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General => Archives => Old Project Ideas => Topic started by: RavenOfRazgriz on February 22, 2011, 10:03:22 am

Title: Final Fantasy Tactics: Redesign Main Discussion [Newest: HUGE GEAR EDITS!]
Post by: RavenOfRazgriz on February 22, 2011, 10:03:22 am
Introducing - Final Fantasy Tactics: Redesign.

What is this?  

This is my other, once secret, "serious" project that is being developed in parallel to the (in)famous Final Fantasy Tactics - Special Power Rangers Edition (//http://). In fact, these two projects will be sharing the same basic game engine for a number of reasons I won't get into here.  Originally, this post was never to come until a full, four-Chapter demo was ready to be released, but recent steps in Assembly knowledge combined with the aforementioned infamous project have all but assured this will be completed, so I have no problems with announcing this project relatively early.

(Don't think that because I call this "serious" that Power Rangers won't be amazing as fuck.  Ohhh, I have plans for that which will break almost everyone's expectations, I'm quite sure...)

What will this project feature?  What's so "Redesign"ed about it?

...Pretty much everything, honestly. I'll give a quick notation of each new mechanic below.  It should be noted that this patch seeks for a large amount of "fair" difficulty - it may be gruelingly hard sometimes, but this will be achieved with as few instances of the AI having special gifts as possible.  It also seeks for balance, removing as many exploits as possible and rebalancing all classes and the game's entire scaling and damage curve.

Fury and Will replace Brave and Faith - all skills are affected by one of the other, and how each works on a raw numerical level is at least slightly different than seen in Vanilla Final Fantasy Tactics.  This, combined with Zodiac Compatibility, throws the idea of super-consistent damage out the window, and forces the player to evaluate the worth of low Fury and Will vs high of either when choosing characters.

Attack will either be modded or A9 will be made innate all to give all units access to the Defend command as well as several basic levels of Charge, changing the dynamics of melee combat.

Reactions now all trigger 100% of the time - meaning of all the things one needs to weigh when choosing a Fury score, this is not one of them, placing the worth of a low or high Fury far closer to a low or high Will score.

Support Abilities are noticeably reworked - in that the Movement slot no longer exists.  Instead, the player will be able to equip two different Support Abilities at once, and all non-replaced Movement skills will become Support Abilities.  This means units will be able to equip Attack UP and Magic Attack UP, or Move +1 and Jump +2, and other combinations that were once impossible, drastically increasing the dynamics of character design.  In addition, many worthless Support and Ex-Movement Abilities are being replaced with new ones, further increasing the depth this change adds.

Stat Growth and Weapon Power has been essentially rebuilt.  For better or worse, this project uses a Flat Growth system, meaning the raw stats of two male Wizards of the same level will always be the same minus the mildly random base HP and MP.  However, equally obscene modifications to equipment will make this nearly unnoticeable during gameplay.  The damage growth itself has also been greatly distorted from what one would see in Vanilla Final Fantasy Tactics or even most mods of it.  Do not fear - it has been carefully crafted to be eased into.  Speed has also been reworked into a flat, tiered system, meaning that skills with a CT are rarely if ever "scaled out" solely due to their CT.  For those wondering, the Growths used will be 10, 10, 50, 50, 255 for HPC, MPC, PAC, MAC, and SPC.

CT, speaking of, will not be "gained" by not Moving or not Acting.  Your CT will now always reset to 0 at the end of the turn, placing the player and AI on more equal terms.

Movement has been changed up to include only small values - ranging from 2 to 5 depending on base class, equipped abilities, and gear.  This makes each turn's Movement more valuable, increasing the need for foreplanning during battle.

Equipment has been completely reworked from the ground up, including many new items, removal of once useless items (Flails, Books, Instruments, Cloths, Bags, Rods), and a generel rebalance of most item-related statistics.  Light use of ALMA will also occur.

Elements have been reworked to serve an entirely different function than the "hit the weak spot!" role the once held, and are now a somewhat deep but optional aspect of character design.  Mastery of Element usage will have noticeable rewards, however, though it is not without its weaknesses. There are now only 7 Elements (Holy, Dark, Fire, Ice, Lightning, Earth, Wind - Water and Ice have in effect been merged for a decent number of reasons), and the modifiers relating to them have been noticeably changed. Element Boost is set at +25% damage, Element Half becomes Element Resist at -25% damage, and Element Weak is set to +25% damage.  These changes are mostly due to how Boost/Resist/Weak are spread around in the new Element system, since larger values (+/-50% to +/-100%) would cause huge disparities in damage from Element based skills that I don't want to be seeing.  Absorption is still present (Null not as much, in an odd bit of contrast), but equipment is designed so that only certain element combinations can be absorbed, meaning no skillset can be obviated entirely via Absorption setups.  Trading stacks of PA and MA for Elemental setups can actually be quite rewarding in this new system in spite of that, for reasons anyone whose seen AI Tournaments can attest to.  While not entirely related, Oil and Float now also only provide a +25% damage bonus for similar reasons.

Evasion application will be modified in order to better support smart battlefield positioning, as well as innate Weapon Guard.  Evasion tanking will still be possible with both the modified application and adjusted scores, but will take far more thought than "Mantle + Abandon lol" to execute effectively.  Evasion for Weapon, Shield, and Class now applies at 100% value from front, 50% value from either side, and 0% value from back, making getting behind a unit incredibly valuable.  Mantles, however, still apply their evasion on all sides.

Monsters will no longer be Poachable or Breedable - however, they will be able to carry full primary and secondary sets as well as Reactions and Supports.  They will also have heavily modified elemental affinities to match the new purpose of Elements and be greater in number overall.

Statuses will have their Cancel/Stack attributes severely modified, Oil will be fixed, Float may receive mechanical changes, and Innocent will hopefully be removed in favor of a different status altogether.

AI Manipulation via precise formula choices and skillset composition will occur, resulting in an AI that should be out for the player's blood and only make minimal "oh you retarded AI you" decisions.

Level Cap has been changed from 99 to 50 for a large number of gameplay and balance reasons, mainly involving the speed and damage curves this project tries to achieve.

Sprites will receive palette modifications to make the colors for each team more clearly defined, and will be outright changed as needed to better fit the cosmetics of this project.

Plot will receive some edits. Nothing that heavily modifies Ramza's main path throughout the game, but noteworthy edits to once-subtanceless battles or lingering plot threads will occur, and with some event editing magic, more subquests and post-game content will be added without any huge costs. What will those subquests be? Still have no idea whatsoever, but they'll be there.

And finally... Classes.  Most of these are heavily redesigned and rebalanced.  Even those that are similar to their Vanilla counterparts have been changed, either in terms of statistics, ranges, or success rates to better focus both them and their skill set into specific roles and place their quality closer to that of other classes.  Obviously, classes feasibly cannot be the exact same in terms of quality, and their actual roles can be greatly modified or distorted via Support and Equipment specing.  The main purpose of this re-tooling is to remove redundancy between classes. It's worth noting that every class will have between 7 and 10 skills with very rare exeption, and that many of the old hard-coded skillsets such as Item, Jump, and Geomancy will become Support commands in the same vein as Vanilla's Defend command. There are still a few empty class spaces to be filled, so feel free to suggest classes or at least class concepts, the only things to remember are that each class needs to be distinct as most of the ones currently presented are, that there will be no Male Only / Female Only Job, and that there's no intent to have any generic "gimmick" job like Necromancer... though those as unique units is another story. I'm using many glorious and faptastic assembly mods such as FDC's Formula Hack, ARH, and ALMA, so design restrictions on these classes are greatly laxed.  The Job Wheel itself is still in WIP state until all classes are filled.


Click this sentence to see the detailed breakdown of every Job in its shiny new thread! (http://ffhacktics.com/smf/index.php?topic=6864.0)




"Doubleshot" refers to an added ability of some weapons:

Doubleshot:
""
01 Dmg_[Weapon]
Cannot Target Self, Normal Attack, Animate on Miss, Evadable, Counter Flood, Countergraspable.
Weapon Range, 0 MP, 0 CT.


All Weapon Damage Formulas contain an unnoted (CasFury+30)*(TarFury+30)/10000 component.

(http://img703.imageshack.us/img703/6702/fists.png)
(http://img62.imageshack.us/img62/1676/daggers.png)
(http://img11.imageshack.us/img11/2483/ninjatos.png)
(http://img155.imageshack.us/img155/5195/swordsp.png)
(http://img196.imageshack.us/img196/6518/greatswords.png)
(http://img824.imageshack.us/img824/4238/katanas.png)
(http://img24.imageshack.us/img24/6550/axest.png)
(http://img40.imageshack.us/img40/2561/spellswords.png)
(http://img696.imageshack.us/img696/7116/wands.png)
(http://img837.imageshack.us/img837/9408/gunso.png)
(http://img155.imageshack.us/img155/5963/crossbows.png)
(http://img824.imageshack.us/img824/822/longbows.png)
(http://img841.imageshack.us/img841/2672/polearms.png)
(http://img692.imageshack.us/img692/9559/polesye.png)
(http://img717.imageshack.us/img717/244/gauntlets.png)
(http://img155.imageshack.us/img155/2372/shieldss.png)
(http://img607.imageshack.us/img607/3789/helmets.png)
(http://img703.imageshack.us/img703/1710/hatsd.png)
(http://img718.imageshack.us/img718/3604/armorsd.png)
(http://img9.imageshack.us/img9/8792/clothing.png)
(http://img812.imageshack.us/img812/827/shoesd.png)
(http://img17.imageshack.us/img17/774/ringsl.png)
(http://img835.imageshack.us/img835/3518/armlets.png)
(http://img638.imageshack.us/img638/5269/cloaks.png)
(http://img98.imageshack.us/img98/1908/incenses.png)



Opening Notes
Note, this will be updated at a roughly 1-Status per day schedule until all Statuses are listed.  The order I place Statuses on the list will be in the order of relevance to the Jobs I've covered so far.

Defending
"Keep guard up, increasing evasion and warding off key hits."

Special Properties: All evasion is boosted 25%.

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 0.

Cancels:
Confusion
Berserk
Charm
Sleep

Can't Stack on Top of:
Crystal
Dead
Airborne
Treasure

Can't Stack on Top of This Status:
Confusion
Berserk
Charm
Sleep
Immobilize
Paralyze

Blindness (Darkness)
"Eyes have become useless, rendering the unit half as accurate when battling."

Special Properties: Base accuracy becomes 50%. Overrides Concentrate, 100% Accurate Weapons, etc.

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 0.

Cancels:
None.

Can't Stack on Top of:
Crystal
Dead
Airborne
Treasure

Can't Stack on Top of This Status:
None.

Oil
"Strange goop with special properties that repel positive status.  Highly flammable, its weight and gooeyness prevent Reacting."

Property: Fire Elemental Damage on afflicted unit is increased by 1.25x.  Status is dispelled upon Fire Elemental Damage.

Can React: No.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 0.

Cancels:
Charging
Defending
Performing
Float
Reraise
Transparent
Regen
Haste

Can't Stack on Top of:
Dead
Crystal
Airborne
Treasure

Can't Stack on Top of This Status:
Transparent
Regen
Haste

Float
"Powerful enchantment that allows the user to float above ground and fly when moving as well as repel some negative status."

Property: Wind Elemental Damage on afflicted unit is increased by 1.25x.  Unit floats above obstacles and can fly while moving.

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 25.

Cancels:
Undead
Confusion
Oil
Berserk
Slow
Charm
Sleep
Immobilize

Can't Stack on Top of:
Dead
Crystal
Airborne
Treasure
Reflect

Can't Stack on Top of This Status:
Slow
Immobilize

Reraise
"Unit has a second wind to revive with if felled."

Special Properties: Revive on next turn with minimal HP if Dead.

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 0.

Cancels:
None.

Can't Stack on Top of:
Crystal
Dead
Undead
Airborne
Treasure
Reflect

Can't Stack on Top of This Status:
None.

Poison
"Corroding toxins in the carrier's blood stream that quickly destroy health."

Special Properties: Unit takes 1/8th MaxHP (capped at 999 *1/8) Damage at the end of each of their turns.

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 0.

Cancels:
Regen

Can't Stack on Top of:
Crystal
Dead
Undead
Airborne
Treasure

Can't Stack on Top of This Status:
None.

Regen
"Unit is blessed and regaining health over time."

Special Properties: Regain 1/8th health at the end of each turn.

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 0.

Cancels:
Poison.

Can't Stack on Top of:
Crystal
Dead
Undead
Airborne
Treasure
Reflect

Can't Stack on Top of This Status:
None.

Protect
"Unit is surrounded by a barrier that dampens physical attacks."

Special Properties: Physical damage is reduced by 25%.

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 50.

Cancels:
None.

Can't Stack on Top of:
Crystal
Dead
Airborne
Undead
Treasure
Reflect

Can't Stack on Top of This Status:
None.

Shell
"Unit is surrounded by a barrier that dampens magical attacks."

Special Properties: Magical damage is reduced by 25%.

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 50.

Cancels:
None.

Can't Stack on Top of:
Crystal
Dead
Airborne
Undead
Treasure
Reflect

Can't Stack on Top of This Status:
None.

Stop
"Unit is removed from current time-space."

Special Properties: Unit is temporarily removed from battle.

Can React: No.
Canceled by Immortal: No.
Freeze CT: Yes.
Ignore Attacks: Yes.
KO: No.
CT Timer: 25.

Cancels:
None.

Can't Stack on Top of:
Crystal
Dead
Airborne
Undead
Treasure
Float

Can't Stack on Top of This Status:
None.

Will (Faith)
"Target has been filled with a unbending will, temporarily granting 100 Will."

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 30.

Cancels:
None

Can't Stack on Top of:
Crystal
Dead
Airborne
Treasure
Reflect

Can't Stack on Top of This Status:
None.

Fury (Replaces Innocent)
"Target has been filled with a righteous fury, temporarily granting 100 Fury."

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 30.

Cancels:
None

Can't Stack on Top of:
Crystal
Dead
Airborne
Treasure
Reflect

Can't Stack on Top of This Status:
None.

Immobilize (Don't Move)
"Target's legs have been crushed or otherwise immobilized, temporarily denying movement."

Can React: Yes.
Canceled by Immortal: No.
Freeze CT: No.
Ignore Attacks: No.
KO: No.
CT Timer: 35.

Cancels:
None

Can't Stack on Top of:
Crystal
Dead
Airborne
Defending
Treasure
Float
Immobilize

Can't Stack on Top of This Status:
Immobilize


I'm not sure when you can expect a demo on this.  Once FDC's Formula Hack is complete, assembling most of this project will be trivial outside of text and ENTD editing as most of the design-level work is already done, though finishing a playable version of the Power Rangers mod will likely come first.  Them sharing the same basic engine though will make finishing both projects easy once the basic ability and text changes are complete.
Title: Re: Final Fantasy Tactics: Redesign
Post by: The Damned on February 22, 2011, 01:55:18 pm
About time you got on this. [/hypocrisy]

I guess this means that of the four people who already knew doing hacks that I was looking forward to between FDC, philsov, Eternal and you, I now know the basic gist of all them. That's good since it will enable me to not step on anyone's toes, though I haven't been planning to do such radical program-based overhauls at present anyway. (I may well "borrow" the non-Mage naming scheme, though, if only because "Dimensionalist" is a really awesome name.)

All of these changes look rather interesting, especially the Elements one and the Support one alongside the FFV treatment of "those" classes. The Reaction one worries me a bit, but I'm just that means that you're forced to remove more than just the obviously broken reactions and get rid of stuff like Damage Split, Dragon Spirit and HP Restore as well. (I mean, those triggering 100 of the time would be...obnoxious to say the least.)

Capping at Level 50 also seems like a decent enough idea.

Not sure how I feel about monsters not being poachable, though.

Regardless, I look forward to this as I always have. I've no idea for new jobs that would fit generics well at present. I'm noticing that you got rid of Mediator, though. I'm guessing you felt it was too weak?
Title: Re: Final Fantasy Tactics: Redesign
Post by: Cheetah on February 22, 2011, 02:05:10 pm
Very interesting project Raven, I look forward to how these different mechanics will work.
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 22, 2011, 02:47:04 pm
Quote from: The Damned on February 22, 2011, 01:55:18 pm
About time you got on this. [/hypocrisy]


I've been on this, I was just originally waiting until I had a 4 chapter demo to post.  With the Power Rangers mod using the same engine though, I basically guarantee enough of the work on this mod gets done that taking the next step to at least output a basic gameplay mod is easy, so I decided to just post since the fear of being unable to deliver some form of gameplay basically disapparated.

