increased to 160

Clothes
- Brigandine HP increased to 130
- Santa Outfit MP increased to 10
- Earth Clothes MP increased to 20
- Secret Clothes HP increased to 70
- Black Costume MP increased to 10
- Rubber Costume MP increased to 10

Robes
- Silk Robe MP increased to 40

Accessories
- Sprint Shoes gains Immune: Slow
- Power Wrist P-EV increased to 30
- Genji Gauntlet M-EV increased to 30
- Defense Ring is now Immune: Silence, Berserk, Sleep, Absorb: Wind, Lightning
- Magic Ring loses Absorb: Wind, gains Absorb: Earth
- Jade Armlet is now Absorb: Ice, Water, Immune: Stop, Petrify, Frog
- 108 Gems loses all immunities
- Defense Armlet is now 1 PA, Absorb: Fire, Immune: Don't Move, Don't Act
- Salty Rage changed to Always: Berserk

CLASSES

Squire
- Alacrity receives an animation
- Heal now removes Oil
- Yell CT reduced to 0
- Wish range increased to 3

Chemist
- X Potion HP heal increased to 130
- Auto Potion HP heal reduced to 70

Paladin
- Reraise range reduced to 3, CT increased to 1, MP reduced to 12
- Equip Armor JP reduced to 350
- Equip Heavy Blade JP reduced to 250
- Paladin loses Move-1

Archer
- Leg Aim JP reduced to 100
- Arm Aim JP reduced to 150
- Hawk's Eye MP increased to 12, CT reduced to 1
- Cover Fire formula changed to Random(2...4)*(PA+30)~~~~~NEED TO DO ASM FOR RNG
- Execute JP reduced to 100

Monk
- Wave Fist is now Wind Elemental
- Stigma Magic JP increased to 150
- Revive JP decreased to 250

Priest
- Cure JP increased to 100, CT reduced to 0, MP increased to 10
- Cure 3 Y increased to 15
- Cure 4 Y reduced to 16, CT reduced to 3, MP reduced to 16
- Regen Y increased to 100
- Protect vert increased to 1
- Shell vert increased to 1
- Wall CT reduced to 0

Wizard
- Fire proc chance increased to 50%
- Death range increased to 6, CT reduced to 6
- Flare MP reduced to 40

Time Mage
- Haste X increased to 70
- Haste 2 JP reduced to 250
- Slow X increased to 70
- Slow 2 JP reduced to 250
- Stop CT reduced to 4, MP increased to 20, X increased to 70, JP reduced to 200
- Comet JP reduced to 100, CT reduced to 1, MP increased to 10
- Sinkhole JP reduced to 150
- Demi AoE increased to 2, X reduced to 80
- Critical Quick JP reduced to 200

Summoner
- Moogle AoE increased to 3
- Salamander proc chance increased to 50%
- Bahamut CT reduced to 6

Thief
- Bad Luck changed to 100% Random Add: Oil, Stop, Blind, Silence
- Quickening JP increased to 300
- Speed Ruin X increased to 100

Mediator
- Persuade replaced with Stall: MA+45% chance to add Stop, 300 JP
- Preach X increased to 75
- Solution X increased to 60
- Refute no longer cancels Charging and Performing
- Mediator gains Move-1

Oracle
- Dispel Magic AoE increased to 1
- Paralyze JP increased to 150

Geomancer
- Counter Flood JP reduced to 200

Lancer
- Ignore Height JP reduced to 150

Samurai
- Bizen Boat now affected by M-EV

Ninja
- Tsumazuku is now 100% Cancel: Reraise
- Houkouton damage changed to ((SP+PA)/2)*(WP+2), MP increased to 15

Bard
- Last Song X increased to 40
- Brave Up JP reduced to 100
- Faith Up JP reduced to 100


Dancer
- Last Dance X increased to 40
- Brave Up JP reduced to 100
- Faith Up JP reduced to 100

TODO
- Make a few more changes to Draw Out
- Adding new skills to Scholar
- Mime changes
- Change Stick formula to MAX[PA/MA]*WP
45
Recruitment / Image cleaning for FFT - The Lion War
January 13, 2014, 06:12:17 pm
For Elric's patch, if we want the video transition from the Holy Stone video to the title screen to be smooth, we need to clean out the part that says "THE WAR OF THE LIONS". Unfortunately, we will need to do this frame by frame. The entire transition is about 40ish frames, but I believe only the last 24 frames need to be edited.

Here are 3 sample frames, taken from the beginning, middle and end of the transition:


If you are willing to take up this daunting task, please download the attachment below and give it a crack. Please leave the images in BMP format. Message me or Elric if you have any questions.
46
FFT Arena / Re: Lore Rework
September 28, 2013, 07:42:32 pm
QuoteMaybe while we're ASM'ing, we can create a new reaction ability that allows units to cast spells without experiencing an EV penalty.


