• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 24, 2024, 06:48:13 pm

News:

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gaignun

361
FFT Arena / Re: FFT Arena Beta 138c Download
September 07, 2012, 11:57:29 pm
Spotted another inconsistency: Steal Accessory is being modified by P-EV in-game.  The master's guide indicates that it isn't modified by anything.  Which is correct?

Edit: Could I get confirmation on Short Edge's Oil proc rate, if it isn't too much trouble?
362
FFT Arena / Re: Team Design Tool
September 06, 2012, 03:50:57 am
Version 1.02 is released.  I don't have time to perform in-depth troubleshooting, so there are bound to be a few bugs in light of all the changes 1.38 brought.
363
FFT Arena / Re: FFT Arena Beta 138c Download
September 02, 2012, 10:12:01 pm
I think it actually works when being targeted, like Dragon Spirit.  I'm not completely sure, though.

Quote from: The DamnedACCESSORIES
1. Diamond Armlet says it Absorbs Earth rather than Nulling Earth.


I believe that's intentional.  It complements Defense Ring and Magic Ring, which absorb Water and Wind, respectively.
364
FFT Arena / Re: FFT Arena Beta 138c Download
August 30, 2012, 12:18:53 pm
That's true.  It seems preserving HP is of highest priority.  It will use antidotes without restraint to cleanse poison, but won't bother to cleanse blind.  Currently, your best bet to remove blind is to hope you get inflicted with a second ailment that is more significant to the AI, then be targeted with an ability that cleanses both at the same time.  If only I had the time and skill to rewrite the AI, the things I'd change...
365
FFT Arena / Re: FFT Arena Beta 138c Download
August 29, 2012, 10:13:50 pm
Attacker: Thief, 10 SP, 70 Fury, Romanda Gun

Target 1
Target: Thief, 70 Fury, Protect, Neutral compatibility
Damage: 11

Target 2
Oracle, 40 Fury, Defense UP, Good compatibility
Damage: 7

Target 3
Ninja, 40 Fury, Neutral compatibility
Damage: 23 (did 0 when executed, and I have no idea why)

Target 4
Squire, 40 Fury, Bad Compatibility
Damage: 15 (did 31 when executed - could have been a critical hit)

Target 5
Paladin, 70 Fury, Neutral compatibility
Damage: 33

Damage is as reported in the UI when targeting to avoid considering critical hits.

Hawk's Eye aside, I noticed Mage Masher has 5 W-EV in the formation menu, not 15 W-EV like all other daggers.

Also, can you double-check whether Antidote removes Blind?  I'm noticing thieves with Antidote choosing to attack, and even do nothing, rather than cleanse themselves of the status effect.
366
FFT Arena / Re: FFT Arena Beta 138c Download
August 28, 2012, 12:27:00 am
While you're at it with Lionheart, you might as well fix -ton's evasion modifier as well.  It's taking P-EV at present.

Edit:
Hawk's Eye's damage still seems off.  An archer with 11 SP, 60 Fury, and a Romanda Gun (10WP) is doing 9 points of damage to a neutral-compat thief with 70 Fury and protect.  I would expect 69 damage in this case.
Further, the same archer is doing 7 points of damage to both a neutral-compat bard and a best-compat priest with 40 Fury and no protect.

Oddly, Hawk's Eye deals the correct damage when a thief uses a Main Gauche, which also has 10WP.  Maybe this has something to do with the Archer job class.  I'm noticing my emulator crash often when archers begin their turn.

Also, Repel Knife is adding Blind instead of Haste and Don't Act.  Seems it's still using Blind Knife's effect.
367
FFT Arena / Re: FFT Arena Beta 138b Download
August 26, 2012, 06:05:01 pm
Unrelated question:  Has anyone managed to build a non-Thief that consistently uses Quickening?  To test the AI, I built a Mediator with a magic gun that is absorbed by the half the opposing team and no skill other than Quickening.  She shoots at one half until they're dead, then does nothing at all.  Thieves, on the other hand, seem to have no trouble using Quickening when there's nothing else to do.  I haven't tested rigorously yet, but it's probably less of a bug and more of an undesirable AI quirk.
368
FFT Arena / Re: FFT Arena Beta 138 Download
August 24, 2012, 10:42:24 pm
Quote from: FFMaster on August 24, 2012, 07:56:43 pmEDIT: As an alternative, I can disable the battle effects but keep the visuals of weather.


That would be just as good. 
369
FFT Arena / Re: FFT Arena Beta 138 Download
August 24, 2012, 07:49:59 pm
Quote from: FFMasterNeed link to no weather hack.


