How feasible is creating a status effect that locks the Attack command? If specialty skills like Solution are tough to use because the AI would sooner attack, then we could slap this status effect on a new bag to prevent the AI from attacking.
Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Quote from: The Damned on January 16, 2013, 03:43:15 amSo you would be fine with them both costing 150 JP? Or do you think Refute should just not be changed? Talk Skill as a whole despite three skills being basically unusable by the AI at present?
Quote from: The Damned on January 16, 2013, 03:43:15 amOracle's Sleep is currently pretty much useless between Oracle's own Paralyze being cheaper, faster & way more effective, especially for mages, and Mediator's Mimic Daravon.
Quote from: The Damned on January 16, 2013, 03:43:15 amMythril Gun also hasn't really ever been used to my recollection, partly because of its inferior range. It's also partly because of the three classes that innately use guns, only Mediator really gives a damn about MA and relatively small boosts to MA aren't "doing" anything for Talk Skill (in neutral settings). It doesn't really help that Archer's two weapons with +2 MA are now quite usable (and good) and that it might get another one, which basically limits Mythril Gun as it is now to being used by Chemists & Mediators, non-elemental aspect aside.
Quote2. [PALADIN]: Reraise's CT increases from 0 to 2 and its JP cost increases from 100 to 150.
Quote6. [PRIEST]: Priest's Speed increases from 8 to 9, MP decreases by 5, Male Priest's PA decreases from 8 to 7 (and at present its HP doesn't change).
Quote19. [MEDIATOR]: Solution becomes Cancel: All Negative statuses and its JP cost increases from 100 to 200 JP.
20. [MEDIATOR]: Refute loses Charging & Performing & its ability to Cancel: All Negative statuses, becoming Cancel: All Positive statuses, and its JP cost decreases from 300 to 200 JP.
Quote22. [MEDIATOR]: Mediator's HP decreases by about 10 and Mediator's C-EV increases from 5% to 10%.
Quote24. [ORACLE]: Paralyze's X decreases from 60 to 55 and its JP cost increases from 100 to 150.
Quote25. [ORACLE]: Sleep's CT increases from 4 to 5, its MP cost decreases from 24 to 20 and its X increases from 60 to 65.
Quote32. [NINJA]: Tsumazuku dies and Ninja gets something that's worth using, that it will actually use and that will still at least cancel or deny Haste.
Quote[KNIVES]: Throwing Knife's WP increases from 10 to 12 and maybe its Death Sentence proc decreases from 33% to 25% (especially if Death Sentence gets "buffed").
Quote5. [NINJATO]: (Slight change from Raven's suggestion): Ninja Knife's WP decreases from 11 to 9 since Kagesougi's powerful enough without its best Ninjato, sans Hidden Knife, buffing it and having the most WP.
Quote6. [NINJATO]: (Slight change from Raven's suggestion): Ninja Edge's WP increases from 9 to 11 since it has to compete with Kagesougi still causing Don't Move as it is.
Quote17. [STAVES]: Healing Staff's W-EV increases from 10% to 20% and gains Strengthen: Dark & Speed +1 in addition to Strengthen: Holy. (Possible renames: Chaos Staff, Cosmos Staff, Priest Staff, etc.)
Quote21. [GUNS]: Romanda Gun's WP decreases from 10 to 8.
22. [GUNS]: Mythril Gun's WP increases from 8 to 10.
Quote1. [OIL]: Remains "one-shot" & not applicable with Holy & Dark, but instead gains the ability to block Haste and perhaps even cancel it.
Quote5. [DEATH SENTENCE]: Changes to cancel Reraise.
Quote from: Malroth on January 15, 2013, 12:32:06 am
Idea
Wizard staff 10WP Half: Holy/Dark Immune:Silence, Berseerk
Quote from: The Damned"For Cover Fire, reducing the Y to 60 doesn't do much, just reduces damage by 10-30 points. I recommend changing it from (1...3)*(PA+70) to (1...6)*(PA+25)."
Quote from: reinoe on January 06, 2013, 08:06:16 pmI'd rather not see [Snipe skill's] JP decreased.
Quote from: RavenOfRazgriz on January 06, 2013, 09:09:27 pm
Cure 4 is notable because it bypasses Reflect...
Quote from: The DamnedKagesougi losing Don't Act
Quote from: The Damned on January 05, 2013, 03:07:04 pm
2. Recent Break Hack: So this is basically a "yay or nay" question: Do people think that the hack that makes it so that breaks miss and don't act as attacks if the target doesn't have the proper equipment to broken should be used in ARENA?
Quote from: The Damned on January 05, 2013, 03:07:04 pm
3. Damn, "Daravon" Dryly Drones Dutifully: So...with it popping up more and more lately, I've been thinking again: Mimic Daravon seems like it might be a hell of a lot more fair if was just single-target, especially since Mediator's never really ever been a complete pushover without it. This even if half of their skills are still sort of dubious. At present, though, Mimic Daravon seems a bit too "swingy" for something that's more or less unavoidable & multi-target & instant and it has hell of a lot more freedom than Oracle's Sleep & it thus obviates that more or less. Reducing its targeting to one target doesn't seem like it would make it instantly useless either, even if it would now have to "compete" with Blackmail since Don't Act and Sleep are similar; ultimately they're quite different though. Its JP cost would probably have to be reduced, though, especially if Oracle's Sleep is only 150 JP.