Already working on that. If it works, it's getting added to Awareness.
47
FFT Arena / Re: Lore Rework
September 27, 2013, 08:18:02 pm
There are a few things wrong with your statement about 1.3 Truth/Untruth.

Here are all the known changes from my memory:

1) Formula changed to MA*Y damage (a buff earlygame, nerf lategame)
2) Early 1.3 had it at 2 vert and enemies only, creating the Rafa rape box strat. This was eventually changed back to 3 vert, hits allies but not self
3) CT changed from FUCKING LONG TIME to 0

So actually, the reason Truth/Untruth worked was more because of it losing all charge time. Rafa/Malak gaining way better stats and equipment also helps.

EDIT: Overall, I don't see anything wrong with the skillset. It can be added alongside the Beastmaster abilities just fine.

EDIT2: Mimes will be able to equip weapons in the next patch if they use the Support needed.
48
Well, my CPU fan died and I just moved one of my shitty fans as a temporary replacement. I can't encode videos at all right now, fearing an overheat of my system(also, suddenly high ambient temps, stupid Spring).

Sorry about the inconvenience.

Note: I can at least work on Arena since that isn't CPU intensive.
49
PSX FFT Hacking / Re: Coding Standards Sticky
September 13, 2013, 06:34:40 pm
Then wouldn't it be better to be cautious about this and just keep to the standard they have set? It's there for a reason, even if we can't reproduce the bugs.
50
Sorry about the long delay, I've been busy the past week.

The 2 matches from last week are currently being rendered and will be uploaded shortly. I'll post a link in the morning if nobody has yet by then.
51
FFT Arena / Re: FFT Arena: Balance Discussion Thread
August 29, 2013, 07:30:16 am
I agree with making stopping dumb AI from using Holy on Self.

I agree that the 3 elemental clothes are doing too much, but JamesOnyx also has a point about making absorb teams too hard to use then. Honestly, the problems with Absorb/Weak/Elemental crap has persisted since the beginning of this project, and I think it may be best to work this shit out now.

Xif has already suggested before to make Weakness only do 50% more damage. Absorb would also get neutered to 25% damage iirc. Bringing back weak/absorb would then become healing of 37.5% amount. So in essence:

No mods: 100% damage
Weak: 150% damage
Half: 50% damage
Absorb: 25% damage(healed)
Weak+Half: 75% damage
Weak+Absorb: 37.5% damage(healed)
Weak+Half+Absorb: 18.75% damage(healed)
Null+Anything: 0%

Oil will still override everything, and will at the same time be affected by the weakness changes.

This will overall make Arena less elemental focused, and having things like weakness on equipment may have some uses again, as well as bringing back some more complexity into team building.

As usual, I'm open to other ideas and comments about the current situation or proposed ideas.
52
Matches starting in less than 10 mins.
53
I don't know what happened to Damned's matches, but we should probably move on to the next bracket.

So I will be streaming 2 matches on 10:00 AM Thursday +10 GMT.
Matches are:
Dragonblade vs Dol
iamBQB vs TrueLight

See you guys there.
54
FFT Arena / Re: FFT Arena: Balance Discussion Thread
August 19, 2013, 07:47:54 pm
It's true that there is no reason for Salamander to be around in Arena, unless it was massively different to Ifrit in some way other than bigger AoE and 20% Oil. There really isn't much left to add to Summoner that isn't already there though. Clearly I should make it the only 4 AoE spell in the game.
55
FFT Arena / Re: FFT Arena: Balance Discussion Thread
August 17, 2013, 08:57:09 pm
Salamander is 3 AoE currently, yes.
56
Matches are currently being uploaded while I sleep for those who missed out. Video quality on the first match is low due to bad recording settings which I should have checked before I started streaming.
57
Stream will begin in about 5 mins, matches won't start until 15 mins. See you there. For those missing out, youtube videos will be uploaded afterwards as usual.
58
It's streaming time again!

This time, it will be on Thursday 8 August 10:00 AM +10 GMT. This will mean Wednesday for you people in the US. Make sure you check for the correct time for your timezone.

Matches are:
Dragonblade vs JamesOnyx
Dol vs Malroth
iamBQB vs The Damned
59


Note that is says "50% Cast: Shield Break". It's the same as something like "50% Cast: Death". You cast the Shield Break ability, not that the shield is broken. You cast the Death spell, not adding the status.
60
Nothing probably. Pretty much all units can get what they need to function well with the current system. Overloading your units is a bad idea for the AI, as can be seen in your match vs Dokurider. Sometimes, they just preferred to use Comet over Balance due to the hit rate, even though Comet would have no impact on the game anyway.