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Messages - Gaignun

441
FFT Arena / Season 6 Map Selection
March 18, 2012, 05:33:42 am
I would like to arrange the map selection for season 6 here.

I believe that a team's design, and not the map on which it does battle, should determine the outcome of a match.   One of the largest conflicting factors to this criterion is a map's size.  Some designs naturally synchronise with large maps, others small.  In attempt to excuse this factor, we change the map's size between rounds.  Other conflicting factors, such as bottlenecks, poor placement, and so on, are less excusable.  As the majority of FFT's maps contain at least one of these other factors, the majority are ill-suited for an assessment of sound team design.  While I am comfortable with throwing out all of these maps, I would suspect the resultant lack of map variety will not sit well with most others.  So, it is our task to separate the bad from the irredeemable.

I'll kick things off with my own arrangement.  I've sorted them in terms of size.  Here are my size qualifiers.

Small

  • Teams placed closely enough to make contact within the first turn

  • The majority of the opposing team's units are within striking distance at all times during battle



Large

  • Teams cannot make contact within their first turn

  • The map is large enough for units to attempt to stay outside of striking distance

  • Teams are subjected to the risk of spreading out and fighting on several fronts



Naturally, most maps will not fit all of a size's qualifiers in practise.  For example, Colliery Underground First Floor (028) is large enough to be labeled large, but fighting tends to be clustered on its high ground, so teams stick together.  This is where medium maps - which meet the small and large qualifiers halfway - come in.

I deem maps guilty of

  • bottlenecks (ex. Gates of Limberry Castle)

  • wide unit placement (ex. Inside of Riovanes Castle)

  • Unfair unit placement (ex. Weapon Storage of Yardow - team 1 is split across different heights, while team 2 is not)


to be the irredeemable kind.  Of course, classification of such maps is subjective.

Anyway, here is my arrangement.  I regard maps in bold to be of high quality.   Maps I regard to be nearly irredeemable but are present for the sake of variety are italicised.  If I believe that a map has undesirable features, I will indicate so in parentheses. 


004 - Office of Lesalia Castle
008 - Riovanes Castle
012 - Office of Igros Castle
013 - Inside of Lionel Castle
014 - Office of Igros Castle (extremely small - teams are susceptible to fatal first round AoE)
018 - Office of Limberry Castle
020 - Inside of Zeltennia Castle
021 - Zeltennia Castle
024 - Military Academy's Auditorium (units with fly/teleport can escape to the elevated platform)
025 - Yardow Fort City
051 - St. Murond Temple
053 - Entrance to Death City (units can escape melee damage by fleeing the centre platform)
058 - Underground Book Storage Second Floor  (medium size, but fighting is clustered above the stairs)
065 - Granary of Bethla Garrison
068 - Bethla Garrison
073 - Inside of Windmill Shed (units might attempt to throw items through the elevated platform and fail)
086 - Doguola Pass (medium size, but clustered fighting in low region)
092 - Igros, Beoulve Residence
094 - Broke Down Shed-Stone Building
096 - Pub
103 - Windmill Shed (distant unit placement for a small map)
112 - HORROR (large map, but fighting is clustered on one side)



006 - At the Gate of Riovanes Castle
029 - Colliery Underground Second Floor
030 - Colliery Underground Third Floor
037 - Ruins Outside Zaland
044 - Bervenia Free City
045 - Ruins of Zeltennia Castle's Church
046 - Cemetary of Heavenly Knight Balbanes (medium size, but placement is separated)
054 - Lost Sacred Precincts (bottlenecks exist, but there is plenty of room to run around)
055 - Graveyard of Airships
061 - Underground Book Storage Fifth Floor
071 - Dolbodar Swamp
074 - Sweegy Woods
076 - Zeklaus Desert
084 - Bariaus Hill (close placement)
085 - Mandalia Plains (fighting tends to cluster in one corner)
087 - Bariaus Valley
088 - Finath River
089 - Poeskas Lake
100 - Public Cemetary
102 - Tutorial (2)
105 - TERMINATE
106 - DELTA
109 - BRIDGE
110 - VALKYRIES (extremely distant placement and clustered fighting upon contact)
112 - TIGER (units with fly/teleport outpace their team)
125 - Checkerboard Stairs