Quote from: The Damned on February 22, 2011, 01:55:18 pm(I may well "borrow" the non-Mage naming scheme, though, if only because "Dimensionalist" is a really awesome name.)


If you want it, use it.  I don't care if you step on my toes, I've already technically gifted a few of these ideas to other patches like ASM'd (monsters with full skillsets, for example) instead of selfishly keeping those discoveries to myself, so it's honestly not like I care if mechanics get shared.  FDC and I for example are likely sharing a lot of things in some areas, like Support Abilities and that entire change surrounding them... but everything else about our mods is so different it's basically irrelevant.

Quote from: The Damned on February 22, 2011, 01:55:18 pmThe Reaction one worries me a bit, but I'm just that means that you're forced to remove more than just the obviously broken reactions and get rid of stuff like Damage Split, Dragon Spirit and HP Restore as well.


Damage Split and HP Restore are currently enemy only.  Dragon Spirit is staying.  On one hand it can get annoying... but several classes can easily disassemble sandbagging, which is why all the proper revival skills will heal 25+% HP.  If you try to sandbag with paper units or with Phoenix Down / Reraise, it's easy just for someone to cast a Titan and ruin your day.  (I should have noted it, but the Summon command is casted instantly, so... yeah.  It's the perfect anti-sangbagging set most of the time.)

Quote from: The Damned on February 22, 2011, 01:55:18 pmNot sure how I feel about monsters not being poachable, though.


It's one third because the workaround for full skillsets requires it, one third because I want to eat Secret Hunt and make a new skill with it, and one third because Poaching has always been a soft-exploit - either not really worth the effort of doing, or an easy way of getting a couple rare Items and owning sections of Chapter 3 and sometimes early Chapter 4 without really even "grinding."  One of my big things was to remove expoits.  This AI is meant to be out to kill you and use your eviscerated organs to line its Ajoramas Tree and you're forced to mostly take the bull by the horns here.

Quote from: The Damned on February 22, 2011, 01:55:18 pmRegardless, I look forward to this as I always have. I've no idea for new jobs that would fit generics well at present. I'm noticing that you got rid of Mediator, though. I'm guessing you felt it was too weak?


I killed Mediator because when I was done designing, Squire and Mediator were both essentially low-mid end classes focused on buffing skills with a couple misc skills (Squire had Dash, Throw Stone, and something else, Mediator had Mimic Daravon and a couple piecemeal things.)  So I did the obvious thing, went "fuck it", threw the concepts at each other, merged them into what I thought would be the most attention-worthy class, and called it "Squire" because I felt it was more worthwhile as a starting class than one halfway down the Job Wheel.  I could've went with 1.3 Mediator, but that's stepping pretty hard on Oracle's territory, so I scrapped that idea too.  Part of the reason Bard was scrapped is similar to that - it was a buff class, I originally merged it with Mediator, and now that hellish hybrid got merged with Squire for a hydra job monster that somehow only has 7 skills yet is still awesome.  Dancer's out mostly because there are at least 3 other classes that focus on various kinds of debuffing as their primary feature in some distinct way, and cutting it let me remove the male/female Job schism that always made no sense to me.

Quote from: Cheetah on February 22, 2011, 02:05:10 pm
Very interesting project Raven, I look forward to how these different mechanics will work.


So do I.  I keep track of a lot of the numbers, so I'm not worried about damage stacks being broken... but there's a lot of cool new combos here I think people will be able to enjoy exploring and be rewarded for, like the one I mentioned on Ninja.  (Katanas are normally Two-Hands Only weapons with some of the highest WP in the game and powerful positive traits, but Monkeygrip lets it be held with one hand and they can technically be Two Sworded... but the only classes with Two Swords are Ninja and Thief, so yeah.  There's lots of cool combos like this built in if you look hard enough.)
Title: Re: Final Fantasy Tactics: Redesign
Post by: Desocupado on February 22, 2011, 02:49:10 pm
Sounds pretty interesting.
Good luck with it.
Title: Re: Final Fantasy Tactics: Redesign
Post by: Lucifer_zero on February 22, 2011, 02:53:45 pm
One more hack to expect for. ^^

Hey... why don´t you make one "red mage" class ( hahahaha, okay, baaaad bad joke ) ?


Now seriosly, liked the way jobs are, but still, only one thing i miss is one job that is gun user ( i mean, one focused on it ), on true, i think one that is specialized on fire power, like reworking shurikens and ball into something like bombs and grenade, and making skill that are with no reaction, WP-damage, and another that have long range, real long ( and make guns have less range )...

Edit, on true i was thinking of one long range class with no magical attack and something that ignore evasions, reactions and can have more range ( not only horizantal, but vertical to ) as for what you said about Archers, they should be weapon range, correct ?
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 22, 2011, 03:14:13 pm
Quote from: Lucifer_zero on February 22, 2011, 02:53:45 pmHey... why don´t you make one "red mage" class ( hahahaha, okay, baaaad bad joke ) ?


Yeah, answer's no there, but not for the reason you think.

Quote from: Lucifer_zero on February 22, 2011, 02:53:45 pmNow seriosly, liked the way jobs are, but still, only one thing i miss is one job that is gun user ( i mean, one focused on it ), on true, i think one that is specialized on fire power, like reworking shurikens and ball into something like bombs and grenade, and making skill that are 100% hit with no reaction, WP-damage, and another that have long range, real long ( and make guns have less range )...


A Gun user will probably be within the 3 new Jobs, since FFT really didn't have one either as a generic unit, though canonically there's a pretty good reason for that.  Guns I've already got almost entirely planned out, so I can easily design a class to make use of my various Guns.

Throw exists as a Support command, so there's no reason to rework Shuriken and Ball... plus that would mean this class would need more than one skillset for a primary to work correctly.  I can still make bombs though as long as I remove the ammo concept from them, Rangers use a bomb for several of their skills after all. 

I'll figure something out in regard to pewpewpew masters.

Quote from: Lucifer_zero on February 22, 2011, 02:53:45 pmEdit, on true i was thinking of one long range class with no magical attack and something that ignore evasions, reactions and can have more range ( not only horizantal, but vertical to ) as for what you said about Archers, they should be weapon range, correct ?


Most Archer skills are Weapon Ranged, yes.  I can make skills that ignore Evasion and Reactions entirely.  The Ranger already has one, actually.  Making a class like you'd want would be very tricky though, as the only thing that would work for what you said there is basically something akin to really long range Swordskills without the Requires Sword flag on... something I'm not really looking to do.  A lot of my skills are intentionally Weapon Range - if you want that range off the primary classes, the Marksman ability exists to allow you to use Bows, Crossbows, or Guns on any class, and they're all buffed enough to actually be worth doing that with due to low move making range actually worth a damn beyond the first two turns or so.
Title: Re: Final Fantasy Tactics: Redesign
Post by: Lucifer_zero on February 22, 2011, 03:29:17 pm
Hum, okay, i´ve said about the Shuriken and ball cuz you didn´t mentioned about it, that makes me think that you did discarded throw.

And when i said about no reaction, evasion and range was diferent skills, one for each, not one that have the three.


Ps. thinking better, a generic unit that focus on gun don´t fit the FFT universe, as gun are news for most of Ivalice, lame on me for suggest one...
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 22, 2011, 03:40:21 pm
Quote from: Lucifer_zero on February 22, 2011, 03:29:17 pmHum, okay, i´ve said about the Shuriken and ball cuz you didn´t mentioned about it, that makes me think that you did discarded throw.


Nope.  The old Charge skillset will with all luck be built directly into the Attack command along with a Defend command and possibly one or two other basic actions.

Item, Geomancy, Jump, Throw, Draw Out will all be Support Abilities that allow you access to the proper skillset and give you a second soft bonus.  Tentatively those are 3 range Item toss, Boost: some Elements, Jump +1, Mod Item Range to Throw Range, and MA > PA on 01 attacks, respectively.

Sorry for the confusion there.

Quote from: Lucifer_zero on February 22, 2011, 02:53:45 pmAnd when i said about no reaction, evasion and range was diferent skills, one for each, not one that have the three.


Ah, okay.  Most skills here are somewhat powerful though, so something like No Reaction and No Evasion really does need to be combined to be worth it unless you make it also do full Weapon Damage.

Quote from: Lucifer_zero on February 22, 2011, 02:53:45 pmPs. thinking better, a generic unit that focus on gun don´t fit the FFT universe, as gun are news for most of Ivalice, lame on me for suggest one...


Yep.  That's part of why I was avoiding a hardcore Shooter class.  It's not like FFTA, these fuckers are literally digging Guns out of mountain cycles and hoping they eventually get deep enough to start digging out Mobile Suits.  And if anyone gets that joke in its entirety, I don't know what to say.

But yeah, it's likely at least one of the new classes will be able to use a Gun and possibly have some decent synergy with the various Guns I have planned, though the class likely won't be an actual Shooter class.
Title: Re: Final Fantasy Tactics: Redesign
Post by: Pickle Girl Fanboy on February 22, 2011, 04:14:23 pm
Will you fix Unequipabble Support Ability Syndrome?  Our Chemists, Monks, Mediators, and Ninjas need your help, as do every other class you'll give inherent supports to, so they won't waste a support slot with an ability they already have.
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 22, 2011, 04:21:36 pm
Quote from: Pickle Girl Fanboy on February 22, 2011, 04:14:23 pm
Will you fix Unequipabble Support Ability Syndrome?  Our Chemists, Monks, Mediators, and Ninjas need your help, as do every other class you'll give inherent supports to, so they won't waste a support slot with an ability they already have.


Well, Chemist sortof died in a tragic accident.  So did Mediators.

The others, if I can, sure.  It's not something I've looked into or asked around about yet though.
Title: Re: Final Fantasy Tactics: Redesign
Post by: Pickle Girl Fanboy on February 22, 2011, 05:15:25 pm
http://www.ffhacktics.com/wiki/Inherent_Support_Abilities_Limitations
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 22, 2011, 05:49:04 pm
That'll help.

Thanks.  It's still rather low priority, but it's something I'll put on my to do list for this mod definitely since it does help keep the AI less dumb and makes things more cosmetically consistent.
Title: Re: Final Fantasy Tactics: Redesign
Post by: The Damned on February 22, 2011, 06:50:01 pm
Speaking of AI stupidity, does your incorporating the Defend command into the Attack command "magically" make the AI not whore it like idiots? I ask because partly because that overuse has always been a problem (at least with regards to the CT). I also ask partly because it's pretty obvious that any pretty much every patch would benefit from intelligent use of options by AI, regardless of the overall design.

As for the poaching thing, I suppose I see your point and I certainly refute it given that I haven't focused on poachable stuff myself, though I've a general idea. I did forget about the whole "job wheel makes monsters immune to poach".

Quote from: RavenOfRazgriz on February 22, 2011, 03:40:21 pmYep.  That's part of why I was avoiding a hardcore Shooter class.  It's not like FFTA, these fuckers are literally digging Guns out of mountain cycles and hoping they eventually get deep enough to start digging out Mobile Suits.  And if anyone gets that joke in its entirety, I don't know what to say.


That they're horrible people who watch too much Gundam?

*probably does not get the joke because he doesn't watch Gundam*
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 22, 2011, 06:56:30 pm
The Defend issue is solved by making CT always return to 0 at the end of your turn regardless of the actions over the course of your turn.  (Moving only, Acting only, Moving and Acting, and neither Moving nor Acting all now reset your CT to 0, meaning the AI cannot mismanage its CT.)

You're a horrible person who doesn't watch enough Gundam.

Either that or you saw Gundam SEED, in which case I support your fear but encourage you to try an older entry.  G Gundam is hilarious and any of the original timeline are good from a drama perspective, especially Zeta Gundam.  I'm specifically referencing an odd fact about the universe of Turn A Gundam.
Title: Re: Final Fantasy Tactics: Redesign
Post by: The Damned on February 22, 2011, 07:18:10 pm
Oh, I thought as much given what I remember seeing you suggest about a week ago. I don't entirely agree with that, but I certainly see why you're using and it is rather superior to the current scheme of things when it comes to AI limitations.

Also, I never saw Gundam SEED or, at least, that much of it. What little I saw of it I didn't like. G Gundam is the only one I've seen a lot of besides that one with Deathscythe and that irksome bitch Relena Peacecraft or whatever; the former was a bit too campy but decent enough I guess and I rather enjoyed the latter outside of said character. I've been meaning to watch Turn A Gundam, but I've been meaning to watch a lot of things and I'm sidetracking the thread, so I'll shut up.
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 22, 2011, 07:30:18 pm
I rather like it even without the AI problem, honestly.  It makes you decide whether you want to move somewhere because that place is the strategically best place to position your character, which can be pretty damn hard to do with lower Movement scores.  CT manipulation to me has always sortof felt like a means of cheating the system, get a slow character in place then suddenly he's one or two Speed Points faster because he's essentially camping, what?  You can argue that CT manipulation is a sometimes difficult strategy in itself and that removing leads to simplifying an aspect of the game... which it does.  But this is offset by a more equal footing against the AI and other changes that complexify other aspects of the game.

As for Gundam... let's leave it at SEED = SHIT.  ^_^
Title: Re: Final Fantasy Tactics: Redesign
Post by: Pickle Girl Fanboy on February 22, 2011, 07:32:59 pm
Quote from: RavenOfRazgriz on February 22, 2011, 06:56:30 pm
The Defend issue is solved by making CT always return to 0 at the end of your turn regardless of the actions over the course of your turn.  (Moving only, Acting only, Moving and Acting, and neither Moving nor Acting all now reset your CT to 0, meaning the AI cannot mismanage its CT.)


I like it, but I know I shouldn't, because removing functionality because SE can't write AI sucks balls.
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 22, 2011, 07:58:36 pm
Haha, yeah.

But like I said above, I'm unsure of the concept to begin with, so I like this fix because it fixes the AI in a direct and simple way while also settling the problem of whether I want that concept to remain or not at the same time.
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 23, 2011, 08:59:50 pm
Updated the opening post.  It contains a fully-fleshed breakdown of the current draft Squire class for everything except JP costs, adds the not Moving/not Acting doesn't grant bonus CT change to the ChangeLog, adds a basic overview of Weapons, and splits things up a bit better.
Title: Re: Final Fantasy Tactics: Redesign
Post by: Cheetah on February 23, 2011, 10:55:21 pm
This getting rid of left over CT thing seems like a big move just to fix some odd AI and allow for innate defend. But I am more than willing to see how it plays out, it shouldn't be a game breaking change or anything like that.
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 23, 2011, 11:03:45 pm
It is, sort of, but the Innate Defend is a big part of this for Monsters at least.

It's a big change in some regards, but like you said, it doesn't break anything.  It just means you can't try to hoard CT to manipulate when your next turn is coming up.  The only way to manipulate your next turn now is with a Squire, Dimensionalist, or the few other sources of Haste or +/-CT, adding value to those skillsets.
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 24, 2011, 12:41:07 pm
Opening post received it's daily update.  Opening Notes for the Jobs Overview updated with a few key points, Ranger class unveiled, Oil status unveiled.  Don't miss it!
Title: Re: Final Fantasy Tactics: Redesign
Post by: Twinees on February 25, 2011, 05:10:24 am
Just read the whole first post, i like this so far.
I think the job name 'Dimensionalist' sounds a bit odd... though i couldnt really think of any other alternate names to suggest. Animalist... well that reminds me of the moogle FFTA job... maybe you could come with a new name for that?
Then again, im only a spriter, so i could be mentioning nothing that helps :P.
Title: Re: Final Fantasy Tactics: Redesign
Post by: RavenOfRazgriz on February 25, 2011, 06:54:52 pm
Dimensionalist is based on the fact the alternate name for Time Mage is Dimensional Mage and I'm trying to make remove all instances of "Mage" from Job titles.  Animalist is based on that Moogle Job from FFTA in terms of name, because honestly I can't think of a better one-word name for a Blue Mage.  If I do or someone else does, that shit's dying.  Otherwise, yeah.

Today's updates are posted!

Oracle Job and Undead Status!  Don't miss it!
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Oracle Class, Undead Status.]
Post by: The Damned on February 25, 2011, 07:54:42 pm
Oracle job looks pretty good, though I suppose it's pretty much the same aside from switching Doubt Faith (which is stupid for a magical class to have anyway) with Don't Move and Life Drain for Poison. Still, since I liked the original class, I guess I'm easy to please when it comes to Oracles.