Quote from: Eternal on January 05, 2013, 11:01:45 pm
The Cure line seems very iffy to me right now. Cure2 and Cure3 get the most use, whereas Cure and Cure4 are barely touched at all. I propose a change to that line of spells.
-Cure stays the same, but has Cure3's formula/MP/CT/etc.
-Cure2 becomes Nether Cure, which would cost more and be a bit longer to cast, but would be based on Unfaith (not Unfury).
-Cure3 becomes Pray, which would be single-target heavy healing, but it wouldn't cost as much as Cure.
-Cure4 becomes Heal, which would heal the entire party at once for a bit of HP.
Quote from: Eternal on January 05, 2013, 11:01:45 pm
I feel something should be done with Protect/Shell, but I can't think of anything decent to replace them with currently. My only guess would be replacing Protect with Vanish and Shell with Wall (as in 1 HP damage until next turn Wall), but I know the AI has issues with the latter.
Quote from: reinoe on January 06, 2013, 12:56:55 amWhom Speed +1 belongs to
Quote from: reinoe on January 06, 2013, 12:56:55 amStaves
Quote from: reinoe on January 06, 2013, 12:56:55 amArmour
Quote from: The Damned on January 03, 2013, 02:24:52 amSince it came up when you originally suggested how to change Time Mage's stats for the better, how do you feel about Priest's stats now...?
Quote from: Dokurider... I would definitely like to see a shield wielding mage, preferably Oracles.
Quote from: MalrothI'm also starting to be a fan of Un-Fury based gun damage, having the guns proc nether fire/bolt/ice with MEV applying to the shots
Quote from: The Damned...I'm just curious as to...why you suddenly decided their stats were fine even if they get Shields. That's (part of) what I don't get.
Quote from: The DamnedBasically their crappy HP and weird Speed--it either "needs" to go 8 or 10...
Male HP MP SP PA MA Move Jump CEv
Time Mage 154 62 08 10 07 3 3 5
Scholar 113 86 08 04 10 3 3 5
Female HP MP SP PA MA Move Jump CEv
Time Mage 144 67 08 08 09 3 3 5
Scholar 106 92 08 03 12 3 3 5
Quote from: The DamnedAre "we" going to start giving things to (lesser) classes in lieu of trying to fix actual problems because just a few items in that category would benefit the class? If that's the case, then why not give Bards innate access to Bows so that Holy Bow could finally see some use? Better yet, why not give all Mages (or, hell, everyone) innate access to Armor if Hats other than Flash Hat are finally going to get more MP? Especially when everyone has trouble with status? Same with giving everyone Clothes. Everyone benefits from elemental absorption, right?
Quote from: The DamnedIn terms of balance, stats of course balance out shield access, which is part of the reason why I can't currently get behind your proposal: not only does it throw any stat "changes" to Time Mage into further chaos by adding in another option--"Leave Time Mage's stats as they are and just give them Shields"--but also doesn't solve the underlying problem of said stats...you know, being horrible. Or, at least, being the exact same as Mediator and then blown away in terms of HP. Time Mages don't really have jack-of-all-trade stats, much less good ones at present.
Quote from: The Damned(As an aside, I will grant that a Glacier Gunner can't get past your set-up...easily. This is of course assuming that he doesn't have Shield Break [instead of Armor Break] or just have friends with Oil [or with Shield Break/Weapon Break/Armor Break]. Unless you're going to tell me that this already too-specialized, only-two-of set-up [that currently screws over the Time Mage's MP] also necessitates wearing Diamond Armlet or 108 Gems, which block Oil but leaves the user vulnerable to Silence now as well, or using Maintenance as a Support or both.
Quote from: The DamnedBasically you're telling me that spellguns aren't a problem just because some obscure set-up that drastically cuts down your actual options and can only be used as a two-of exists and might beat it. This despite the fact that said Gunners can just Hawk's Eye your face off, Oil you up and paddle you that way.
...Yeah. You might as just say "hey, Spellguns aren't a problem so long as you make every team you have two units with Projectile Guard and two Time Mages with either Black Magick or Summon Magick." Sounds fun.
Quote from: The DamnedSpellguns either need to die or turn into "Nether" Spellguns so they don't get powered up by just walking around since obviously lowering their WP and making them consistent didn't do jack.)
QuoteIf "we" are going to give a mage class access to shields, then I think it should be more for reasons that are more than "high Faith with M-EV" since as valid a reason as that is, mantles do exist and have been improved; similarly, Genji Gauntlet looks like it's going to continue to exist, so....
QuoteClasses with access to shields must:
1) be able to use all (or most) equally well
2) be able to pair them with weapons for melee combat
3) must not have skills in their primary skill set with long (3+) CT
Page created in 0.030 seconds with 22 queries.