Would an edited 1.37b PPF file do?

http://ffhacktics.com/smf/index.php?topic=8647.20#msg172047
370
FFT Arena / Re: FFT Arena Beta 138 Download
August 24, 2012, 06:11:09 pm
Quote from: Barren on August 24, 2012, 08:57:44 am
Also, Koutetsu has a infinite vertical range somehow. Did a test at the gate of Lionel's castle. TL's wiz teleported on top of the gate and did a Koutetsu even though she was clearly no where near anyone


Did she target it off the ledge?  From what I can tell, it's the targeting that has infinite vertical.

Quote from: FFMasterwhat's wrong with the Steal descriptions?.


Heretic, Back Luck, Spellbreaker, and Quickening have Holy Explosion's, Armor Break's, Head Break's, and Weapon Break's descriptions, respectively.  If I'm the only one who can see this, then I must simply have a buggy ISO.

Quote from: FFMasterJust note any problems between the discussion and the MG.


Here are the inconsistencies I find in the master's guide.  Some may be typos.  Others may be accidentally or wilfully left unchanged in code.  Whatever the case may be, the following is a list of changes, as taken from the discussion thread, that are in conflict.


Repel Knife: 9 WP
Mage Masher: 9 WP
Katar: 12 WP  (confirmed that it is indeed 12 WP in game)
Defender: 16 WP
Save the Queen: 15 WP
Excalibur: 13 WP
Ragnarok: 15 WP
Chaos Blade: 17 WP
Kotetsu Knife: 9 WP
Healing Staff: 11 WP

Defense Armlet: +Null Fire

Southern Cross and Grand Cross have identical descriptions.  Surely at least Southern Cross's description is incorrect.

Spin Fist: Dmg_Fury(PA*9)
Repeating Fist: Dmg_Fury(PA*11)
Wave Fist: Dmg_Fury(PA*10)
Earth Slash: Dmg_Fury(PA*9)

Holy takes M-EV

Demi 2: 24 MP cost
Remove Short Charge
Add Chrono Trigger

Add Short Charge

Remove Sunken State


Also, as you might recall, Wiz was able to remove weather effects for S1.  Are you able to do the same for 1.38b?
371
FFT Arena / Re: FFT Arena Beta 138 Download
August 23, 2012, 10:15:32 pm
I'm noticing information in the master's guide that does not reflect the list of changes in the stats discussion thread (eg. Holy still not being M-Evadable).  Is the master's guide outdated in places, or were these changes intentionally left out?

Edit: I encountered a few more bugs in-game:

  • Masamune is only targeting self in spite of its appropriate range.

  • Sleep Sword is adding Silence and Blind instead of Sleep.  It must still be calling Blizzard's effect, which has been changed from Sleep to Silence/Blind.

  • Projectile Guard considers Brave, not (Br+Fa)/2.

  • Steal's Heretic, Bad Luck, Spellbreaker, and Quickening have erroneous skill descriptions. (Minor)

  • Hawk's Eye does not add Poison nor Oil.

  • Ninjutsu's -ton skills still ignore M-EV.


and a few with the memcard generator:

  • Poison costs 150 JP.  It should cost 50 JP, right?

  • Don't Move costs 80 JP.  It should cost 100 JP.

  • Reraise is still present in the White Magic skill set.

372
Ah, my bad.  That's what I get for asking a question before checking the latest news.  Thanks for the notification.
373
About Draw Out: Masamune was mainly responsible for the skill set's success last season.  That, and the fact that hardly anyone stacked M-EV.

If progress on the 1.38 patch isn't too far along, might I suggest a few tweaks to the current list of suggestions?

  • Increase Lionheart's W-EV from 0 to 10.  If memory serves me right, Raven made it have 0 W-EV to compensate for its damage output.  Now that it has one less WP, I believe it can have its W-EV back.  This will help it keep pace with Platinum Sword, which is now stronger for users with 10 or more PA, and Katar, which has 15 W-EV and 1 Move.

  • Increase Epee's WP from 9 to 10.  This will help it keep pace with Main Gauche, which itself has 10 WP along with twice the W-EV and 1 Move.  Its ability to be dual-wielded does not justify its low WP; if players want extra EV, they'll equip a shield, which is both cheaper to equip (0~250 JP compared to 150 JP for Ninja and 500 JP for everybody else) and also provides M-EV.   I believe that at least +1 WP is needed to encourage players to pay these extra costs.

  • Make Bizen Boat M-Evadable.  While situational, it is brutally effective when the AI chooses to use it.  Mind you, it usually uses it when its opponent is charging, so it's going to bypass M-EV anyway.  Regardless, this will at least minimize its collateral damage, as well as give players the ability to guard against the new Mage Masher.


