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Messages - CT5Holy

481

Wow, odd behavior from Aero's Chemist in R2 - choosing to shoot BQB's Samurai instead of Hi-Potioning the Archer, and then towards the end not moving even though a Lancer was going to land on him.

Good fight though.
482

Yikes that was long! Squire's Meiton healed for a ton, jeez. Got really lucky with the Charms missing, and obviously the no Soft on Archer R2.
483
How often does Poison finish off a unit? Rarely. Teams usually have healing and/or status removal to take care of Poison in a reasonable amount of time.

Now, I didn't think about the scenario where a unit gets Poisoned and then dies to something else as I was typing the above line, but now that I am thinking about it... isn't that also rather rare? Kiyomori, Shuriken, maybe Poison Proc Crossbow. Shuriken's the most relevant since it can kill and add poison in one action, as well as soften up a target for a follow-up. Poison Proc Crossbow could do the same thing, except no one uses it, so whatever. Kiyomori's starting to see use, but it's more for adding Blind than Poison. Oh, there's also Scorpion Tail, which I completely forgot about until I edited this post cause no one's using it all of a sudden. That one's relevant. Should be very relevant, in fact. Oh my. Hmm.

Masamune is being nerfed, Fanatic - in the new version it can only hit the user and one other unit.
484
1. As Gaignun said, hearing new ideas is always good.
2. Numbers aren't boring! :D
3. Taking a quick look through recent teams, it seems like 40 Brave isn't as common as I thought, so I'm fine with suggestion #1.
4. Removing Ultima's charge time is asking for trouble. There would be little risk in running a max damage setup because the Ultima caster would be 5-6 panels away.
Halving its MP cost and having its JP cost cut from 350 to 300 seems good enough. Maybe CT down to 4 as well, but certainly at least the first two. We don't need to drastically buff Ultima because of its high damage potential.
485
FFT Arena / Re: Arena battle videos and discussion
June 05, 2012, 05:16:29 pm

GC missing Priest in R3 clinched it. good fight. R2 was pretty funny, with my archer lasting for that long. (you already won once he ran out of MP, triggering MP restore on your scholar only sped things up)
486
And guess what, people would still run the Protect/Shell shields over the others, even with no evasion.
487

Good show, gentlemen. Was indeed fun to watch. :D


Thanks skiploom! That's so like my Archer to miss his shots XD (no seriously, he missed so much in testing. quite infuriating.)
488

Paralyze vs Insult. =P

Kiyomori from Wiz is irrelevant (until Berserk lands), and no one can cure Don't Act. Don't Act + high speed = big problem. Well, Don't Act in general is a problem, but it's a very big problem if you can't quickly get rid of it.
Zombie is another big problem for Wiz - Regen becomes his only method of healing (which works out ok, given that his team is fast), and Auto Potion will now hurt his Thieves.
So yeah, that Oracle will probably be Gaignun's most important unit. Although that Bard's Holy will also do relevant amounts of damage. hmm

If Wiz lands a Berserk though... against Gaignun, there is no drawback to Berserk. Two low PA Rune Blades + Bag + Magic Gun, which doesn't get a damage boost from Berserk = no relevant increase in damage + all skills are shut off. Absolutely huge.

Should be fun to watch!



Avalanche's team is actually fairly similar to mine - two fast people, one hard hitter, one support. However, his damage output is worse than mine, and dropping fdc's units is absolutely critical. Avalanche's bard, his main damage dealer, is also the one unit without Defense UP/Protect - he is going to get crushed by probably fdc's Lancer. That being said, Raise 2 is probably better than Cure 3, so Avalanche might want his units to die, except if they're only going to get OHKO'd again...

And the other units are still going to get 2HKO'd, most likely. Maybe 3 for the Thieves if Auto Potion goes off. Also notable is that the Thieves are effectively immune to the Scholar between Innocent and Earth Clothes. So that's definitely good for Avalanche, except the Thieves will probably spend their turns using X-Potion, which is very not good against fdc.
489
Damned, I think you're misinterpreting me. Like I don't understand the 'pseudo-blaming Don't Move for doing its job' part. I think that I am indeed showing why Don't Move is worse than Poison for the very reasons that you're pointing out. Don't Move is very much inconveniencing the other team. It inconveniences them much more than Poison does. We both seem to agree about this.

I also do note how I think things might be different with new Poison, and I still stand by that Don't Move is more threatening. I could also be very wrong here, but hey. Time will tell.
490
Damned:

Charm doesn't need to be any more painful than it already is. So what if it's pretty underwhelming if you Charm someone who can get rid of it - it's still a wasted turn, and it can cancel a charge, which is very relevant even if the Charmed unit doesn't end up hurting its own team.

1. And if the unit does run away and you can't kill it, there's a good chance it'll get healed up by its teammates and be back in the fight. Don't Move keeps the unit there so you can finish it off, and also keeps the resser around to get hit by AoE. Dead units also don't get turns.
Now, Raise 2 does mean the unit will be back at full HP and likely immediately able to do something, but the resser being nearby to get hit with AoE damage is still relevant.