That said, I can't say I'm too keen on using "Green Magic" as its class name, though part of that is because I'm using that name for something different myself. Why not just call it "Divination Magic" since "divination" shows up in all of descriptions? Not a huge deal, just wondering.

(Speaking of names, I'll tell you if I think up a decent replacement for "Blue Mage". I thinking of a couple, but, yeah, it's rather...difficult.)

Also good to see that Undead can shift elemental weaknesses. I'm guessing that "Airborne" status is "Jump" status and not "Float" status since otherwise that wouldn't make sense.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Oracle Class, Undead Status.]
Post by: RavenOfRazgriz on February 25, 2011, 08:11:02 pm
Pretty much, it's kinda the same, except Range 4 single targeting and higher base hit rate / evadable.  The status selection is basically how you put it, just with some of the more broken or redundant ones removed and the ones I took away from Wizard and Dimensionalist added in.  I find this layout keeps the Swiss Army Knife that the Oracle had in Vanilla alive without it just being "lets fit every status we can into one set and pray it works."

I chose Green Magic for the skillset name because I'm avoid "-Mage" in class names but trying to use typical Final Fantasy monickers like "Black Magic", "White Magic", etc. for most of the magic based skillsets.  Divination Magic is really good as a name and is something I'm surprised I hadn't thought of already, so I'll likely go with that.

Undead does that due to the huge hack I'm using, though I rather like it because it keeps Undead consistent and I like consistent things.  Airborne is Jump, yes.  It's mostly an OCD cosmetic rename no one will see, I just like more descriptive Status names.  If any of the name changes to my Statuses aren't obvious, they go in the order they're listed in FFTPatcher when I write out the Cancel/Stack/NotOnTop lists, so yeah.  Undead and Oil are pretty beastly statuses now, though.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Oracle Class, Undead Status.]
Post by: The Damned on February 25, 2011, 09:52:45 pm
Yes, I can relate about the OCD thing and I can agree about the Oracle thing as well.

The Airborne thing wasn't an unknown so much as something I wanted to confirm.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Monk Class, Poison Status.]
Post by: RavenOfRazgriz on February 26, 2011, 04:29:46 pm
Haha.  Alright.

Newest updates are Monk Class and Poison Status!  Don't miss it!

(Yes, that's my cliche 90s cartoon outro catchline, deal with it.)
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Monk Class, Poison Status.]
Post by: The Damned on February 26, 2011, 04:43:43 pm
It looks like Monk is merely itself with Wind and Earth elementals. Do they still have innate Martial Arts? I'm asking more because I'm not sure since I'm sure you'd probably find some way to balance them if you did.

I find it rather weird that Purify and Revive can be physical evaded and that Vitalize, Purify and Revive can all be reacted to and Counter Magiced. Typos?

Regardless, good to know that's where you putting Geomancy stuff even if Monk is possibly its same overpowered self. Also good to know about your Poison staying the same (surprisingly).
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Monk Class, Poison Status.]
Post by: RavenOfRazgriz on February 26, 2011, 04:56:40 pm
Purify and Revive were typos, they cannot be physically evaded.  The three skills working with Counter Magic however is not a typo.

Poison also had a minor typo, in that I had been forgetting to list CT Timers on Statuses so far.  Fixed that problem, though all three of the Statuses listed so far don't expire anyway, which is the primary change to Poison.  (The secondary one is that it no longer stacks on Undead.)

Monks indeed do have Barehanded innately (which I forgot to put in their tooltip, also fixed), and their max damage is roughly 343 with 70 Br against a 60 Br target with no defensive bonuses (maximum HP on lowest HP multiplier lowest raw HP female is 345), though the only thing I'll say about the setup needed to hit this level of damage is that I hope you enjoy your Monk being a glass-cannon.  Barehanded is also set to only be a 4/3 boost over a 3/2 one.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Monk Class, Poison Status.]
Post by: The Damned on February 26, 2011, 05:01:11 pm
I suspected as much about Poison. The Counter Magic thing will...take some getting used to, though; it seems like everyone wants to do something completely different with it.

The Barehanded thing sounds good enough, though. If Monks actually need to be glass cannon to do "only" that type of damage, then maybe that will mean something. Although, this isn't counting Two Swords or is it?
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Monk Class, Poison Status.]
Post by: RavenOfRazgriz on February 26, 2011, 05:49:48 pm
There is no learnable Two Swords, so the only time I need to worry about that is on the two classes that have it innately.  I removed it from the general learning pool because there's little reason to use Two Hands in any situation Two Swords exists besides outright not having two copies of the weapon in question, and even then, double W-Evs usually offset that.

Counter Magic is basically becoming Double Magic, except what classifies as "Magic" is very liberal here.  If you notice, the Ranger's elemental weapon attacks are also Counter Magic-able.

It's also very likely that only Spin Fist of all things will be able to hit that damage level.  I'm 99% sure reaching that point with the Monk's Attack Command even with Gauntlets will be impossible.

Also, I lied, it's only 322 damage, not 343.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Summoner Class, Fury Status.]
Post by: RavenOfRazgriz on February 27, 2011, 07:09:49 pm
New updates: Summoner Class, Fury Status!  Don't miss it!

Also, added the Hit information (Self, Ally, Enemy) to all the skills, corrected some typos here and there.  Most important is that Oil and Undead are meant to cancel Float; the reason for such will be apparent later.  Magic Swords have also been renamed to Spellblades, since that name has a bit more flair.  Undecided if I prefer it over Spellsword, though.  And I'll add a bit more variance to Summoner MP costs later, I'm undecided on them really.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Summoner Class, Fury Status.]
Post by: The Damned on February 28, 2011, 03:20:01 pm
Yeah, the MP costs of things are rather difficult to decide on, especially the more long-range you make them. I'm not sure that I like the new Fairy then. Does it hit ALL allies?

With regards to Fury, I think I asked this earlier, but I don't recall (whether I did or if you responded): Is Fury replacing Berserk? Or it is this going to be like FFXII where Bravery didn't replace Berserk but instead upped damage anyway?
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Knight Class, Will Status.]
Post by: RavenOfRazgriz on February 28, 2011, 08:17:55 pm
The MP costs are roughly where I want them, I just think they should have a bit of variance in them.  I'd be fine leaving them as-is though.  Fairy revives 1 ally anywhere on the map instantly for 25% of their MaxHP.  Note that this is the lowest non-Phoenix Down revival percent possible, and that Fairy has one of the lowest hit rates and highest MP costs of all revival skills to compensate.  That, and Summoners are both slow and made out of paper and most other units have a hard time supporting long-term use of Summon Magic, as you can probably tell by looking at all the MPMs so far.

Fury replaces Innocent.  With Will (Faith) being used in pretty much anything that isn't Fury based, Innocent should obviously need to get the fuck out.  A Fury-based mirror of the Will (Faith) status is both simple to make and fits one of this project's motifs without deviating too far from standard Final Fantasy Tactics.  It also gives an outs to faggots who like to stack multiple defensive Supports, a bunch of evasion, and 40something Fury.  Berserk still exists, though I currently don't have it slated to appear anywhere in the generic human classes yet.

Today's updates are done, at last.  Knight Class unveiled, Will Status unveiled!  In a rare turn, I actually have a skill slot left for Knight, so if someone wants to recommend something that fits the motif well, I may just use it, as none of the skills I originally had on his chopping block beyond the six I finally chose fit what I wanted it to do.  Some edits were also made, namely to Blind Will, Blind Fury, Calm Mind, Calm Heart (Calm Mind's unposted mirror), Healing Surge, and the just-now posted Vigilance.  Namely, the Fu/Wi modding Reactions had their modifications dropped from 6 to 4, but now all of these Reactions trigger even if the attacking skill misses.  This change was made to close the power gap between them and some of the "better" Reaction Commands.

That's all for now!  Don't miss it!
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Knight Class, Will Status.]
Post by: The Damned on February 28, 2011, 08:29:56 pm
Ah, I see.

At present, you can't enact the Fury status until you and FDC are done with your massive general hack, right?
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Knight Class, Will Status.]
Post by: RavenOfRazgriz on February 28, 2011, 08:34:09 pm
You could.  It's just far harder because Square has the coding competence of 3 monkeys and a beaver.  It'll be far easier to juggle things around once that's done, since technically every part of the code that would need adjusting has already been finished sans maybe one, and they're mostly very small areas.

If you look carefully at the formula I'm using, most of these classes don't operate properly without that massive general hack, and even then, a few more also need the AI hack since I can't flag-trick them into competence.  Right now I'm just designing around what I know is coming since at worst I can always revert as needed.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Samurai Job,Immobilize Status.]
Post by: RavenOfRazgriz on March 01, 2011, 04:14:27 pm
Today's update is done!  Samurai Job, Immobilize Status, don't miss it!

Also, moved some explanations where Tooltips covered it completely on R/S and modified/unified my Ability description format to use significantly less characters, though the change probably won't be noticed by most people actually following the thread.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Samurai Job,Immobilize Status.]
Post by: The Damned on March 01, 2011, 05:25:53 pm
The description for Immobilize is the one for Fury at present.

I'm also not understanding the description for Iaido presently.

Otherwise, Samurai as Magic Knight makes sense and is something that I can get behind.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Samurai Job,Immobilize Status.]
Post by: RavenOfRazgriz on March 01, 2011, 06:00:06 pm
Samurai is basically Magic Knight and that one guy who you stay far away from because he does a fuckton of damage.  As in, Shimmer is stronger than most Swordskills will be, but that's Fire Element for you, huge charges for huge power.  Even Ifrit sortof embodies this as the second-strongest Esper.

Fixed Immobilize.

Iaido, when equipped, basically forces your weapon's current formula to be overriden with MA*WP on anything that calls Formula 01, both Attack and Skills, as well as giving the equipped unit access to the Iaido (Draw Out) Skillset.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Samurai Job,Immobilize Status.]
Post by: The Damned on March 01, 2011, 06:23:03 pm
Okay, I suppose I see where you're going with both the Fire element thing and Iaido. I hadn't noticed the Ifrit thing and Iaido's wording was confusing, though I understand it now.

I'm guessing that the Draw Out skills are more or less the same as vanilla or 1.3 outside of the necessary balance issues? You don't have to answer since I'm sure you'll reveal what you've done to them in time.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Samurai Job,Immobilize Status.]
Post by: RavenOfRazgriz on March 01, 2011, 06:58:23 pm
I'll be posting the exact breakdowns of Item / Geomancy / Jump / Throw / Iaido once I've posted all the generic classes.  It is the same basic ideas as Vanilla Draw Out, except with properly tweaked values, Will influence, probably mixed up Effect Areas and Magic Evadable.

But yeah, usually, skills of certain Elements usually have a consistent idea behind them.  Wind focuses mostly on Knocking things around and hitting MP, Lightning on being hard to evade or deflect, Fire is basically a nuke, etc.  There'e exceptions to every rule but it's not too inconsistent.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Samurai Job,Immobilize Status.]
Post by: The Damned on March 01, 2011, 07:30:57 pm
I see. It would appear that we're doing different things with element consistency, but, hey, as long as they're consistent.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Thief Job, Blindness Status.]
Post by: RavenOfRazgriz on March 02, 2011, 08:43:07 pm
Yep.

Newest updates: Thief Job, Blindness Status!  Don't miss it!

Also, Knight's Shatter Helmet was renamed Shatter Headgear, because, well, because.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Thief Job, Blindness Status.]
Post by: The Damned on March 02, 2011, 08:47:53 pm
Hmmm...so your Thief has innate Two Swords as well and I was pondering both that Mug and "Pocket Sand" thing. Interesting.

I similarly find it interesting that your Thief is not only devoid of Steal Armor (though I can understand that one of course), but also Steal Weapon. Felt it was overpowering? Or just felt that it stepped on Knights' toes too much?

I've been considering using that particular Blindness hack amount as well, but I feel like 50% might ultimately be too much. How has it been working out for you?
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Thief Job, Blindness Status.]
Post by: RavenOfRazgriz on March 02, 2011, 08:54:55 pm
Pocket Sand! (http://www.youtube.com/watch?v=PTAXUYLbFYk) B)

Knight can't Weapon Break either.  Both have Take/Shatter Shield, Headgear, Accessory.  My scaling makes the other two OP.

I intend for Blindness itself to be a fairly crippling but easily healed status, so that hack pretty much does exactly what I want it to.  At worst, you can have Item without even giving up your secondary skillset... if you don't realize you maybe should bring some Remedies to a battle full of Thieves and Oracles, it's not my problem. 

Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Thief Job, Blindness Status.]
Post by: The Damned on March 02, 2011, 09:00:08 pm
Dale is the only good part of King of the Hill.

With regards to the other things, fair enough.

*ponders this*
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Priest Job, Regen Status.]
Post by: RavenOfRazgriz on March 03, 2011, 07:47:45 pm
That took more updating than I thought it would to post.  Argh.

Anyway, today's update is done.  Priest Job, Regen Status!  Don't miss it!
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Priest Job, Regen Status.]
Post by: The Damned on March 04, 2011, 03:53:27 pm
Not sure how I feel about Priests having the ability to restore MP--at least, I'm guessing that what's Sooth does by the description--or Move-HP Up being available so early. Is Sooth self-targeting?

There isn't anything to say about Regen since it's exactly the same (and it's not like it really needed to be changed).
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Priest Job, Regen Status.]
Post by: MysticKnightFF5 on March 04, 2011, 06:12:06 pm
Aside from Regen sucking horribly, yes, it doesn't need changing at all. I'm using it as an "add on" to a bunch of skills, and even considering making it innate for all.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Priest Job, Regen Status.]
Post by: The Damned on March 04, 2011, 06:45:21 pm
Eh. Never said Regen wasn't underwhelming. Just saying that it didn't need change because what makes it underwhelming has nothing to do with it and more having to do with the ease of getting range and damage. Regen hardly helps in a game where you can't really retreat and every decent set-up probably at least 2HKO's a unit. With RavenofRazgriz at least reducing range, that somewhat eases part of the problem.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Dragoon Job, Reraise Status.]
Post by: RavenOfRazgriz on March 04, 2011, 08:02:25 pm
On Priest and MP restoration: Note they lost Holy and multiple tiers of everything besides Cure. Every skill in the game besides those in Basic Skill (which I may change to be included as well) also has an MP cost now, and most non-magical units only have an MP multiplier of around 40-60, so means of restoring MP, boosting maxMP, and proper MP management are all quite a bit more important now.  Part of Move-HP being available early is that your damage vs maxHP schema is actually at its highest at the early game and very few defensive abilities are available without grinding, so that's when Move-HP is arguably the most worthless.  Move-MP far outclasses it at that point of the game, and unless I figure out a workaround you can't use both at the same time.

On Regen, it no longer expires.  It's main source is from a Vanilla Summon-Area Spell that always hits the caster in a game where your average Move is... 3.  At end game, your average damage against a non-buffed unit with a non-buffed unit that you haven't set up to be a giant glass cannon is... 200ish, give or take. Your lowest maxHP is 345 and your average HP can be from 350-400.  Armored units can be upward of 500-600+..  There are about 3 Reactions that mitigate damage, 3-4 Support Abilities, and the Protect status, as well as C-Ev, Weapon Guard innate all, and Shields being more common, and Move-HP UP.  Regen in this instance heals around 50-60+ damage a turn, and applying it often means you've applied it to 2-3 units at a time.  This means by itself it drops the damage you can expect to be on the wrong end of by a quarter, on top of all the other ways you can potentially build a tank.  Basically, 2HKO is your optimal setup, your average is going to be 3+, usually more.  Note that it also negates Poison, which can be very dangerous due to buffing your long-term damage against heavy armored units respectably and only having a few sources of removal (as well as persisting after Death).  If I get the modification to Poison I want made, it'll be even more dangerous.  As in, Pokemon's Toxic levels of dangerous over time.

tl;dr: Trust in me, I didn't buff Regen status because the numbers did it for me.  Buffing Regen directly more than I did would only make it broken.

...Anyway.

Dragoon Job, the main tank, along with Reraise Status!  Don't miss it!

Also, minor plotbased spoilers: Subquests will be available as soon as beating the shit out of Zalmo in Chapter 3, possibly sooner.  Many subquests (mostly the new ones, as well as the Cloud Subquest) will actually rely on you retrieving certain artifacts from Propositions as part of their unlock conditions, giving players reasons to actually do those outside of grinding.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Dragoon Job, Reraise Status.]
Post by: The Damned on March 04, 2011, 08:36:59 pm
With regards to Priest, MP Restoration and Move-HP Up: I see. I was more asking with regards to confirmation on the Soothe thing then commenting that it would be overpowering if it could target itself. I understand now why you're doing the Move-HP Up now, even if it I'm still rather weary about it.