001 - At Main Gate of Igros Castle
002 - Back Gate of Lesalia Castle
003 - Hall of St. Murond Temple
005 - Roof of Riovanes Castle
010 - Inside of Igros Castle (movement restricted for units without fly/teleport/ignore height)
016 - Inside of Limberry Castle
017 - Underground Cemetary of Limberry Castle
019 - At the Gate of Limberry Castle (2)
022 - Magic City Gariland
027 - Goland Coal City
028 - Colliery Underground First Floor (large size, but fighting is clustered in the high region)
031 - Dorter Trade City
032 - Slums in Dorter (large size, but fighting is clustered on the ground)
034 - Cellar of Sand Mouse
035 - Zaland Fort City
048 - Slums in Zarghidas (large size, but fighting is clustered on one half of the map
049 - Fort Zeakden
056 - Orbonne Monastery
060 - Underground Book Storage Fourth Floor (large size, but fighting is clustered in the lower region)
063 - Golgorland Execution Site
069 - Murond Death City
072 - Fovoham Plains (large size, but fighting is clustered by the water)
075 - Bervenia Volcano
077 - Lenalia Plateau
079 - Yuguo Woods
080 - Araguay Woods
090 - Germinas Peak
091 - Thieves Fort
098 - Outside Castle Gate in Lesalia
101 - Tutorial (1)
108 - VOYAGE (map is large, but narrow)
118 - Checkerboard Land 2


Here are the maps that didn't make the cut with my reasons for cutting them.


007 - Inside of Riovanes Castle  (unit placement is too spread out)
009 - Citadel of Igros Castle  (bottlenecks)
015 - At the Gate of Limberry Castle (1)  (bottleneck)
023 - Beoulve Residence  (placement clustered around the building; units with fly/teleport can escape to the roof)
026 - Weapon Storage of Yardow  (team 1's unit placement is split across different heights)
033 - Hospital in Slums  (horrible camera)
036 - Church Outside of Town  (bottleneck for team 1)
038 - Goug Machine City  (bottlenecks)
039 - Underground Passage in Goland (team 1's side of the map lacks stairs near the middle area)
042 - Warjilis Trade City  (bottleneck for team 2)
047 - Zarghidas Trade City (fighting is split between either the rooftops or the ground; could be relabeled as large)
050 - St. Murond Temple  (bottleneck)
052 - Chapel of St. Murond Temple  (units are placed in pairs; unfavourable to support strategies)
057 - Underground Book Storage First Floor  (bottlenecks)
059 - Underground Book Storage Third Floor (movement severely restricted for 3 jump units)
062 - Chapel of Orbonne Monastery  (units with fly/teleport can escape to the lower region)
064 - In Front of Bethla Garrison's Sluice  (bottleneck)
066 - South Wall of Bethla Garrison  (unit placement is too spread out)
067 - North Wall of Bethla Garrison  (team 1's unit placement is spread across different heights)
070 - Nelveska Temple  (team 2 is pinned within the temple)
077 - Zigolis Swamp  (AI is not mindful of the poisonous water)
081 - Grog Hill  (horrible layout)
082 - Bed Desert  (bottleneck for team 2)
083 - Zirekile Falls  (bottleneck)
093 - Broke Down Shed-Wooden Building  (ridiculously small)
097 - Inside Castle Gate in Lesalia  (ugly; fighting breaks into two sets of 2v2 at the start)
104 - Beoulve Residence  (ridiculously small)
107 - NOGIAS  (split placement)
111 - MLAPAN  (water inhibits movement)
114 - END  (horrible layout)
115 - Banished Fort  (bottlenecks; units with >3 jump on team 1 easily separate themselves from their team)
117 - Checkerboard Land 1  (same map as 118, but with worse placement)
119 - Checkerboard Land 3  (same map as 118, but with worse placement)