How is the 1.38 patch coming along, anyway?
374
Match 91 wasn't nearly as exciting.  Rounds 1 and 2 were decided with a single use of Bizen Boat.
375
Quote from: Barren on July 08, 2012, 12:41:12 am
Damn that charm killing me in round 3. But hey I had a hell of a run. GG Avalanche. good luck against Gaignun


No kidding!  6/6 Charms succeeded on your scholar during that round.
376
While I agree that Secret Clothes needs a buff, I'm not sure if removing defensive options is the way to go about it.  The only gear combination right now that blocks all elements is Diamond Shield, Thief Hat, White Robe, and N-Kai Armlet.  The only classes that can equip these abilities without support skills are Squire and Geomancer.  However, this combination grants no positive buffs, with the exception of Thief Hat's +1 SP, so these two classes are going to be comparatively weak.  Mage classes can block all elements with Equip Shield, but then they are giving up their support slot for other valuable skills like Short Charge or Magic Defend UP, not to mention spending 250 JP unlocking a skill set (Geomancy) they're probably not going to use for anything else.  They'll also be squishy, which will leave them exposed to powerful non-elemental magic (the most potent of which is turning out to be simply the "Attack" command with all these new weapons coming out).  Exchanging offense/defense for elemental resistance is a fair trade, wouldn't you think?

Ultimately, if elemental resistance becomes a problem, you just need to start playing the meta-game with breaks and steals.  At least with Venetian Shield gone, playing the meta-game will be easier.

This is my thought on the issue, anyway.

EDIT: I've been wondering: is Ultima Weapon's Ultima proc going to hit its user?  The spell does have 1 AoE, after all
377
Quote from: RavenOfRazgriz on June 27, 2012, 10:58:59 pm
FDC and I discussed this a long time ago.  It'd involve gouging out your eyes with a rusty spork then trying to put them back in with some duct tape.


So you're saying it's possible? :D
378
Quote from: RavenOfRazgriz on June 27, 2012, 08:33:28 pm
The issue is there's no room in Item Attributes.  See: the odd change to Genji Armor in order to squeeze space.  If you want the Shield to do something else, it needs another pre-existing effect.  While this shield for now only affects Cursed Ring (as a stronger alternative to Flame Shield), it also opens up future design space since there are many unused Clothing, Armor, Helmet, Hat slots which could involve elem weaknesses, etc.


Ah, I gotcha.  Our hands are tied, huh?

I'm wondering how easy it would be to make abilities add elemental weaknesses to their targets.  It wouldn't be like Oil, which expires on hit, but something that would last until death.  If this is possible, we could add a new class of skills, or perhaps a new job entirely, that manipulates targets' elemental affinities.  Then, equipment with "Neutral: All Elements" can null these kinds of attacks.  The easiest way to pull this off would probably be to create eight status effects that add weakness to each element and making the equipment null every one.  Otherwise, an attack parameter which acts upon target affinities will need to be added, which will probably require a messy ASM hack.

Quote from: RavenOfRazgriz on June 27, 2012, 08:33:28 pmThat was always the intent, yes.


I'm a little confused, then.  Is the only difference between the two skills that one hits self and adds blind and the other doesn't?  They seem similar enough to be two tiers of a group.
379
Do the names I suggested before still count?  Here's my list of recommendations:

Tactician Blade -> Scout's Blade
Parry Edge -> Epee
Defense Armlet -> Oven Mittens (It's more descriptive than "Defense Armlet," considering that it now nulls fire)
Alacrity -> Focus (you can accumulate, you can focus, but you can't alacrity)

QuoteCrystal Shield P-EV increased to 20, M-EV increased to 20, gains Neutral: All Elements


This shield is as good as useless.  The only weakness it can cover for is Cursed Ring's weakness to fire.  How about putting it in a more useful niche, like "Null: Haste" with benefits like "Null: Slow, Stop" or "Always: MP/CT Regen" (if either existed)?  As long as we make the benefits attractive enough to lure people away from depending on Haste, the shield will have more personality.

QuoteNameless Song loses Add: Regen, Haste, gains Add: Reflect


Wasn't this supposed to add Reraise instead of Reflect?

Quote- Grand Cross gains Target Self
- New Skill Northern Cross: Same as Grand Cross except cannot target or hit self, no status, 250 JP


Do you mean that Paladins will have the old Grand Cross in addition to the new one?
380
The video card on the desktop I used to record videos seems to have bit the dust, and my laptop is refusing to accept audio, so match 80 is seeing a bit of a delay.  Go ahead with matches 81 to 83 while this problem of mine gets sorted out.