With regards to Regen status: I thought as much. Hmmm...maybe I won't have to buff Priest's Regen given we're doing similar things....

With regards to Dragoon: Hunh. It seems like basically had the same moveset before I killed it to give them Jump back outside of Luna, which I had considered but figured it might end up too overpowered. I guess you're doing planning to do something with Berserk, so....

With regards to Reraise: Any reason Reflect blocks it now? I mean, I'm actually all for that due to Reflect Mail Dragon Spirit Lancer's being kind of...powerful, but I doubt that's (the only reason) why you did it.

With regards to Propositions: That's an excellent idea and an excellent point to allow the Quests to open. I thought we couldn't control the rewards from propositions, though, like how we still can't control some shop stuff. Then again, it's been forever since I looked into that, much less actually done a proposition.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Dragoon Job, Reraise Status.]
Post by: RavenOfRazgriz on March 04, 2011, 08:52:13 pm
If Move-HP UP somehow ends up overpowering it can be moved after some testing.  It'll likely be a staple Support Ability early game, but considering the Support Abilites are basically Item, Move-HP UP, Move-MP UP, and various Equip X functions with a few other random bits tossed in at that point, I don't have an outright problem with that.  I'll likely shuffle things around once all the classes are posted.  Right now I'm just keeping to the 2R2S setup to make sure each class gets a fair grab at R/S initially, then am going to fill in the ones who didn't get as many Reactions with extra Supports and move a few around to get the game scaling where I want it more.

Berserk will share a CT Timer with Sleep and Confusion.  This also means Sleep, Confusion, and Berserk all cancel each other.  Berserked units will also still be able to React.  Those are the extent of my plans for it for now though.

Reflect blocks all positive status.  I had forgotten to list it until making this update, but it also blocks Regen.  It will also block Protect, Shell, Float, Haste, etc.

I don't need to manipulate the proposition rewards really, just shuffle a few things around so that they open when I want them to and do a check that specific propositions were completed, since you always get the item on completion.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Dragoon Job, Reraise Status.]
Post by: The Damned on March 04, 2011, 09:08:11 pm
Ah, I see. So you have Sleep canceling Berserk as well. Good to see that decision makes sense.

With regards to Reflect, hmmm...does this mean that MBarrier/Aegis is dead in your patch then? Otherwise, I can see why you would do it this way.

I suppose I should look into the proposition thing now that this I'm thinking about it. I honestly hadn't considered at all, especially since no patch really talked about it outside of, what, Complete? I forget. Can't you not re-do the failed propositions?

Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Wizard Job, Protect Status.]
Post by: RavenOfRazgriz on March 05, 2011, 05:32:18 pm
Reflect is how it is because it's an easy magic-cheese that you likely won't be able to access outside of gear.  This means your gear that makes you pseudo-immune to (some) magic now costs you all your buffs.  Huge risk for huge reward, considering how much broader the definition of "magic" is here as well, though every set will have a few skills that bypass Reflect.

Not sure. If you can't re-do them, don't fail, since the propositions themselves won't be different from those in Vanilla.

Speaking of, today's update is done.  Priests got a range buff on a number of skills, Fortitude got renamed to Focus Defense, and introducing Wizard Job and Protect Status!  Don't miss it!

I know I'm going to be shuffling a number of Reaction and Support Commands around once I have everything posted and have the first tier or two of the Job Wheel sorted though, ugh.  This mostly means Oracle's likely to lose all its current R/S for more powerful ones because it has all ones I want available early on the Job Tree.
Title: Re: Final Fantasy Tactics: Redesign [Newest Updates: Wizard Job, Protect Status.]
Post by: The Damned on March 06, 2011, 12:35:37 am
I see, with regards to reflect.

And, yes, I don't think you can redo propositions at present, but I'll have to check.

I kind of weird to see that Water isn't considered an offensive element, though I can understand why. I'm guessing it's reserved for "washing off" things. Darkness seems kind of...powerful; I'm guessing that Lucavi are still immune to Dark in his patch like in 1.3.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Shell Status.]
Post by: RavenOfRazgriz on March 06, 2011, 07:52:38 pm
Water no longer exists as an Element.  I merged it with Ice because so few things use Water and it was a waste to try and define both when simple merging gave one usable and defined element.  "Water" is now what I use determine whether skills can affect Lucavi and other ??? units or not, meaning they don't need to Absorb: Dark by default anymore.

Also, see here (http://ffhacktics.com/smf/index.php?topic=6864.0) for all further Job Discussion because I somehow broke the character limit despite my best efforts to save every character possible while maintaining highly detailed notes.  I'll continue all other forms of discussion (Status, Equipment, etc.) here unless this situation rises again.

Click the new thread to see the Dimensionalist Job and the OP here to see the Shell status!  Don't miss it!
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Shell Status.]
Post by: The Damned on March 06, 2011, 11:51:43 pm
I see. Even though I'm sure how I feel about merging Ice and Water, at least that element space is getting some use still.

Not much else to say right now.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Float Status.]
Post by: RavenOfRazgriz on March 08, 2011, 12:32:19 am
Back out of the boring Statii at last.  Newest update is the now incredibly boss Float status, don't miss it!
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Float Status.]
Post by: The Damned on March 08, 2011, 01:49:15 am
*pictures a boss made purely of Float status*

I see you've decided to use pokeytax's Float enabling Fly hack. I thought you hadn't wanted to do that? Or are you planning to change it somehow? Regardless, I suppose the logical (yet unwanted, IMO) Wind weakness is justified in this case.

That said, as much as I like to see Float buffed, it seems to be buffed a lot in...odd ways, at least with regards to what it cancels. For now, I'll continue to trust your decisions with regards to this, though.

(Speaking of interaction between Float and other statuses/statii, Don't Move is listed as Don't Move and Immobilize. It'd be best to stick with one.)
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Float Status.]
Post by: RavenOfRazgriz on March 08, 2011, 02:25:32 am
I was undecided.  Decided to go with it.  Float is sort of like a mini-Esuna.  It, Oil, and Undead share a Status triangle.  The basic idea behind it canceling mind-altering status is that the unit being afflicted goes "FUCK I'M FLOATING HOW DID THIS HAPPEN OH SHIT WHAT HAVE I BEEN DOING I NEED TO STOP TAKING NAPS AND LISTENING TO MY DICK," which seems like a reasonable reaction.  I'd planned for more of these but there are only so many reasonable ways to implement trinities over duals.

Fixed the Don't Move typo.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Float Status.]
Post by: The Damned on March 08, 2011, 02:39:46 am
I see. With that reasoning given, I suppose I get the angle you're going for now and I look forward to seeing how it works out.

For me, I guess I just think that levitation would be something of a mundane thing in a world where magic is so commonplace. Still, it's always interesting to see other (competent) interpretations of what's essentially the same thing, though I don't think Charm is necessarily always due to "hey, your genitalia has taken over your thinking"; my prudishness made me refrain from the Tiamats liking tits comment, for the record.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Float Status.]
Post by: RavenOfRazgriz on March 08, 2011, 02:46:01 am
Quote from: The Damned on March 08, 2011, 02:39:46 ammy prudishness made me refrain from the Tiamats liking tits comment, for the record.


Titamats?

Well, considering they have three heads...
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Stop Status.]
Post by: RavenOfRazgriz on March 08, 2011, 11:55:39 pm
Today's update is complete: Stop Status. Don't miss it!

And yes, that flagging means exactly what you think it means: the unit cannot attack or be attacked and its CT is completely frozen until Stop wears off -meaning it may as well have been sent roughly two and a half turns into the future.  There is no way to dispel this once inflicted, which is why the only player-source of it currently is the Dimensionalist's single target Stop spell.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Stop Status.]
Post by: The Damned on March 09, 2011, 01:10:12 am
*facepalms*

You did what I wanted to do with Stop by using Wall just toggling on the Ignore Attack button. Argh. I completely ignored that for some reason, perhaps because I thought it would be glitchy.

Has it been working out so far?
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Stop Status.]
Post by: MysticKnightFF5 on March 09, 2011, 01:38:45 pm
You should make a class named "Protoss Arbiter" and give it two spells: a splash-stop inflicting spell and teleport 2 :D
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Defend Status.]
Post by: RavenOfRazgriz on March 09, 2011, 08:36:09 pm
lol.  no, sorry.

And The Damned... sort of, actual testing has been weird so far, may need to do some ASM rigging to make this work properly.

Added Defending Status!  Don't miss it!
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Defend Status.]
Post by: The Damned on March 09, 2011, 11:49:33 pm
Hmmm...I'm not sure how I feel about the Defend status preventing Don't Move and Don't Act. I suppose I'll have to see how the AI uses Defend if you can implement it the way you want since right now it seems like that massively benefits the player.

I'm rather surprised you kept Defend as an evasion increase, though.

Quote from: RavenOfRazgriz on March 09, 2011, 08:36:09 pmAnd The Damned... sort of, actual testing has been weird so far, may need to do some ASM rigging to make this work properly.


Sigh. I feared as much. Is it screwing up the animation? Or is it more than that, like the AI ignoring the Stopped target long after it's stopped being Stopped? (See, kids, capitalization is important to prevent confusion, though it doesn't help against Confusion.)
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Defend Status.]
Post by: RavenOfRazgriz on March 10, 2011, 04:00:50 am
I'm using FDC's hack that makes it add 25% A-EV instead of doubling evasion, but yeah.  I was barely able to see by the time I finished updated and passed out immediately afterward, so I forget if I noted that or not.

I don't see how that benefits the player over the AI much since you should be Defending on off turns anyway.  Giving up turns and not acting to prevent being hit with a status that stops you from acting doesn't seem like a huge exploit.  It's mostly a flavor change that I may revert because Paralyze and Immobilize are kinda important in breaking evasion tanks that are likely to spam Defend more than other units.

For some reason the Ignore Attacks flag isn't making things get ignored for me, as far as Stop goes.  It's probably an easy fix, just find the Wall code and point it to Stop instead.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Defend Status.]
Post by: The Damned on March 10, 2011, 05:50:23 am
...Couldn't you just make Wall the new Stop, then? Why bother shuffling it around?

Also, why specifically A-EV for Defend?
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Defend Status.]
Post by: RavenOfRazgriz on March 10, 2011, 06:25:24 am
Quote from: The Damned on March 10, 2011, 05:50:23 am
...Couldn't you just make Wall the new Stop, then? Why bother shuffling it around?

Also, why specifically A-EV for Defend?


Animations.  Wall has none so it's easier to repoint the code that's more readily documented over to Stop then to try and find Stop's animation, disable it on Stop, and repoint it to Wall.  It also saves me the minor inconvenience of adjusting all the Inflict Statuses over to using Wall and actively remembering that Wall = Stop.

Because it allows Defend to apply on all sides and to both physical and magical attacks, and I'm removing any multiplicative evasion modifiers.  Plus, that's just how FDC's Defend modifier handles it, though I bet I could easily change that if I really wanted to.  I just see no reason not to.  His Blind hack works the same way, by the by, adding 50 A-Ev in a place where Concentrate and Transparent can't ignore it, if memory serves.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Elements.]
Post by: RavenOfRazgriz on March 10, 2011, 11:19:51 pm
I added a sizable chunk of detail to the Elements section to give a decent hint as to how Elements have been re-applied, to take a break from listing Statuses for a day or two.  I also updated the Evasion description a bit.  Both are here, too, for those who are lazy like me:

Elements have been reworked to serve an entirely different function than the "hit the weak spot!" role the once held, and are now a somewhat deep but optional aspect of character design.  Mastery of Element usage will have noticeable rewards, however, though it is not without its weaknesses. There are now only 7 Elements (Holy, Dark, Fire, Ice, Lightning, Earth, Wind - Water and Ice have in effect been merged for a decent number of reasons), and the modifiers relating to them have been noticeably changed. Element Boost is set at +25% damage, Element Half becomes Element Resist at -25% damage, and Element Weak is set to +25% damage.  These changes are mostly due to how Boost/Resist/Weak are spread around in the new Element system, since larger values (+/-50% to +/-100%) would cause huge disparities in damage from Element based skills that I don't want to be seeing.  Absorption is still present (Null not as much, in an odd bit of contrast), but equipment is designed so that only certain element combinations can be absorbed, meaning no skillset can be obviated entirely via Absorption setups.  Trading stacks of PA and MA for Elemental setups can actually be quite rewarding in this new system in spite of that, for reasons anyone whose seen AI Tournaments can attest to.  While not entirely related, Oil and Float now also only provide a +25% damage bonus for similar reasons.

Evasion application will be modified in order to better support smart battlefield positioning, as well as innate Weapon Guard.  Evasion tanking will still be possible with both the modified application and adjusted scores, but will take far more thought than "Mantle + Abandon lol" to execute effectively.  Evasion for Weapon, Shield, and Class now applies at 100% value from front, 50% value from either side, and 0% value from back, making getting behind a unit incredibly valuable.  Mantles, however, still apply their evasion on all sides.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Elements.]
Post by: The Damned on March 11, 2011, 04:44:15 am
I see, with regards to the A-EV. I don't recall Stop having an specific animation. (Or did you mean that Wall causes animation problems? Because I only remember Dark/Evil Looking doing that?)

As for Element and Evasion stuff, I agree with these changes. I hadn't thought about nullifying back evasion outside of mantles, but it really does make sense. As for Elements, that sounds like stuff that I wanted/needed to do, but I was under the impression that the game couldn't take anything that had to do with more than one decimal place. Maybe that's just Two Hands and Two Swords or something I'm making up entirely.

Good to know that Oil and Float are going to be 1.25% weakness, though. Certainly helps in Float's case.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Elements.]
Post by: RavenOfRazgriz on March 11, 2011, 05:04:04 am
Stop makes the unit stop marching.  Wall doesn't.

It's less x1.25, but more x5 then /4, which is basically the same thing.  I'm using the low numbers both because it makes more sense given how damage is being modded in general and because weak/resist/boost is going to be more common... and using them more with things like x2 damage and halve damage is asking for hell.

Honestly, even if Float took double Wind damage, I doubt that'd weaken it much.  Wind is often one of the weakest Elements in terms of raw damage, and it gives you a crapton of buffs now to compensate, so... yeah.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 1.]
Post by: RavenOfRazgriz on May 21, 2011, 09:37:07 am
I'm trying to get back on the ball here, so I'm posting up my entire equipment list as soon as I finish things on it to make up for the lack of piecemeal updates the last couple months. I was able to salvage it despite all the factory resets I've been dealing with, thank god.  It's just incomplete.  Focusing on this and status and stuff for a while, I need to get back on the ball in a way that doesn't involve classes, I burned myself out on them far too much I think.  I've also stolen this glorious Wand idea from Celdia.  The concept is entirely hers, but the presented examples are my own. I've had the vast majority of this done since somewhere in the middle of last year outside of the newer additions such as Wands and Gauntlets.  Yay, procrastination.

So now, I'm just going through to update and post all of it.  For now, this only covers Notes to Guns, and everything here is still WIP.  All previously posted sections also saw updates to correct WP values.


(-1). Notes
0. Fists
1. Knives
2. Ninjatos (Ninja Swords)
3. Swords
4. Greatswords
5. Katanas
6. Axes
7. Spellswords
8. Wands
9. Guns
10. Crossbows
11. Longows
12. Polearms (Spears)
13. Poles (Sticks)
14. Gauntlets
15. Shurikens
16. Bombs
17. Shields
18. Helmets
19. Hats
20. Armor
21. Clothes
22. Robes
23. Shoes
24. Rings
25. Armlets
26. Mantles
27. Unused Item Slots


"Doubleshot" refers to an added ability of some weapons:

Doubleshot:
""
01 Dmg_[Weapon]
Cannot Target Self, Normal Attack, Animate on Miss, Evadable, Counter Flood, Countergraspable.
Weapon Range, 0 MP, 0 CT.


Formula: (CasFury+20)*(TarFury+20)/10000*((PA+6/2)*PA)

Used By: All.

Properties: Range 1, Striking, Two Swords, no Two Hands.


Formula: (CasFury+20)*(TarFury+20)/10000*PA * WP.

Used by:

Properties: Range 1, Striking, Two Swords, no Two Hands.

Common Items:

Dagger:
"A common dagger."
4 WP, 5% W-EV.
No Special Attributes.