And finally, here are maps whose fate is undecided


041 - Besrodio's House  (small if that golden contraption is removed, else cut)
095 - Church (medium if teams 1 and 2 are grouped together on opposing corners of the map, else cut.  Didn't Wiz fix this?)
116 - Arena  (medium if teams 1 and 2 are grouped together on opposing corners of the map, else cut)

442
FFT Arena / Re: Volunteers for Hosting
March 17, 2012, 10:24:11 pm
I can fill in for people.  I can even host if the existence of a loser's bracket hinges on my participation. 
443
Quote from: TrueLight on March 04, 2012, 09:36:20 am

Esuna is not meant to cure Berserk. Some people like using Salty Rage and its a hassle if the healer takes the status off early when the player wants the unit to go on the offense.


Then the master's guide is out of date.  The small fix gets smaller.

As for hosting, I am willing to fill in for people who cannot host a match due to circumstance.  This question is best posed in its own thread so a list of potential hosts can be kept for all to see.

Quote from: Avalanche on March 04, 2012, 10:28:30 am
...still  i want to ask again, what you think of doing the Final Match of the tournament a bo5?


I think that's accommodable.  The final match usually lacks commentary, so it takes less effort to throw together.  I'll do it myself if nobody else is willing to.
444
One other thing:  Priest's Esuna doesn't cure the Berserk status in-game.
445
FFT Arena / Re: Final check for bugs before tournament
February 17, 2012, 02:31:21 pm
Quote from: FFMaster on February 10, 2012, 11:36:30 pmRule 4) THE COLOUR PALETTE PURPLE (05) IS BANNED DUE TO BUGS. Wow, that sounds so stupid when I read it.


I'm curious: how is the purple palette bugged?
446
FFT Arena / Re: Arena battle videos and discussion
February 10, 2012, 03:13:54 pm
Quote from: Barren on February 10, 2012, 12:18:13 pm
Yes GC does do a juicy amount of damage. But if Archer's can't equip magical guns then would that include the Chemist and Mediator class as well? Because in theory they count as guns.


I don't believe it is an issue with chemists and mediators, as they have lower PA and cannot equip Kaiser Shields and Attack UP at the same time.  With a Bracer, Twist Headband, and Blaze Gun, they'd use Grand Cross for around 300 damage, but then they'd be blinding themselves, which would make P-Ev more effective against them.
447
FFT Arena / Re: Arena battle videos and discussion
February 10, 2012, 12:10:00 pm
Grand Cross is pretty rough, too.  It can heal the user to full and deal 220-300 damage to anyone unfortunate enough to get caught in its AoE.  Only teams built against the gun's element are let off easy.  One solution would be to prevent archers from equipping magic guns.  
448
FFT Arena / Re: Final check for bugs before tournament
February 10, 2012, 04:32:42 am
This isn't so much of a bug report as a list of suggestions for 1.38:


  • Lower the duration of sleep to ~20-30.  The AI tends to prioritise offense over removing this status effect, leaving its team member to sit out for up to 8 turns.  Maybe this is just from my experience, though.

  • Remove the damage bonus to frogs, and give the frog status a duration if possible.  Alternatively, have the frog status expire when the frog dies.  A frog is currently worse than no party member at all.  Units tend to die as soon as are afflicted by the status, partly due to the damage bonus, and a dead frog takes two turns to be brought back into the fight: first to revive it, and then to restore its status.  If a single unit must both revive and restore the status, then both the frog and that unit are practically out of the fight - the frog by attracting all of the opponent's attention, and the healer by resuscitating the frog every turn.  Also, the AI does not consider whether units are afflicted by frog when choosing whom to revive.  If a frogged healer and an unfrogged damage dealer are dead, the AI will choose to revive the frogged healer and leave the damage dealer to perish.  These changes will give teams a better chance to shake off the affliction.