2. Exactly - Don't Move punishes melee units because now they can't move to hit their targets.
Yes, although these units do have ranged attacks in their skillset, they won't always have them (ex. for Monks, Stigma Magic, Chakra, and Revive are priorities), but more importantly, because they can't move, they have less effective range. Could be very important to prevent them from sniping a critical unit and what not.

3. Instead of being able to heal/revive/cure status from a more important unit, they're stuck wasting a turn removing Don't Move (assuming them have Bandage), and then will most likely run away from the unit that needs healing/revival/status cleansed. That's not good for that team.

4. There are plenty more situations of Don't Move being a bigger problem than Poison. Like keeping a unit stuck in place so it'll get hit by an AoE spell or something. There. Yet another situation. And I'm sure there are still more.

5. Um, I think it's very relevant because it clearly shows why Don't Move is more dangerous than Poison. I suppose it's an extreme example, but still.
Also, the Hunting Bows never did good damage. Enough to anti-sandbag, really.

Poison isn't particularly threatening because it only does a bit of damage at a very slow rate. It might kill someone in critical, if they don't get healed up. Yes, it will be more interesting since it persists after death in the next update, but it only hurts Reraise, PD, and Wish. Also, as someone else mentioned before, units afflicted with poison still have a turn to heal themselves up.
491
Damned:
Heal doesn't cure Berserk anymore. It cures Charm instead.
Esuna and Stigma Magic do cure Charm, you clearly either haven't been paying attention or made a big typo.
Don't Move means several things can happen:
1. Unit can't retreat -> stays in range to get hit by stuff
2. Unit is melee, and now can't move around to hit people
3. Unit is itembot without throw item, and can't move to use items
4. There are plenty more, I'm sure, and it's all better than Poison.
5. Oh hey, remember Standstill? Yeah. Wouldn't work nearly the same if I gave them Poison Bow, would it? =P

Also, I'm against Chronos Tear removing Slow. I mean yeah, Slow's pretty darn powerful, but there's plenty of Hastes going around (maybe a bit less with Masamune nerf), and it just doesn't feel necessary.
492
Raven left it at 90 because Poison is M-Evadable.

I'm still pushing for Speed Save to +30 CT.

Repel Knife looks cool.

Phoenix Blade... another interesting concept, but Always: Slow is just so crippling. Not to mention that Always: Reraise doesn't matter when everyone's dead. =P
I'm willing to keep it around for a bit - it'll be fun to try to experiment with, maybe.
493

Close! Damn. If only my ninja went to finish off the Scholar instead of I think Masamuneing himself and my archer. Ah well. Didn't even expect to get one round. And in R2 I only won because basically everything went my way. =P
494
Cherche and Setiemson were indeed +1 PA/MA, Initial: Protect/Shell at one point, and yeah, they weren't used.

Agree with getting rid of Poison from Wretched Blade. I think it should be weapon element to give it more opportunities for use, as opposed to just Holy element.

What if we gave Water a 20-25% chance of dispelling positive status? Is that possible?
495
I think +30 would be fine. Hardly anyone uses Speed Save right now, and I don't think it'll see a lot of use at +25, either.

Balance JP down to 250?

The swords could use revamping/buffs. They are also very underused. At the very least +1 WP on the non-Platinum Swords, but I think they should also be all (or at least most) 2H/2S-able. Granted, doing that would mean a revamp. I'll try to toss out some ideas... (note: numbers will likely need to be tweaked. Again, these are just ideas, and I'm bad at stuff at like this)

Blood Sword 11 WP, no 2H/2S, absorbs HP
Ancient Sword 9 WP, yes 2H/2S, 25% Petrify proc (actually, maybe 25% Don't Act proc would be better here? cause with 2S that's ~40% chance of Petrify)
Sleep Sword 9 WP, yes 2H/2S, 25% Sleep proc
Rune Blade 10 WP, yes 2H/2S, +2 MA
Platinum Sword 12 WP, yes 2H/2S
Diamond Sword 8 WP, yes 2H/2S, 50% Extra Attack
Coral Sword 8 WP, Water Element, yes 2H/2S, 50% Poison proc or 25% Suiton proc (actually, Suiton proc would make more sense on the flails. Except I think it's a bad idea either way since that could lead to a looooooot of damage. Thoughts?)
Ice Brand 10 WP, Ice Element, yes 2H/2S, 25% Ice 3 proc
496
I like those proposed Katana changes.

Also, something mentioned on chat, but Speed Save could probably see a buff. Aero suggested +25 CT, others said +30. I was thinking +40, but that might be a bit much.
497
skiploom: I'm going to need one for my inevitable defeat to fdc XD

(no seriously my team can't tank that much damage, and I don't think I can dish it out fast enough)
498
FFT Arena / Re: Arena Monster Concepts
May 18, 2012, 12:12:34 pm
Reraise on undead unit = undead unit never gets back up. So Ghost's Rising Dead should be tweaked a bit.

I hope the Behemoth break skills are melee range and avoidable.

Everything else seems fine.
499
Big infrequent version changes.
500
Except the AI doesn't like targeting high HP units either. =P