Mage Masher:
"Strange dagger that cripples mana as well as flesh."
5 WP, 5% W-EV.
100% Manaruin.

Blind Knife:
"Knife with a toxin that affects the eyes."
6 WP, 5% W-EV.
100% Add: Blindness.

Toxic Knife:
"A dagger tipped with deadly poisons."
7 WP, 5% W-EV.
100% Add: Poison.

Slick Knife:
"A dangerous dagger covered in flammable oil."
6 WP, 5% W-EV
100% Add: Oil.

Main Gauche:
"A wide parrying dagger."
9 WP, 20% W-EV
No Special Attributes.

Zorlin Shape:
"A peculiarly shaped dagger dipped in a tranquilizing toxin."
5 WP, 5% W-Ev
100% Add: Sleep.

Rare Items:

None Currently.


Formula: (CasFury+20)*(TarFury+20)/10000*PA*WP.

Used by:

Properties: Range 1, Striking, Two Swords, Two Hands.

Common Items:

Ninja Knife:
"A Kunai dipped in a paralytic syrum."
6 WP, 5% W-EV.
100% Add: Immobilize.

Hidden Knife:
"Concealed, translucent-looking blade that seems impossible to deflect."
6 WP, 10% W-EV.
Innate: Concentrate.

Short Edge:
"Short blade that's swung twice in quick succession."
5 WP, 0% W-EV.
100% Doubleshot.

Ninja Edge:
"Ninjato with a wide edge that deflects attacks more easily."
8 WP, 15% W-EV.
No Special Attributes.

Sasuke Knife:
"Replica of a Ninjato used by a legendary ninja."
7 WP, 10% W-EV
PA +1.

Spell Edge:
"Rune-inscribed Ninjato that enhances spellcasting prowess."
8 WP, 10% W-EV.
MA +2.

Rare Items:

Iga Knife:
"The first of a pair of Superb Ninjatos made by a secret organization."
?????

Koga Knife:
"The second of a pair of Superb Ninjatos made by a secret organization."
?????


Formula: (CasFury+20)*(TarFury+20)/10000*PA*WP.

Used by:

Properties: Range 1, Striking, Two Swords, Two Hands.

Common Items:

Broad Sword:
"A simple broadsword."
5 WP, 10% W-EV.
No Special Attributes.

Long Sword:
"A longsword, better for parrying attacks."
6 WP, 15% W-EV.
No Special Attributes.

Iron Sword:
"A heavy, sturdy-bladed sword forged of iron."
7 WP, 10% W-EV.
No Special Attributes.

Rune Blade:
"Sword with ancient runes etched onto the blade."
8 WP, 5% W-EV.
MA +2.

Ancient Sword:
"Sword with strange properties and made from ancient methods."
7 WP, 15% W-EV.
100% Add: Immobilize.

Sleep Sword:
"Wide-bladed, jet-black sword with an enchantment that puts those it cuts to sleep."
5 WP, 15% W-EV.
100% Add: Sleep.

Coral Sword:
"Single-edged coral design sword that harnesses Lightning."
9 WP, 10% W-EV. Lightning Elemental.
Absorb: Lightning.

Flame Sabre:
"Enchanted red blade with a flame design."
9 WP, 10% W-EV, Fire Elemental.
Absorb: Fire.

Ice Brand:
"Sword with an ice-clear blade."
9 WP, 10% W-EV, Ice Elemental.
Absorb: Ice.

Diamond Sword:
"Sword with diamonds embedded in the blade."
9 WP, 5% W-Ev.
PA +1.

Rare Items:

Blood Sword:
"Bloodsucking Sword with a magneta blade."
6 WP, 10% W-EV, Dark Element.
Absorb HP.

Nagrarock:
"Ebony sword from the Apocalypse."
4 WP, 20% W-EV.
PA +1, MA +1, Speed +1, Move +1, Jump +1.


Formula: (CasFury+20)*(TarFury+20)/10000*PA*WP.

Used by:

Properties: Range 1, Striking, Two Swords, Forced Two Hands.

Common Items:

Defender:
"Wide-bladed Knight Sword with a gem-laden hilt."
10 WP, 40% W-EV.
No Special Attributes.

Rare Items:

Save the Queen:
"Knight Sword given as a symbol of one's loyalty to the crown. Contains a blessing for the start of battle."
12 WP, 25% W-EV.
Initial: Protect, Strengthen: Holy. Weak: Holy.

Excalibur:
"Holy Sword whose very existence is the stuff of legends. Said to have been once wielded by a great king."
12 WP, 25% W-EV.
Initial: Reraise, Strengthen: Holy. Weak: Holy.

Ragnarok:
"Legendary Knight Sword forged during the Apocalypse. Temporarily reduces damage from magic during battle."
12 WP, 25% W-EV.
Initial: Shell, Strengthen: Holy. Weak: Holy.

Chaos Blade:
"Sword forged in Chaos, said to have been gifted to man by God himself. Users begin the battle being healed by God's Blessing."
12 WP, 25% W-EV.
Initial: Regen, Strengthen: Holy, Dark. Weak: Holy, Dark.

Enhancer:
"A long, gem-laden sword from another world."
15 WP, 30% W-Ev.
PA -1, MA +3.


Formula: (CasFury+20)*(TarFury+20)/10000*PA*WP.

Used by:

Properties: Range 1, Striking, Two Swords, Forced Two Hands.

Common Items:

Ashura:
"Bright white Katana with a flame design on the blade."
9 WP, 20% W-EV, Fire Elemental.
Strengthen: Fire.

Kotetsu:
"Katana with a tiger engraved on the blade. Gives off an evil aura."
9 WP, 20% W-EV, Dark Elemental.
Absorb: Dark.

Osafune:
"High quality sword from Osafune. Runic engravings react to shed blood and absorb its mana."
10 WP, 20% W-EV.
100% Manadrain.

Murasame:
"A peculiar sword whose movements flow like water. Designed with properties to preserve life."
11 WP, 20% W-EV, Ice Elemental.
Strengthen: Holy.

Murasama:
"Demonic bloodsucking Katana that transfers energy back to its user."
9 WP, 20% W-EV, Dark Elemental.
Absorb HP.

Kiyomori:
"Well-made famous sword. Special blade design deflects blows with ease."
12 WP, 35% W-EV.
No Special Attributes.

Ame-no-Murakumo:
"Replica of a sword from a dragon's tail, the blade is fused with mystic dragon scales."
13 WP, 20% W-EV.
MA +2.

Kiku-ichimonji:
"Crysanthemum crested Katana infused with the power of the planet."
12 WP, 20% W-EV. Earth Elemental.
Strengthen: Earth.

Rare Items:

Masamune:
"Beautifully crafted Katana and sheath from a master swordsmith.  Blade length is otherworldly."
14 WP, 10% W-EV.
Range 2.

Chirijiraden:
"Ornamental Chirijiraden with flame-like engravings, it was once a Holy Sword that purged evil."
15 WP, 10% W-EV.
Strengthen: Holy.


Formula: (CasFury+20)*(TarFury+20)/10000*PA*WP.

Used by:

Properties: Range 1, Striking, Two Swords, Forced Two Hands.

Common Items:

Battle Axe:
"Ornamental Battle Axe.  Still has the power to cleave both metal and flesh in one stroke."
6 WP, 0% W-EV.
100% Armor Crush.

Giant Axe:
"Huge-headed Axe that crushes defenses."
7 WP, 0% W-EV.
100% Shield Crush.

Slasher:
"Highly destructive Axe that cleaves the foe top-down."
8 WP, 0% W-EV.
100% Helmet Crush.

Crasher:
"Enchanted destructive axe that cuts through barriers."
9 WP, 0% W-EV.
100% Cancel: Protect, Shell, Reflect.

Rune Slicer:
"Axe with a rune-inscribed head that robs blessings."
10 WP, 0% W-EV.
100% Cancel: Reraise, Haste, Regen.

Rare Items:

None Currently.


Formula: (CasFury+20)*(TarFury+20)/10000*MA*WP.

Used by:

Properties: Range 1, Striking, Two Swords, Two Hands.

Common Items:

None Currently.

Rare Items:

Moonlight:
"Ethereal blade that transcends existence. "LS-99" is inscribed on the hilt."
8 WP, 0% W-EV.
Innate: Concentrate, Range 4.


Formula: MA*WP.

Used by:

Properties: Range 4, Striking, no Two Hands, no Two Swords.

Oak Wand:
"A simple oaken wand for casting magic."
4 WP, 0% W-EV.
No Special Properties.

Dispel Wand:
"Strange wand whose magic removes all blessings from the target."
3 WP, 0% W-EV.
Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Reflect.

White Wand:
"Wand infused with healing powers."
7 WP, 0% W-EV. Holy Elemental.
Heals HP. Strengthen: Holy. Weak: Holy.

Black Wand:
"Wand infused with dark power."
5 WP, 0% W-EV. Fire, Ice, Lightning Elemental.
Strengthen: Fire, Ice, Lightning. Weak: Fire, Ice, Lightning.

Hex Wand:
"Attack and curse the target, making their flesh mimic the walking dead."
3 WP, 0% W-EV.
100% Add: Undead.

Wizard Wand:
"Carefully crafted wand for focusing magic power."
6 WP, 0% W-EV.
MA +2.

Rare Items:

Will Wand:
"Special wand that focuses the will of all who come in contact with it."
3 WP, 0% W-EV.
Always: Will. 100% Add: Will.


Formula: (CasFury+20)*(TarFury+20)/10000*WP*20

Used by:

Properties: Variable Range, Direct, no Two Swords, Forced Two Hands, Unevadable.

Common Items:

Romanda Rifle:
"Rifle from the northern Romandian area."
4 WP, 5% W-EV.
Range 6.

Mythril Rifle:
"Rifle constructed from magic-conductive mythril."
6 WP, 5% W-EV.
MA +1, Range 6.

Revolver:
"A small, one-handed gun with shorter range."
7 WP, 0% W-EV.
One-Handed, Range 4.

Restored Shotgun:
"Incredibly old, close-range gun that has been painstakingly restored to working order."
12 WP, 5% W-EV.
Range 2

Romanda Sniper:
"Refitted Romanda Rifle that can achieve a much farther range without losing power."
4 WP, 5% W-EV
Range 8.

Rare Items:

None Currently.


Formula: (CasFury+20)*(TarFury+20)/10000*PA*WP.

Used by:

Properties: Direct, no Two Swords, no Two Hands.

Common Items:

Bow Gun:
"Simple one-handed crossbow."
4 WP, 5% W-EV.
No Special Properties.

Salem Crossbow:
"Crossbow that destroys magic power."
5 WP, 5% W-EV.
100% Manaruin.

Night Killer:
"Crossbow that fire arrows tipped with eye-damaging toxin."
6 WP, 5% W-EV.
100% Add: Blindness.

Poison Crossbow:
"Crossbow that fires poison-tipped arrows."
7 WP, 5% W-EV.
100% Add: Poison.

Gastraphetes:
"High-powered crossbow that blasts back targets."
8 WP, 5% W-EV.
100% Knockback.

Enhanced Bow Gun:
"Bow Gun with a refitted launch device for higher output.  Fires two arrows per shot."
5 WP, 5% W-EV.
100% Doubleshot.

Rare Weapons:

None Currently.


Formula: (CasFury+20)*(TarFury+20)/10000*PA*WP.

Used by:

Properties: Range 5, Direct, no Two Swords, Two Hands Only.

Common Items:

Long Bow:
"Simple longbow for ranged battle."
6 WP, 5% W-EV.

Silver Bow:
"Blessed bow for hunting undead."
7 WP, 5% W-EV. Holy Elemental.
No Special Properties.

Windslash Bow:
"Bow that harnesses the wind to fire arrows at breakneck speed."
8 WP, 5% W-EV. Wind Elemental.
Innate: Accuracy Boost.

Magus Bow:
"Bow with engraved runes that enhance magic."
9 WP, 5% W-EV.
MA +2.

Artemis Bow:
"Bow blessed by the hunting goddess with superior range."
10 WP, 5% W-EV.
Range 6.

Yoichi Bow:
"Replica bow, based on one used by a famous archer."
11 WP, 15% W-EV.
No Special Properties.

Rare Items:

Perseus Bow:
"Legendary bow said to have had the winged sandals of Perseus used as part of its materials."
8 WP, 20% W-EV.
Always: Float.


Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RandMuadDib on May 21, 2011, 01:16:23 pm
Question for you: How do you get it to be range 4 -and- striking? I thought the striking bit meant that it was automatically melee/range 1?
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RavenOfRazgriz on May 21, 2011, 07:35:30 pm
Quote from: RandMuadDib on May 21, 2011, 01:16:23 pm
Question for you: How do you get it to be range 4 -and- striking? I thought the striking bit meant that it was automatically melee/range 1?


I think I need to change it to Lunging.  I just sort of pasted that in quickly because the Striking/Lunging/Direct bits really aren't all too relevant to how the weapon actually works.  I mostly just listed that stuff there more for myself so I have fingertip-access to all the info I'd need when I get to adding this new run of weapons into FFTPatcher.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RandMuadDib on May 21, 2011, 09:14:03 pm
Alright well from what I've read/found, the striking/lunging/arc etc. bits override the number you put in for range. Striking limits it to panel, lunging limits it to the two panels that poles and lances get. Unless I missed something completely.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RavenOfRazgriz on May 21, 2011, 10:46:30 pm
True.  I'll need to mess with those bits to get everything sorted properly, but it won't be a big deal.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RandMuadDib on May 21, 2011, 11:04:24 pm
well if you can figure out how to get a ranged weapon able to target those first two squares, please let me know.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RavenOfRazgriz on May 21, 2011, 11:42:10 pm
I will, I need to muddle about with things for a while when I get around to inputting everything again.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: The Damned on May 22, 2011, 01:51:27 pm
(Well, it's good to see I didn't miss much while I was gone, at least on this sub-forum.)

"Nice new Axes you have there," he said in a tone that implied he was going to possibly steal them. Wands are also rather a neat idea that I'm guessing are going to completely replace Rods, correct?

Also, a rather handy solution to fixing the problem that comes up with WP*WP, though X as 20 seems a bit...much. You know your own system better than I do, though, especially since you've actually ran the numbers unlike me.

Outside of that, not much to say given that most everything else is a reworking of vanilla items (if it changed at all). I can't say that I'm a fan of the 100% triggers, though I can see why you'd go with that over 25% chance of triggering; we'll see how it works out (and if I'll steal it later if it does).
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RavenOfRazgriz on May 23, 2011, 02:35:37 am
Wands replace Rods/Staves as the primary mage weapon for buffing, giving them the range they need to use their Attack Command sometimes without looking like huge derps.

I used * 20 for Guns because it means all the guns in the end have low WP like everything else - meaning they don't become "I'm uber-awesome at Breaking shit!" monsters like they would normally and just fall roughly in line with everything else.

The 100% Procs is a pretty prominent feature of this patch, as I'm pretty sure I said a long time ago.  The weapons, yeah, I retrofitted everything I could from Vanilla.  There's no reason to redo what's already done.  I wouldn't say its as extreme as you say though, since even if I kept names, the weapons themselves are slowing going farther and farther away from Vanilla than I originally intended.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: The Damned on May 23, 2011, 03:49:41 am
(Ah, right. I remember you telling me this a while before we both kind of ninja-vanished.)

*yawns again*

Oh, I didn't mean it as a bad thing or anything. There's certainly no reason to be as masochistic like me and try to remake the equipment wheel, especially since you remade the job one already.

What I was trying to get at (and forgive me if in my tired state I didn't get this across) is that the addition of 100% triggers is such a subtle shift in power for most of the old weapons that I'll have to end up seeing it in action for a while before I can say anything about it. I mean, there are a few ones that make me think they're maybe going to be OP already like Zorlin Shape, Short Edge, Hex Wand and Restored Shotgun, but I'm content to wait and see as I've said before. (As long as I'm admitting things, though, I'll admit that I'm surprised the Restored Shotgun isn't a rare item.)

As for Wands, okay, thanks for the confirmation. I don't know why I thought you had Staves up too. I suppose I was thinking of my own given that I was starting to go over my own equipment yesterday for Reliquarian. So that's good to know.

As for Guns, ah, right, I completely forgot that equipment breaks are still going off WP even here. I still think that 20 is a bit much, if only because Restored Shotgun (even with its limited range) and being unable to be evaded, but we'll see.

