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 1 
 on: Today at 01:52:24 PM 
Started by Celdia - Last post by reev
Guys. GUYS. OMG.
I've touched this forum for the first time and omg. I have no words. I had no idea that this (your work here) was even possible.

I just... Thank you. Thank you.

 2 
 on: Today at 10:33:21 AM 
Started by DeSgeretjin - Last post by DeSgeretjin
Patch 0.986 is out.

Some mp adjustments made.
Tier 1 spells can be cast every turn with some mp left over.
tier 2 spells every 2 turns and tier 3 every 3 turns.
Mp also adjusted for some skills.

Cura is stronger.

Raptors loses bulwark and gain thunder flare.

Some bug fixes to chocobos and Raptors whirlwind.

Experimental fix to Soldiers learning some high magick.

 3 
 on: Today at 04:41:22 AM 
Started by Elric - Last post by Swordmaster
There is also the possibility that JayP-san has fallen victim to that annoying, yet all-too-prevalent, logical fallacy known as "confirmation bias."  'Tis a potent curse that afflicts all of humanity with ne'er a cure, alas.

 4 
 on: Today at 03:50:45 AM 
Started by Elric - Last post by Nyzer
Yeah, hit rate in general is a bit lower than usual since Evasion is so much more prominent here, but I haven't had any issues with faulty percentages, and I've played through it a fair few times. Either you're cursed by the RNG Gods or something else is going wrong with you.

 5 
 on: Today at 03:35:39 AM 
Started by Elric - Last post by JayP
Thanks Elric. That does make sense. I was thinking, maybe it could be the iso file I used for patching, considering I made a copy of the original download for each mod and patched it. I'm using ePSXe, which I understand to be not ideal after much reading on these forums.

 6 
 on: Today at 03:08:08 AM 
Started by Elric - Last post by Elric
I'm pretty new to FFT mods. I've been playing vanilla/WotL since vanilla was new on PS1 though, and was pretty excited when I found out about these patches that change the game. I have a big appreciation for what it takes to do this kind of programming, and come up with new ideas for story line. First I tried FFT+, then 1.3 content, then JotF.

I'm only a few battles in, Zirekele Falls, and it's tough but seems very good. I have one question though: did you nerf hit percent, or was it always this bad? I don't remember it being as bad on vanilla or WotL as it has been on the three mods I've tried. It doesn't seem to matter what my hit percent is, if it's under 100% I will miss and miss and miss and miss and miss, to the point that I genuinely can't win a battle because of it. I actually shut down the game right now to post this after missing 12 in a row of 85% or higher. How did this game break math? 85%, that's pretty simple. 3 out of 20 should miss. Not 12 out of 12. On the flip side, the enemy seems to be able to hit no matter how low their hit %.  I know I only gave an example of one battle, but this has been the norm across the three mods, and is why I stopped with the other two. Is this something done on purpose? This one thing really takes the fun out of it. I don't really like hoping for random strokes of luck to win EVERY battle, I like to win with a good strategy. But I don't think strategy can overcome this.

Sounds like a emulator issue or something. Hit % is correct to the number displayed, in Jot5

 7 
 on: Today at 01:50:38 AM 
Started by Elric - Last post by JayP
I'm pretty new to FFT mods. I've been playing vanilla/WotL since vanilla was new on PS1 though, and was pretty excited when I found out about these patches that change the game. I have a big appreciation for what it takes to do this kind of programming, and come up with new ideas for story line. First I tried FFT+, then 1.3 content, then JotF.

I'm only a few battles in, Zirekele Falls, and it's tough but seems very good. I have one question though: did you nerf hit percent, or was it always this bad? I don't remember it being as bad on vanilla or WotL as it has been on the three mods I've tried. It doesn't seem to matter what my hit percent is, if it's under 100% I will miss and miss and miss and miss and miss, to the point that I genuinely can't win a battle because of it. I actually shut down the game right now to post this after missing 12 in a row of 85% or higher. How did this game break math? 85%, that's pretty simple. 3 out of 20 should miss. Not 12 out of 12. On the flip side, the enemy seems to be able to hit no matter how low their hit %.  I know I only gave an example of one battle, but this has been the norm across the three mods, and is why I stopped with the other two. Is this something done on purpose? This one thing really takes the fun out of it. I don't really like hoping for random strokes of luck to win EVERY battle, I like to win with a good strategy. But I don't think strategy can overcome this.

 8 
 on: Today at 12:01:16 AM 
Started by DeSgeretjin - Last post by Someoneyoudontknow
Soldiers have been learning High Magick on my game too (just water tho)

 9 
 on: June 19, 2018, 10:19:04 PM 
Started by Eternal - Last post by MountainDew~
The Rex one got me super excited when I first bought the game (again, already have it for PS4), I prefer Rex's design over Vaan's. Now they have that shirted Vaan that's out, though, and it's pretty sweet.

I noticed you worked on a couple tools in there that I have yet to use, thanks for your contributions to almost all the games I love to play!

 10 
 on: June 19, 2018, 09:30:25 PM 
Started by DeSgeretjin - Last post by MountainDew~
I think Turbo Ether is just an item only available to alchemists, as when I used it, I didn't have another use available. I assume it's the same for Mega Potion?

I agree with the Cure/Cura thing. Very underwhelmed with amount healed for twice the MP, I mostly just stick to items now. Item lore on Alchemist is a 200hp single target heal for pennies and suffices for almost every fight I've gotten into so far. (not including the Zingu Pearl story quest, I had a hard time getting through that with a hasted Item Lore Seeq Ranger, which isn't supposed to be possible.)

Spoilers is my Luso with those skills I mentioned, but I haven't updated my patch just yet either. Can use high magic without the job unlocked, has the skills somehow. Not sure if that's of any use to you, DeSgeretjin.  (warning, screenshots are huge, it's just a direct screenshot from my phone.)

Quote
Roundhouse use weapon elements and damage so can potentially be a lot stronger. You do also get white monks at the start unlike fighters being a locked behind ability and quest requirements. Maybe I'll add knock-back and see how well that works, and give whirl burst more effect. Any suggestions?
Well, that's fair, I was using Wide Swing with Gladiator and a White Monk sub-skill set on a Bangaa, wasn't considering the Fighter. I think that it's fine how it is, especially since Seeq 'Zerkers need something different from the rest with Furore.

The skills under "High Magic"

Job Selection Screen

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