  • Prevent PA*WP skills from doing critical hits.  The damage of these skills can get high enough already with the right equipment.

  • Increase the Y value of Haste to make it more competitive with Masamume.

  • Change the vert of Masamume from 2 to 1.

  • Make the "-ton" skills evadeable. (Edit: On second thought, this might be unnecessary.  Healing magic is less effective on units that are put at 40 faith to make these skills effective.)

  • Remove the elemental weakness of flame, ice, mythril, and gold shields.  I feel that these weaknesses are inhibiting their adoption, especially for the primary shield users, the armor classes, who cannot freely cover these weaknesses with Black Costumes, Rubber Costumes, and Santa Outfits.

  • A wilder suggestion: replace Punch Art's quadratic formulae with linear ones.  At present, Punch Art has to be kept weak for all but PA-stacked monks for the sake of balance.  Replacing the formulae with linear ones will open up Punch Art to other classes.

  • A suggestion for the distant future: add some water magic.  Suiton (and Leviathan, which is hardly ever used) are the only two skills representing this element at the moment.  Tacking water magic onto a class already burdened with choice (like sages) might not be the best way to go about it, though.  Perhaps water, earth, and wind magic can be added to a new class, if that will ever be possible.  Then, the Thief Hat can become the counterpart of the Venetian Shield.  Alternatively, leave status affliction to oracles and redesign mediators as water, earth, and wind wielders.



Also, do guns and magic guns belong to different categories?  If people are not pleased with the use of magic guns for PA*WP skills, you could prevent high-PA classes (namely archers) from having access to magic guns.
449
FFT Arena / Re: Final check for bugs before tournament
January 15, 2012, 04:39:39 pm
Have hosts been decided for S6?
450
FFT Arena / Re: Final check for bugs before tournament
January 13, 2012, 02:26:20 am
Petrify's success rate seems to be Hit_F(MA + 75).  Do you want to tone that down for the tounament?
451
FFT Arena / Re: Team Design Tool
December 28, 2011, 02:13:38 pm
Version 1.00 is released.
452
FFT Arena / Re: Team Design Tool
December 23, 2011, 12:05:07 am
Thanks for pointing those out.  Their correct properties will appear in the next version. 
453
FFT Arena / Re: Team Design Tool
December 21, 2011, 12:49:29 am
At the moment, it only considers fellow team members' brave, faith, support skills, and status.  It's possible to obtain data for every scenario, but it must be done by configuring two separate Unit worksheets, which is a little cumbersome.  I suppose I could create a "battle simulation" worksheet in the next version for in-depth skill analysis.
454
FFT Arena / Team Design Tool
December 20, 2011, 11:42:12 pm
Greetings,

I would like to share a spreadsheet I wrote to assist the team design process.  The spreadsheet streamlines calculations I make when putting a team together, such as damage output, success rate of support skills between party members, and so on.

Information is taken directly from the FFT Arena master's guide, so any errors in that guide will be reproduced in this spreadsheet. 

Let me know of the errors you spot (that are not consistent with the master's guide) or any changes you'd like to see.  The spreadsheet uses some formatting rules that are not compatible with versions of Microsoft Excel earlier than 2007.

Current version: 1.09
Compatible with FFT Arena v1.42a
Required software: Microsoft Excel 2007 or later

  • Damage formula for Houkouton is not implemented.

  • The Weapon spreadsheet might display incorrect maximum achievable PA/MA when accounting for elemental strengthening.

  • Meteor Rod's spell proc is not displayed in the Weapon spreadsheet.

  • Two Hands and Two Swords XA modifiers might not be properly implemented.



Changelog
Released 28 November 2017
  • Brought spreadsheet up to date with FFT Arena 1.42a

  • Redesigned attack information on the Unit worksheets



Released 25 September 2017
  • Brought spreadsheet up to date with FFT Arena 1.42

  • Fixed calculations involving the Overwhelm modifier in the Affinity and Simulation spreadsheets



Released 30 June 2017
  • Fixed a few whoopsies.