Regardless, good to see you're back on this.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RavenOfRazgriz on May 23, 2011, 04:59:17 am
I see.  I'm honestly not putting much effort into *new* Rare Items currently unless I have a super idea like with Moonlight.  I'm far more concerned with having a solid pool of buyable goods first.

I used to use Staves instead of Wands, that's probably where the confusion lies.

If Restored Shotgun is too high, I can always just lower the WP.

I'm glad to be working on it again, but I have very few Crossbow/Longbow ideas currently so I'm hitting a bit of a hiccup.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: The Damned on May 23, 2011, 05:06:50 am
(Nah. I think I was thinking of my own Staves because I had to fix Oaken Staff and Cursebreaker like right before I posted that.)

Yeah, it's not like Restored Shogun being "too high" can't be fixed easily.

Eh, you can just use some of my Crossbow or Longbow ideas if you want, especially since you can probably modify them into something useful with you having actually worked the numbers. You have my equipment list, even if I've changed a few things since then and am still in the process of changing more. For instance, Auto-Crossbow is basically just a gun now since I needed the space where its iffy "proc" was. (I also realized that Greatbows, if anything, probably need less weapon power or less range so as to not obviate Longbows, but that's neither here nor there.)

Speaking of Moonlight, I'm guess that isn't going to be what's typical of spellblades, correct? It's impossible to tell when that's the only one that's there. So...yeah?

*goes back to fixing up typos and filing books*
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RavenOfRazgriz on May 23, 2011, 05:30:37 am
I may or may not have it, I'll need to do inventory on the stuff I salvaged when I had to factory reset again.

No, it's not.   Right now Spellswords honestly don't have a particular "form" to them.  They're easily my least-developed weapon type.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: The Damned on May 23, 2011, 05:34:56 am
(I see.)

Ah, right. I can send you those particular weapons again since they'll actually fit in a PM if you want.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RavenOfRazgriz on May 23, 2011, 06:54:02 am
I found it, it's okay.  Working on updating post now.

EDIT: Done, Crossbows and Longbows up, though still very much WIP-like.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 2.]
Post by: RavenOfRazgriz on May 24, 2011, 01:35:40 pm
More updates, moved the Weapon into to the opening post under the Equipment tag, added info for Polearms and Poles, removed Ashura and Kotetsu.

Currently going for a 6 common : 2 rare weapon ratio on everything that only appears in Chapter 2 or onward, and something like 7 : 2 or 8 : 2 for the things that appear in all four chapters.  There's obviously going to be exceptions but it seems like a nice starting ratio to aim for.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 3.]
Post by: The Damned on May 24, 2011, 03:35:18 pm
(No! A 8:2 ratio is bad! [/contrariness])

Far more seriously, since you're mentioned weapons that appear in Chapter 2 and given the weapons you've posted so far, outside of mechanics I'm guessing you're not going to be changing much else outside of maybe rarity with that spreadsheet you made. Is that correct? (I'm talking about things like where weapons are located and when they open when I ask this.)

Anyway, looking over the weapons you've posted after Crossbows, I've some comments on them--this includes Crossbows:

1. I'm rather surprised that you're still having Crossbows use PA considering your rather elegant solution to the gun "problem". It's not a huge deal and, admittedly, I still need to research crossbows (and general weapon design) more than I have.

2. Not sure how I feel about Gastrephetes having 100% Knockback, even if it fits. At least with the other abilities that had high/100% knockback, pretty much all of them took MP and/or has less range IIRC. (I might not be remembering correctly, though.) However, like I said when I spoke of my weariness with those abilities and I've said with many things, I am content to wait and see how it works out. (Crossbows otherwise seem fine, even if it's a bit weird to see the name "Salem" on something despite vaguely knowing its history.)

3. Silver Bow seems a bit weak, at least considering that it's special unlike Long Bow and thus shouldn't be getting obviated by Yoichi Bow. What are you reducing elemental weaknesses to again? 1.5? 1.25? (Longbows otherwise seem fine.)

4. Looks like half of our lances/polearms are rather similar. I quite like your version of Holy Lance, though. Only other thing to say about Polearms at present is that I really think that Javelin II needs another name besides just "Javelin" in-game. Having to tell it and the greater Escutcheon apart from the non-rare versions by looks and WP was always annoying to me. (That's not pressing though, obviously.)

5. Poles appear to be the area of greatest dislike at present, which even then isn't all that "large", especially given that I know how difficult it is to try to make useful looking poles with things like Iron Fan and Octagon Rod to design for; the weaknesses for Heptagon Rod seems a bit...much, but we'll see. As such, all I'm going to say for now is that it seems extremely weird to have a common weapon carved out of Yggdrasil, even as big as I understand that tree to be. Not a big deal, but, yeah, the designs for poles is getting the least positive response from me at present.


Good luck with Gauntlets.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 3.]
Post by: RavenOfRazgriz on May 24, 2011, 03:48:49 pm
@Crossbows:  Keeping the PA*WP aspect because otherwise, they're just evadable pistols, and I may as well either make them Guns or remove the Revolver.  There would be no PA counterpart to Wand either if I used my Gun solution on them.  As for the 100% Knockback stuff, they're mostly Weapon Range.  The point of pretty much all my weapons is that they double as a no-MP cost form of some skill.  I actually live near the Salem in question.

@ Silver Bow:  It's mostly an early weapon I had designed to make the Undead easier for the player to deal with early game.  It's not really a "finished" weapon by any means, though.  I actually need a 7th Longbow, come to think of it.  (I also need a worthwhile Sword-type weapon I can replace Iron Sword with.)  Elemental Weakness is 1.25x now.

@ Javelin II:  I don't really like calling it "Javelin II" because that sounds incredibly tacky.  I actually like calling it "Javelin" from a flavor perspective, as it implies its a very similar weapon of no actual name that the untrained eye would mistake for a Javelin.

@ Poles: The weakness on Heptagon Pole is the same weakness every other Strengthen: Element has.  (Every time you see Strengthen: X, you at least should see a Weak: X to match it.)  Musk Pole is "said to be" carved from Yggdrasil.  Not everything "said to be" is true, you know.  You need a little... blind Faith to believe it.  (See what I did there?)  I probably need a generic MA +2 Pole, but I was wary on doing that on what's supposed to be a higher-end WP MA-based weapon.

@ Gauntlets: I have a few ideas for them, I'm unsure how many there will actually be though.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 3.]
Post by: The Damned on May 24, 2011, 04:03:30 pm
(No! I can't do quick responses!

*panics*)

@Crossbows: Fair enough. I guess you can't really do that when you're actually keeping guns around AND available to generics. Not sure where you're going with the Wand with comparison given that it makes "sense" for those to not really care about WP anyway but rather MA, but a weapon not caring about WP seems like it would break things--this is why so many other people's Tonberrians bother the hell out of me, but I hate Shock formulas anyway and this isn't the place.

@Silver Bow: I see. Nice to see that I remembered the weakness rate, especially since it's something else I'm ripping it off you. :p

@Javelin II: Uh, I wasn't saying you should call it Javelin II "in-game". That's indeed even worse than just Javelin in-game. I was merely referring to it as Javelin II to specify which Javelin I meant. That you got confused kinda of proves my point, though you do have a somewhat valid point about in-game people perhaps confusing it. Still, that doesn't mean it can't have a slightly different name in-game that makes it easy to tell them apart.

@Poles: I honestly hadn't noticed that with the strengthen thing, especially since Ashura was devoid it before you nixed it. I'll keep that in mind. As for Musk Pole, I know it's "said to be", but you think that someone would, you know, check if it was such a common weapon. Just saying. It's not a huge deal anyway, just something I found odd like the Salem naming, though in this case moreso because I'm trying to remember where the hell Yggdrasil would be on the map for people to have such access to it.

@Gauntlets: You can always hit me up for ideas since there's only so much you can rip off of Tifa and Devil May Cry; well, actually, you could probably rip-off enough just from those.... With that said, what abilities even use Gauntlets now that I think about it? I vaguely remember it being conspicuously absent from ability descriptions.


Have at you!
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 3.]
Post by: RavenOfRazgriz on May 24, 2011, 05:11:45 pm
@Crossbows: Wands use MA*WP and have the 3-4 range that Crossbows do.  In terms of Range and Formula, they're direct opposites.  If you hate the idea of weapons that don't use their WP when they attack, you already hate Gauntlets, then.

@Silver Bow: Everyone seems to rip everything off me.  I may not have the clothes off my back for much longer at this rate...

@Javelin(II): I knew what you meant, but I'm saying the confusion is part of its flavor.  I actually liked that when I first learned it existed, it was incredibly clever on their part to rig Javelin/Escutcheon and their Move-Find Item setups the way they did.

@Poles: If Ashura didn't have it, it should've.  I may have also forgot it on Kiki-ichimonji.  I'll need to check later.  I'm not saying people wouldn't check, but I'm imagining dissenters would be shadily executed by the Church or something.  I might rewrite it later, I mostly used that description for the pun with the proc.

@Gauntlets: I already have ideas for some, I more mean I may not have many simply because they're not truly a "weapon."  Rather, they're an item meant to allow Monks access to my Weapon Range PA*WP Skills I'm using so many of as well as general buff/customization access.  They actually still use the Fist formula.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 4.]
Post by: RavenOfRazgriz on May 25, 2011, 04:29:18 pm
Today's update is small.  A draft for my initial 4 Gauntlets concepts and a sixth Axe.  I'll probably make a secondary update later tonight when my creative juices are flowing more, but I had some ideas so I wanted to get those ones up before I forgot them.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 4.]
Post by: The Damned on May 25, 2011, 05:05:08 pm
(For the record, I don't "hate" weapons that don't use WP [unless they're using the Shock formula]. It's just that a weapon not using WP when that's what WP was made for is just weird.)

I should have suspected that you would just use the Bracer designs for the Gauntlets. It's simple and works...I guess. I'll still need to see if they're worth it as a whole. Or they only getting used for Monks? I'm still at least a little confused on this matter.

Beyond that, as much as like seeing the continued theme of Axes destroying everything in their paths, giving a weapon that does direct damage an aspect of 100% Cancel: Transparent is useless. Unless, of course, you're making it so that Transparent is no longer canceled by damage, in which case it becomes something of a ridiculously beneficial status with its currently infinite CT.

As such, I'm guessing this isn't the case. (Truthfully, on the whole, canceling Defending 100% of the time with direct damage on a weapon is a bit weak as well, though not necessarily as worthless.)
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Weapons 4.]
Post by: RavenOfRazgriz on May 25, 2011, 05:09:44 pm
@WP: I know.  I just except Gauntlets because they're basically a glove and you're still punching a guy in the face.  Like I said, the WP is mostly a quick-fix to make Monks actually have access to skills and such like everyone else does.

@Usability: Currently Squires and Monks only.  I'm looking into a few more classes possibly but they'd be punching people barehanded without innate Martial Arts, so the Gauntlets' main use would be for their buffs.  Its why I'm not worried about having the full set of 6 buyable Gauntlets, unlike other weapons, because they're mostly meant to fill a gap.

@Transparent/Defending: The idea I'm currently toying with is to make it only dispel when you Act, and buff both Accuracy and Evasion by 25%.  The CT would be infinite but it would still be a one-time-use Status.  As for Defending, it's still a 100% Cancel: Abandon, allowing allies to get their hits in easier.  This helps especially well with the few other minor buffs I tossed Defending's way.  The main use, regardless of both of these though, is to obviously Cancel: Float, considering the kind of amazingly gravy-good status I've turned Float into.  As in, I'm considering removing the Feather Boots kind of deal.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Shields 1.]
Post by: RavenOfRazgriz on May 27, 2011, 11:58:14 am
Added Shields, draft 1.

I've been looking them over again and I already hate everything that's below the Elemental Shields but I have no ideas on what to replace them with.  I was thinking of ripping Venetian Shield and Kaiser Plate out to have more common shields then using the Kaiser Plate concept on some buyable ones, but eh.  I have this odd OCD about having all my counterpart items buyable at the same time, so too many counterpart Shields won't pan out well considering I want a rough scaling of 3 Shields per chapter.  (Sans Chapter 1, which I'm fine with only have Escutcheon available during.)

Ideas from anyone in any way to make more Shields that don't suck, greatly appreciated.

Okay, added a few more Daggers, relegating Zorlin Shape to rare.  Made a simple fix for Iron Sword to be a proper Chapter 2+ weapon.  Reorganized Axes so that Crasher is now the strongest at 11 WP.  Added a Wand, so they should be all set.  Fixed a few typos as well.  I think I'm more or less ready to get into Shields.  Weapons aren't done yet, I'd like to get some more Elemental related stuff mixed in and such, but I think they're coming along well enough now that I can let them rest a bit.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Shields 1.]
Post by: The Damned on May 27, 2011, 01:47:53 pm
(SHIIIIIIIIIIIIIIELD! (http://www.youtube.com/watch?v=gjuWKAMAlQU#t=22s))

Yeah, shields are rather...annoying to design. I would have thought you would have it easier given that you're allowing everyone to use them. Thus, unlike me, you wouldn't have to worry about heavily armored classes having both the most HP AND the most evasion--Ninja and maybe Thieves with Abandon aside--again like in vanilla and trying to design around that as well.

I see you apparently don't share this sentiment.

I'm going to skip commenting on the shields before the elemental shields that mostly obviate each other, though in Round Shield and Mythril Shield's cases I feel this growth is valid due to the fact that PA boosts are probably still more important than MA boosts.

Speaking of elemental shields, the weaknesses for those seems a bit...backwards given that ice doesn't conduct electricity and lightning tends to have (a lot) more energy than fire. That might just be me, though. I think that Kaiser and Venetian designs should stay as rare, though, and not be something emulated by commons if I'm reading your "ripping out" idea correctly.

Beyond that, I think your shields outside of Diamond Shield and maybe Escutcheon II look okay. Luster Shield seems like it might be a bit bloated for a common and it's weird to see something that's common absorb both Holy and Dark, but I think it's ultimately okay. Why no Earth or Wind absorb on Shields though? Is it because of Gauntlets?

(That said, I could easily see you breaking up Luster Shield into two different lesser shields since we share the same OCD issue.)

As for the "problems" with Diamond Shield and Escutcheon II, Diamond Shield just seems too redundant with it obviating Round Shield, even knowing that you don't mind equipment redundancy (since it honestly does make things a lot easier); Escutcheon II just seems like it might have too much evasion at a glance, but you know you're numbers better than I do, so....

Honestly not much to say beyond that outside of my thoughts that Aegis Shield should have something besides MA +1. Would Block: Silence or Block: Berserk be too much?

As for replacement ideas, there's always the option of a Hero Shield. (http://www.youtube.com/watch?v=58nj4v6QsY4)
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Shields 1.]
Post by: RavenOfRazgriz on May 27, 2011, 02:59:35 pm
Honestly, alternatives to Buckler/Bronze Shield/Round Shield/Mythril Shield are where I need to help, Mr. McSkippicutty.

I could invert the tree, but remember that "Ice" now encompasses all of Ice and Water, so being weak to Lightning is pretty fair.  You're reading that comment correctly, but the actual Venetian Shield and Kaiser Plate would be gone, so it'd not be "something common found better as a rare" but rather just outright two more common Shields that emulate the empowering concept of Kaiser Plate and make it easier to balance my design OCD.

Now Earth or Wind Shields because I don't have enough.  I was converting Round Shield and Mythril Shield into them, but when I looked at how that would affect Shield Unlock rate, I didn't like it.  I can, but that means taking at least one of the Rare Shields down to keep the scaling going.  I'm honestly probably going to be cutting into Rare Shields at this rate, this mess needs a fixin'.

Diamond Shield actually came first.  Round Shield is kind of a piecemeal offering to help give PA boosts earlier on.  In the same vein, Aegis Shield (obviously) came before Mythril Shield, which is why I'm trying to bump off Round Shield, Mythril Shield, etc and not their higher cousins.  I'm not sure I see the need to buff Aegis Shield though, its primary purpose is to be that Shield that boosts MA.  I could give it more P-EV maybe, though.  Escutcheon II is obviously uber evasion - but that's all you get, and with how I plan to rework evasion (100% functional on front, 50% functional on sides, 0% functional on back), you can still get to the side as and use positioning to overcome even the sturdiest evasion tank.

How would I animate a Hero Shield though?  I guess I could replace one of the Shield battle sprites with Teta...
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Shields 1.]
Post by: RavenOfRazgriz on June 05, 2011, 10:13:26 pm
Big update:

Pokeytax said he intends to fix ALMA's display errors, so I've begun making use of it for HP/MP related things, and will be slowly editing things existing here to further incorporate it.

Shields saw a big overhaul due to this, with a nice shuffle that only leaves me with Buckler and Bronze Shield as needing changes now.  I've also posted all of both Helms and Armor after spending some time reworking my HP scaling to compensate for both the above ALMA shenanigans and my lower WPs from the last time I checked it over.  I need some ideas for the third to fifth sets of armor (Iron Helm/Barbuta/Gold Helm, Iron Armor/Chain Mail/Gold Armor) still, though.

All the info is where you'd expect it to be in the OP.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Shields + More.]
Post by: The Damned on June 09, 2011, 04:18:59 pm
(Whoops. This is what I get for putting stuff off for a bit.)

I'm rather liking the changes to Mythril and Crystal Shields. I'll have to look at that Helmets and Armors when I get back since I have a bit of stuff that I need to do before I leave for my appointment.

I might as well respond to this, though, given that I had intended to respond to it like a two weeks ago.

Quote from: RavenOfRazgriz on May 27, 2011, 02:59:35 pmHow would I animate a Hero Shield though?  I guess I could replace one of the Shield battle sprites with Teta...


Perhaps. Aren't there also those doll sprites that didn't end up getting used? I really need to look over weapon sprites again beyond the ones that actually got used. It's been a while since I did that, if I ever even did that in the first place....
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest Update: Shields + More.]
Post by: RavenOfRazgriz on June 09, 2011, 05:19:00 pm
It's cool, take your time.  I've hit a bit of a rut working on Hats/Clothes/Robes anyway.

The doll sprites, eh?  Could be humorous...
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Shield to Clothes.]
Post by: RavenOfRazgriz on June 13, 2011, 09:26:03 pm
Boom, big update time.

Added a few new Gauntlet concepts.

More Shields dickery, including some minor reorganization and introduction of the Gaia Shield and Gust Shield.

Helms and Armor reorganized, all slots filled.

Added Hats and Clothes.

Main issue is names, a few of my Helm/Armor set names (specifically Shadowed and Terrain) are incredibly weak and could use being redone, and I have a Hat/Clothing set with no name currently.

Big change: Robes no longer exist.  They were identical to Clothing in every regard except that one or two armored classes could use them, so I merely combined the two together.  The unused space will go to new pieces of unique clothing, and possibly more unique headgear as well if I can get turning armor into headgear working properly.

More updates to come as I go over weapons with some ALMAfication later.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Shoe/Ring/Armlet/Cloak]
Post by: RavenOfRazgriz on June 16, 2011, 04:39:15 pm
Started up a few basic Shoes/Rings/Armlets/Cloaks.

Did them off the top of my head instead of using my notes so I've probably got more lying around here somewhere and better descriptions for some of the ones I did post, but it's a start.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Shoe/Ring/Armlet/Cloak]
Post by: The Damned on June 17, 2011, 04:51:10 am
(Well, might as do something with my insomnia.)

I finally get my lazy ass around to typing up a reply to the latest updates like I said I would. Now if only I could do that with my own thread...:

1. Gloves: I'm guessing everything after Magician's Glove is new? Admittedly, Sturdy Gloves is (are?) the only thing I'm sure wasn't there before. The description for it seems a bit odd given everything else is meant for battle, but whatever works.

2. Shields: Rather liking the new shields and the adjustment to Luster Shield. I don't know why I didn't immediately think of the concept for a Dragon Shield given how much other crap in my patch has +1 Jump. Although maybe that number is why I didn't....

3. (Shadowed) Helms: Not sure how I feel about Shadowed Helm or Terrain Helm even before the main issues. Shadowed Helm in particular is rather "troubling" because the description makes me think that it relates more to blindness or even the obscure "Longbows have an accuracy penalty at night" mechanic that rarely pops up. Not sure I can think of a better name considering I'm not even sure what it's trying to do--then again, I haven't even been able to think of a suitable name for Blue Mage still. Additionally, I highly doubt that I'm decent at making names given the names for most of my equipment pieces at present.

Also, +36 HP seems a bit low for how common Fire probably still is and how hard I recall you saying you want that element to generally hit. Maybe you think the strengthening Dark aspect merits it, though.

Enough about that Helm (for now), though. The other helms seem fine and I rather like Vicious Helm, but at present that's all I can say with regards to Helms (or any +HP equipment) in a vacuum.

4. Hats: Hats seem fine. I like Calm Cap. I'm not sure about the unnamed hat. Perhaps some type of metal headband like the ones male Geomancers wear?

5. Armor: I find it odd that the armor HP is in increments of 17, but I'm sure there's a reason for it.

Beyond that, the Shadowed Armor's HP here makes a bit more sense, though I'm not sure I understand internal connection between the three sets of Shadowed, Terrain and Storm equipment outside of the obvious inversions here. In this case, Shadowed and Terrain's weaknesses are really odd, especially Terrain Armor's; yes, I know water counts as terrain, but given how little that actually tends to show up in significant areas.... Then again, to me, a "set" is two or more items that either directly compliment each other or cover up each others' weakness(es). (Those or adds another weakness if the set would be otherwise OP). These three just seem like they make it more likely you'll kill yourself if you miscalculate your AoE and get your spell redirected or something, which I guess isn't necessarily a bad thing in a tactics game. However, that's still kind of a weird motivator to be staring the player in the face so directly.

Otherwise, Righteous Armor like Vicious Helm is likable enough, though unlike Vicious Helm's Fury, I'm still not sure how I feel about the "new" Will mechanic.

6. Combining Clothes and Robes: I guess I can see why you would do that since even though it never occurred to me and I'm not sure I'd ever adopt it, yeah, Robes were largely superfluous as they were. (Well, outside of being pretty much the only sources of substantial MP, even though Faith-based and MP-based magic gets blown away by Draw Out and Geomancy in vanilla and most patches still.)

7. Clothes: Nothing much to say about these except noticing the same weird prime number increment increase, this time it being 11. I can't really think of a suitable "model" for the nameless set of clothes at present. Maybe some type of darker or sneakier garb like one worn by Ninja or something?

Like Righteous Armor and Vicious Helm, I like Calm Cap more than Clear Gear, though at least Clear Gear helps to avoid the "Confusion turns the AI into a buffoon" problem.

8. Shoes: I have nothing to say about shoes since I'm not a woman. [/needless misogyny]

More seriously, though, I didn't think you would recreate Sprint Shoes (or so many other Speed +1 items) since you seemed to be trying to make a Speed a lot more constant.

In addition to that, Battle Boots and Magician Shoes seem like they'd better than Spiked Boots in most instances, especially with all that other Dragoon gear.

Still, these are decent enough starting places.

9. Rings: These don't seem to fit any sort of pattern. I'm not sure really sure I feel about them, though it is nice to see that you tried to make Cursed Ring more worthwhile. Always: Poison seems a bit much, though. If anything, Cursed Ring probably could stand to lose the Speed boost and gain an HP boost since you can't resurrect Undead (unless you found a way around that), which means that there's always half a chance that you won't get your Undead unit back when it goes down (to a couple of unavoidable X-Potions).

10. Armlets: These seem fine. Really not much to say about them outside of the fact that I still find the whole "Resist and Weak to make something always neutral" thing a bit odd. But, hey, if it works....

11. Cloaks: A good start. I thought you already had more than three ideas for these. In fact, didn't I take two of these from you like a year ago when you gave a whole bunch to philsov for ASM'd? What happened to those? (Oh, right. Your hard drive crashed.... Damn it. I still have to back my stuff up.)

12. Not for Ivalicians?: I'm curious, so I'll ask just in case I may know: How are you going to make these items ones that only (Sector 7) Cloud can equip?


I think that covers everything for new for now.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Shoe/Ring/Armlet/Cloak]
Post by: RavenOfRazgriz on June 17, 2011, 12:48:18 pm
@Gloves:  That's about right.  They need some more design work and WP balancing, it's just right now I'm more tossing ideas on the wall.

@Shields: The Dragoon Shield took me ages to think of myself for it being such a simple and obvious thing, honestly.

@Helms: The Shadowed and Terrain sets could do with new names and descriptions entirely.  Those are really just mock descriptions.  The weakest set being related to Fire is because Fire is the strongest Elemental in terms of damage - giving up health for more power, etc.

@Hats: I was thinking that for the unnamed Hat/Clothing, relating them to the Geomancer even though the class itself was removed.

@Armor: Same deal, the name scheme needs a redo at some point.  They increment in 17s because that gets me the HP parities I wanted between Helms/Hats/Armors/Clothes.  How are Shadowed and Terrain's weaknesses odd?  Like you said, they're inversions - the Helm makes you weak to one element and boosts the other, the Armor boosts the other and makes you weak to the former.  Slap on a Flame Sabre / Ice Brand / Coral Sword + Luster Shield / Gaia Shield / Gust Shield or some other combination of Weapon + Shield to absorb both elements you just made yourself weak to while boosting your weapon's offense element.  The "Will" mechanic is technically not new - it's just renamed Faith with the removal of all non-Faith MA skills.

@Combining: That was basically my thought set.  All that was lost was Knights/Samurai being able to equip Robes for MP, but the Mythril Armor set already meets their MP needs and the Circlet/Carabini Mail set meets their MA needs so it seemed superfluous to keep Robes around.

@Clothes:  The 11 HP tiering is the same as the 17 HP one - it created the parity I wanted.  Calm Cap and Clear Gear are mostly meant to stop mages from losing their Charge to status (Confusion/Berserk, +Don't Act if you wear a Diamond Shield) at the cost of MP and MA.  Then again, protecting from Confusion in 1-player without making the AI actually attack Confused units isn't the greatest, true.  ->Eyes Loss strategy.

@Shoes: I'm keeping Speed +1 at huge costs.  Notice how related gear gives nearly 0 HP, etc.  Haste also only gives a flat +2 Speed, so that aspect of Speed whoring is weaker too.   Maxing Speed results in a unit working essentially off its base stats.  As for Spiked Boots not being useful, a lot of classes only have 2 Jump now, and 2 Jump -> 4 Jump is a huge boost compared to 2 Jump -> 3 Jump and 3 Jump -> 5 Jump (as it would be in Vanilla).  You can use one of the Dragoon gears and Battle Boots instead to get +2 Jump (eg), but that means you've given up one of your armor perks to get away with Battle Boots or something else, and inverse if you stick with Spike Boots and take a different armor set.  There's more than one way to skin the cat, but that's intentional and true for most things in Redesign, with each having different perks.

@Rings: They're mostly set to a "Save Fading Life" pattern, to use Auto Battle AI as a category.  Cursed Ring itself is meant to be "a bit much", offering the largest boosts for the largest drawbacks.  As for Undead - anything that's Undead cannot be inflicted with Crystal or Treasure in Redesign, meaning they always come back to life when the turn counter runs out.  This is why Undead normally wears off on death when its inflicted to a unit.  I'll probably toss in some HP/MP bonuses though.

@Armlets: That one's mostly a "Why not?" idea honestly.  I have tons of Accessory space and with the emphasis tossed on Elements, something to go "Fuck Elements" seemed appropriate, especially since 1.25 x .75 only comes out to .90 or so, meaning you do actually get a small defense boost from it with my new number setup.

@Cloaks:  I still have that file actually, I just didn't have it open when doing that update.  I think I would've scrapped most of the remaining concepts anyway, honestly.  I'll need to look through it once I get my emachine working properly again.

@Not for Ivalicians: Flag/Graphic trickery.   They'll be a Hair Adornment / Robe / Gauntlet (accessory type Gauntlet) with the graphics of a Hat / Clothing / Armlet.  I'll likely do similar with the Enhancer.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Ring/Armlet/Incense]
Post by: RavenOfRazgriz on June 21, 2011, 02:48:10 am
Heavy updates to Rings, Armlets, and addition of Incense Accessories.

Rings now affect your Elements.  Armlets now affect your hard stats in some way (PA/MA/HP/MP/etc.)  Incenses each block a single Status.  

I removed Earth Clothes and Wind Tunic to try and curb people being able to absorb tons of elements at once.  After some overhauls, Shields and Accessories (and maybe a couple Swords, undecided) will be the only things able to absorb elements, meaning a maximum of ~2 Elements being absorbed on any one unit at maximum.  In the places of the removed items are the Demon's Sash and Maelstrom Coat, with the Black Hood and Planar Pin replaced by the Demon's Hairpin and Maelstrom Hood.  This makes Clothing the only Item capable of granting an Elemental Resist not paired with an Elemental Absorb of some kind.

Next will probably be me fleshing out Mantles some, then moving on to finishing up weapons and fleshing their Elementals out some.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Ring/Armlet/Incense]
Post by: The Damned on June 21, 2011, 10:01:01 pm
(Maelstrom Coat has its resists listed twice.)

I guess I'll list things like how I listed them last time since that seemed to work:

1. Elemental Absorption Limitation: I approve of this. I think I realized the same problem with some of my equipment, though my equipment as a whole has quite a few problems, so that isn't surprising.... Not sure how necessary it ultimately is, though.

2. Rings II: Due to Pearl Ring, I had to check again that you were using the "all White Magic is Holy element" design that I had used but then decided against. Otherwise, I suppose these work.

3. Armlets II: Pretty much the same as before except with Focus Band now, so there's nothing for me to say.

4. Incenses: I'm really not sure how I feel about accessories that block only one status yet at the same time I can understand why you're doing it and why it should be done in at all some instances--you've seen how bloated some of my accessories are. Well, that's something of a lie: I usually don't like the idea of an accessory that only blocks one thing, but considering all of your accessories are minimalist, this means that they won't get outdated at all. I was surprised you didn't have one that blocks Death Sentence...and then I finally realized, after all these months, that you apparently don't even have Death Sentence status anymore.

Also, are these supposed to be named after actual plants? Because the only I recognize at all is Aloe. If not, then good job making them sound like actual plant names.

5. Dragoon Shield: Well, I feel slightly better about that now then. Slightly.

6. Shadowed Helm: I am aware of that, which is why I was asking why Shadowed Helm, the strengthening Helm with the lowest HP, is weak to Fire. In the case of Shadowed Armor, it makes sense for that to have the least HP, but using Shadowed Helm seems like it's just asking to get nuked unless Dark element is really good, which is what I was getting at.

7. Geomancer Equipment: Well good to see that worked out. It's weird that I even suggested it since, now that I think about it, I don't think I have any Geomancer-related equipment despite a lot of my equipment being based on classes....

8. Speed: I wouldn't have any problem if all related gear gave no HP, but that's probably draconian, especially with the change to Haste as well. Does that mean Slow is -2 Speed now then?

9. Flag Trickery: I "see". Not that I understand. Also, Enhancer?
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Ring/Armlet/Incense]
Post by: RavenOfRazgriz on June 21, 2011, 11:22:55 pm
@Maelstrom Coat: Fixed.

@Element Absorb: I don't want people to be able to go "I absorb all of Martial Arts along with Fire and Ice, have fun with your low-damage Wind and Lightning spells!"  Honestly, you can still do the latter (sans Machinegun Punch) due to Emerald Ring and Gaia Shield combination, so I need to meditate a bit on their skill spread.  This was the main reason I originally intended to not have Earth/Wind shields, but leaving them out felt cheap.

@Armlets: Focus Band was already there.  The old Rings being moved to Armlets was the change.  Probably dropping Angel Ring though I think.

@Incenses: Bad Status is the primary gimmick of the Oracle, the secondary gimmick of the Dimensionalist, etc., so I don't want huge amounts of Status resist.  It'd be like allowing you to absorb every element in the game when making a skillset like my Samurai uses - the entire thing becomes completely useless.  The Incenses basically follow the same rule - and since they take your Accessory slot, offer you the widest range of Status Block to choose from, which you can then supplement with Clothes/Armor/Shield, and probably Weapon when I get back to updating those again.  So in total, you'd be able to block 4-5 Statuses with full dedication, not enough to fully obviate a Status-based skillset but enough to be very worthwhile because of the number of classes that take Status as a secondary or tertiary role.  No Death Sentence proc because I've done something cool with it.  It's going to be a "bleed out" status that causes the target to die instantly next turn, but can be removed by anything that restores HP or removes bad status, possibly sans Potions.  It's one of the "new" toys that bosses and certain monsters will have at their disposal.  The names are actually a homage to a game Celdia used to play ages ago.  (I've actually never played it!  I'm now officially referencing things I barely know anything about!)