Released 29 June 2017

  • Brought spreadsheet up to date with FFT Arena 1.41a

  • Fixed a few careless errors that slipped through the last revision (e.g., Zorlin Shape not providing +1 Move and Male Samurai not having 4 base Move).


Released 20 March 2017

  • Brought spreadsheet up to date with FFT Arena 1.41



Released 19 August 2016

  • Brought spreadsheet up to date with FFT Arena 1.40a

  • Improved the Weapon worksheet

  • Removed skill descriptions from the Unit worksheets



Released 3 August 2015

  • Brought spreadsheet up to date with FFT Arena 1.39c

  • Added "Weapon" sheet.  This sheet simulates weapon damage over the range of achievable PA or MA.



Released 3 October 2012

  • Brought spreadsheet up to date with FFT Arena 1.38d


Released 6 September 2012

  • Brought spreadsheet up to date with FFT Arena 1.38

  • Added skill descriptions in the "Unit" worksheets

  • Made a few minor cosmetic changes


Released 13 April 2012

  • Corrected female Geomancer's move stat

  • Made Punch Art, Kagesougi, and Grand Cross dependent on Brave


Released 28 December 2011
  • Implemented "Simulation" worksheet

  • "Skills" worksheet renamed as "Affinity"

  • Implemented Two Hands support skill

  • Implemented calculation of magic gun damage

  • Diamond Helmet's effect is now properly written as "Init: Float, Reraise"

  • Fixed a few minor bugs


455
FFT Arena / Re: FFT Arena Beta 137 Download
December 19, 2011, 06:59:42 am
Naluhodo.

Concerning version 1.37b, I'm noticing a few discrepancies in the master's guide:


  • Death's formula is MA+50 in the master's guide, but during testing, I'm back-calculating MA+45.  My parameters were

    Caster: 10 MA, 60 Faith
    Target: 70 Faith
    Compatibility: Good

    which showed a success rate 60% in battle. With MA+50, I expect a success rate of (10 + 50) + [10/8] + [50/8] = 67 before Faith, and 66 after Faith.  The square brackets denote integer division.

    By the way, Death is showing a 50% loss of max HP in battle.  It still adds Dead status, so it's only a cosmetic error,  mind you.

  • Similarly, Life Drain's formula is 2*MA+70 in the master's guide, but I'm back calculating MA+70.  I have not tested Spell Absorb, so I cannot confirm if the multiplier in its formula should likewise be dropped.

  • Raise 2's formula is MA+70 in the master's guide, but I'm back calculating MA+85.

  • Offensive Punch Art skills are being modified by caster and target Fury.  (This was confirmed for Wave Fist and Earth Slash.)  Is this intentional?



I'll list more discrepancies as I find them.
456
Another question: How does elemental weakness affect success rate?  I'm looking at Death, Demi, and Demi 2 in particular.  
457
FFT Arena / Re: FFT Arena Beta 137 Download
December 18, 2011, 04:59:46 am
Would Secret Fist be modified by Magic Attack Up, then?  The battle mechanics guide has it as a physical attack in spite of its formula's use of MA.
458
That was informative.  Thank you.
459
I have a few quick questions about damage modifiers.

1.  How does Attack UP modify the damage of a dagger?  Is it (4/3)(PA+Sp)/2 or ((4/3)PA+Sp)/2?

2.  Is elemental strengthening considered before or after Attack UP?  This matters for step-wise integer division.

3.  Are MA-based weapons (eg. staves) modified by Attack UP or Magic Attack UP?

4.  Are PA guns, MA guns, or flails modified by Attack UP, Magic Attack UP, or Overwhelm?

The battle mechanics FAQ states that elemental strengthening is considered before Attack UP.  It also states that Attack UP sets a dagger's damage to (4/3)(PA+Sp)/2, which doesn't seem right to me.
460
Has adding unfaith spells been considered?  You could turn mediators into unfaith spell casters and leave the status game to oracles.  Alternatively, you could mix some unfaith spells into some of the current mage skillsets.