@Dragoon Shield: I think your equipment list gave me that idea?  I'm not sure entirely.  I think I looked at it, went "eh" when making my initial Shields and thumbing through old files and random sources I had, then when I needed a Helmet/Armor/Shield set I remembered it and made an entire Dragoon setup since I intend to make Jump use the Jump stat as one of its factors and base 2 Jump on most armor classes makes the Jump boost actually desirable.

@Shadowed Helm: It's because it and Shadowed Armor are a set.  Notice they're directly inverted, and are the third Helmet/Armor set the player gains access to.  (The first set they'll see in Chapter 2.)  All the Helmets/Hats/Armors/Clothings are in the order they'll appear, 2 in Chapter 1, 3 in Chapter 2, 3 in Chapter 3, 3 in Chapter 4.  Shields are also that way, though they'll be 1-2 in Chapter 1, 5-6 in Chapter 2 (due to Element Parity), 3 in Chapter 3, 3 in Chapter 4.  Which reminds me, I need to get to removing Genji Shield since Elmdor doesn't have 3 arms...

@Geomancer Equipment: I think the worst part is I don't even have Geomancers anymore, and I'm likely removing the Geomancy Support.  It just seemed like a fitting thing to do since they're the mixed clothing wearing class in Vanilla.

@Speed: Slow will be -25% Speed, otherwise it'd be biased to raping already slow units while not doing anywhere near as much to faster ones.  It still sort of is at -25%, but not as heavily so.  I'll probably raise base speed from 6-8 to 8-10 then muck my CTs a bit as needed so that the Speed+ gear won't be as jarringly effective.

@Flag Trickery:  Basically, the Ribbon will be a Hair Adornment as far as the game knows, but cosmetically, the player won't be able to tell it's just another Hat.  SOLDIER Garb will be a Robe, but the player won't be able to tell because all the cosmetics will say it's Clothing.  Materia Bangle will be a Gauntlet [Accessory Type, think Power Wrist and co. and not the weapon type I added], but all cosmetics will scream "Armlet! Armlet!"  Enhancer is the bottommost rare Greatsword on my list.  It's the stand-in for Materia Blade, and the weapon Cloud is most likely to be wielding when he goes comatose at Mideel.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Ring/Armlet/Incense]
Post by: The Damned on June 22, 2011, 02:18:26 am
(Part of me feels guilty for the lengthy back and forth with being unable to be brief.

The other part of me just keeps typing.)

I see. Needlessly lengthy response activate!

Form of, sleeping-inducing wall of text:

1. Armlets III: Ah, I stand corrected. Thanks.

2. Incense II: Fair enough. Like I said, I can understand why it would be done and it certainly seems like it would work if you're being minimalist about all other accessories. I'm still just wary of it, even if I may end up stealing it from you later (but only if I completely overall my equipment...which is possible) like so many other things.

3. Bleed Out: Hunh. Sounds like the Heat status from FFIX that I was vaguely considering when trying to think of possible new statuses...before I realized I couldn't even understand rudimentary coding. Sigh.

Anyway, good luck with that.

4. Dragoon Shield II: Even without double checking, I can safely say that I don't have anything like Dragoon Shield (among my shields). So, no, as much as I steal from you, you didn't get that from me.

5. Shadowed Helm II: I'm aware of the inversion because of it being a set. My concern was more the HP on the helm seeming too low because of Fire's already noted strength, even after Weak and Strengthen lessening. However, it's not a huge issue and I am content with seeing how it ultimately plays out.

6. Genji Shield: Of course Elmdor has three arms. He has super version of Asura for a reason, after all.

7. Geomancer Support: Do you mean the Geomancy Support that's like the one from FFT:A? Or do you mean the skillset that you planned to change into a Support? If the latter, why did you plan to get rid of it?

8. Slow: Ah, I see. That's probably for the best and makes me feel slightly better about wanting to make Haste and Slow do +25% and -25% Speed respectively.

9. Flag Trickery: Ah. I should have suspected since I think I was intending to use the same "trick" for something in my patch (that wasn't character specific, maybe); I forget. Good attention to detail with the Enhancer thing, especially since Materia Blade and a few of his other swords are far more well-known. (I'm guessing Mideel is the part where he ends up falling into the Lifestream eventually? I've forgotten given how long it's been since I've played FFVII and having no present desire to revisit it among other things.)
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Ring/Armlet/Incense]
Post by: RavenOfRazgriz on June 22, 2011, 02:38:48 am
@Dragoon Shield: It wasn't you?  Well fuck.  I know I stole that idea from somebody.

@Shadowed Helm: That's kind of the idea, like I said.  Being hit with a Fire skill isn't as common as other things because they're still slow to charge, so you're at far less risk of suffering due to your Fire weakness.  Honestly, with the raw power of Fire-related skills, if someone's using a max damage setup, chances are you'll get obliterated even without the Weak: Fire because of the fact it's tier 3 Helm/Armor HP to begin with.  In this regard, the Weak: Fire/Dark on the Shadowed set is honestly kinda negligible since Fire is so strong it'll walk you anyway if it actually wants to and Dark is mostly percentage-based skills.

@Genji Shield: I loled.  I'm probably making it into the Buckler.  First shield available after Escutcheon, 8/8 evasion, innate Monkeygrip so anyone can use it.  Don't want to do that with the Escutcheon itself else parity will force me to do it with the rare Escutcheon.

@Geomancer Support: I mean mine with it accessing Geomancy skillset.  Draw Out already allows for access to an MA-based skillset, and removing it gives me a huge pile of skills to make use of for other things.  The AI can also only "remember" 34 skills at a time, and I want it to be able to use up to 4 skillsets + innate Defend + innate Charge, so I need to stick to my thin skillsets to ensure the AI never breaks its cap of skills it "knows."

@Slow:  I didn't have Haste be +25% for the same reason I didn't make Slow -2.  It's weird, but that's how things usually go.  Hard addition and percentile division are the best means of balancing boosts and decrements respectively, I find.

@Flag Trickery:  You're thinking of the correct scene.  The idea of the Enhancer was actually Hana's when I spoke to her on IRC elevenetybillion years ago.  She's not been around for ages though.  It is a nice piece of detail, though, yes.  I'm thinking of scouring for the proper Bangle Cloud would have been wearing as well and renaming the Materia Bangle.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Random Weapon Touchups]
Post by: RavenOfRazgriz on June 24, 2011, 05:16:12 pm
Random update: 2 new Greatswords, 2 new Spellswords, 1 new Wand, Genji Shield replaced with the common Buckler, and random touchups in Swords and Katanas to uniform them to my new Shields/Bodygears/Headgears a bit better.

I'm still unhappy with a few things.  Spears I need to look at, I want them to be a Tank's anti-Tank weapon, to contrast Axes, which are more an aggro unit's anti-Tank weapon.  Spears/Bows/Crossbows really just need a design niche in general, and I need some more elements up this bitch without them feeling forced.  It's starting to feel polished finally at least, I think.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Random Weapon Touchups]
Post by: The Damned on June 25, 2011, 04:58:38 pm
(While I'm not exactly the paragon of having my stuff together, I don't think it would be hypocritical of me to advise that perhaps you say what weapons got added or changed if there's specific ones. I'm certainly not a paragon of memory.)

Yeah, weapon niches are...difficult, but I think that you're more on track than most other people. Certainly far more on track than me--not like that's saying much, though.'

As for what I can tell is different at present, I suppose I'll comment as best I can before I disappear for the entire weekend in 10 minutes:

1. Vigor and Magus: I'm kinda surprised they don't have the same weapon power and that, if one of them did happen to have less weapon power, that one that grants HP isn't the one's slightly weaker. I mean, it makes for sense for Vigor to have more power given that it presumes that unit using is going to be a close range, I suppose. However, HP is always going to be more valuable than MP (except in cases of stupidly broken things like MP Switch) and I haven't really seen anything so far that has shown me that any class that gets a Greatsword innately has that much use for MP.

2. Windweaver and Earthsplitter: These are more along the lines of what I expect when you say that you add a pair of something considering our agreement on patterns and you being able to get away with it far more with your minimalism. I must confess, however, that even having been around when LastingDawn was working on Mercenaries, I'm still not seeing the "point" Spellswords in this patch.

3. Guardian Wand?: I'm guessing this is the new one? I must admit that I can't say I really like it, which is one of the few weapons I can say that about presently. It just seems odd for a wand to have NO special properties. Oak Wand can at least get away with it because it's the most basic Wand and Black Wand at least has elemental properties. Guardian Wand having the most WP and the only W-EV doesn't seem like much considering....

4. Tri-elemental?: ...Wait, you made something tri-elemental? How's that going to work? Did you or FDC figure out a way to split the damage on multi-elemental attacks or something? Because that would be excellent.

5. Buckler: Looks interesting. I'm a bit wary of it given Innate: Monkeygrip might lead to stupid things, but I'm usre you're on top of things like that, so there's not much else to say about that.


I'll have to look over Swords and Katana later.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Random Weapon Touchups]
Post by: RavenOfRazgriz on June 25, 2011, 05:31:42 pm
@Vigor and Magus: I forgot to adjust the WP, Vigor actually is supposed to be the weaker of the pair.  As for Greatsword classes needing WP, I have a draft of a Paladin-like thing I'll be including that'll need a decent sum of it, and there's always people who wish to run their Knights with things like White Magic or Divination Magic secondary, which will also need solid MP pools to work well.  The Knight's own skills also have small costs, which do end up adding up over time if you're not handling it somehow.

@Windweaver and Earthsplitter: I'll be straight up - Spellswords exist in this patch because of the Moonlight and Luster Sword.  It's less of a true weapon class and more of an extension of Swords.    I'd like to give them their own definition with time, though.  They'll probably begin finding it as I get my Paladin-like class sorted out and re-distribute weapon pools again.

@Guardian Wand:  I should've clarified which weapons were new, but I was kind of distracted at the time.  Channeling Wand was the newest one, actually.  Guardian's Wand main purpose is to give a magic user who wants to use their Attack Command aggressively a proper Wand option.  Its "feature" is meant to be the W-EV - since these are the literal "I'm a stick!" kind of Wands, the implication is this one can be quickly used to throw up a barrier and block attacks (W-EV) as its "feature."  I'll likely give it a small HP bonus as well though.

@Tri-Elemental: No, it works how it does in Vanilla - it has all 3 Elements, but if you affect any of them in a certain way, the entire damage total is affected.  Black Wand's particular claim is that its boosted by either Hat choice and fits snugly in several different Elemental Absorption strategies, whereas weapons like Coral Sword or Windweaver aren't as flexible in the strategies they fit in.  (Basically, you can have your Wizard with a Black Wand then your team's Elemental Absorption can be spread between Fire/Ice/Lightning and he can heal them all easily, whereas Sword users are stuck picking a single Element or only being able to heal specific members.)

@Buckler: Not much can come from this Innate: Monkeygrip since one of your hands are already taken.  Its meant to be an atrocious default Shield for anyone using a Two Hands Only weapon or the Doublehand Support ability, though I may remove it.  Part of me likes that fact, part of me feels like it defeats the point of Two Hands' disadvantage.   I'm a bit stuck on a decent Shield concept that can settle for being 8/5 and being available at Chapter 2 Start, though.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Head/BodyGear Fixes.]
Post by: RavenOfRazgriz on August 06, 2011, 08:25:54 pm
Minor update:  Helmets/Hats/Armors/Clothings had their HP scalings tweaked because I realized my HP cap had dropped by 150 points somewhere.  Hats now scale in multiples of 10, Clothes 12, Helmets 14, and Armors 16.  Because I closed the gap between Head and Body again, Take/Shatter Armor have returned as usable skills.  To cover the gap not covered by the above changes, Crystal Shield was also upped to +60 HP, and the Vital band was upped to +80 HP, though these additions won't be too harsh on the overall HP scaling because they'll both appear around the times the player is also getting or expected to be getting a solid buff to their damage output as well.

Going to rework some other things later.  I really want to condense my 5 Element Shields into Storm Shield / Shadowed Shield / Terran Shield. (Terrain Gear is changed to Terran Gear, random aside, not reflected in the OP currently.)  The problem is that this feels like it'll step on the toes of the Luster Gear, mostly because Shadowed and Luster overlap on Dark Element.  ...Eh, probably do it anyway.  Means I'll also need more Shield concepts.  Again.  I'll also probably change Circlet and Carabini Mail to Aegis Circlet and Aegis Mail to make that reflect being a "set" as well.  Thoughts on Shields and more general gear is much appreciated.

Next update will include anything decided on with Shields, as well as more WP refining based on my finalized changes and calculator cramming in the Job Thread.
Title: Re: Final Fantasy Tactics: Redesign Main Discussion [Newest: Head/BodyGear Fixes.]
Post by: RavenOfRazgriz on August 10, 2011, 03:33:51 am
HUGE UPDATE:

All gear info replaced with spreadsheet screenshots for easier browsing and editing.

MANY Items reworked, Elemental distribution fixed, etc.  Many item descriptions were also made far less clunky and shitty, and names were also fixed where possible.  All elemental cycles LOST their parity.  Mechanical edits: Positive multipliers such as ATKUP will now sum and then perform one multiplication, so what used to be a boost of value*1.25*1.25 is now only a boost of value*1.50.  This is to help smooth out the high-end damage curve.  Also, if a move that decreases a stat such as CT, etc. is Elemental and Absorbed, that decrement becomes a bonus instead.

Dagger gained Steal Gil. Stun Knife now inflicts Immobilize over Slow, Ninja Knife inflicts Slow over Immobilize.  Daggers reordered and WP stabilized some.  Hidden Knife is now a Lightning weapon.   Iga and Koga Knives are pair Earth/Wind Ninjato as usual, however one is Earth Elemental and inflicts Damage/2 MP Damage, while the other is Wind Elemental and inflicts Knockback.  While they work as a nice combo, they don't Element Boost, so there's no penalty to only using one of the pair.  Swords heavily reworked.  Element Swords, Ancient Sword, Sleep Sword removed, Sword tiering and WP completely redone.  Diamond Sword became Behemoth's Tusk.  Paladin Sword (damage as healing) added.  Onyx Sword added as a generic damage weapon.

Rare Greatswords no longer Boost Elements, but now are set to be the elements they once boosted (usually Holy).  WP down on rare Greatswords, HP and MP bonuses up on Vigor and Magus.  Valkyria added, which gives Auto-Refresh, which is an MP Regen Status.  Osafune now drains MP, weapons such as Blood Sword and Muramasa now only restore half their damage to HP.  WP reordered some, Murasame turned into a proper healing blade.  Executioner Axe added, procs shifted to make room for Shatter Armor.  Rare Shattering Axe that deals Shatter Weapon added.  Statuses broken by each of the three status-breaking axes shifted around some to reflect changes to the status tree and to-be-made changes to Ranger, Thief, and Knight.  Dual Element Storm Brand, Terran Edge, Shadow Sabre added to Spellswords, each with a unique proc.

Wand tiering and WP adjusted.  Catalyst Wand added over Wizard Wand.  Black Wand now gives +2 PA to allow cross-tree setups like most physicals have access to.  Gun power adjusted.  Crossbows shifted and adjusted.  Comet Crossbow added.  Longbows no longer appear in Chapter 1.  Magus Bow removed among others.  Long Bow replaced with Compact Bow.  Shock Bow and Icicle Bow added.  Mythril Spear and Obelisk replaced with Air Glaive and Frigid Spear.  Holy Lance now gives HP and MP over Auto-Reraise.  Whale Whisker now gives HP over Auto-Regen.  Heptagon Pole now attacks as All Elements instead of Boosting them.  WP for both Polearms and Poles heavily edited.  Gauntlets gained proper WP values and became PA*WP.  Many Gauntlets saw huge edits in their effects.  Power Glove replaces Genji Gauntlets as the rare Gauntlet.

Shields heavily edited in spots.  Old Element Shields canned as well as Buckler.  Storm Shield, Terran Shield, Shadow Shield added. in their places.  Genji Shield re-introduced.  Kaiser Plate and Venetian Shield still need replacing eventually.  Heavy armor given heavy flavor reworks in some areas, elemental heavy armors re-ordered.  Elemental clothes saw edits in which elements they affect.  HP scaling for Helmets/Hats/Armors/Clothes redone.  MP scaling given mockup values far closer to what the end values will likely look like.    Rings no longer Resist the element they Absorb.  Angel Bracelet removed.  Feather Cloak, Dracula's Cloak, Vanish Cloak added.

That... should be everything.  Gear is likely hitting a place of near-completion outside of more things being added now.  I've become very happy with almost all of it now.