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Messages - RavenOfRazgriz

2681
FFT: ASM'd /
October 28, 2009, 04:22:00 pm
Quote from: "philsov"You mean you'll actually have to HEAL now?  A reaction ability can't simply NEGATE ALL DAMAGE?!?  It completely dwarves Regenerator and HP restore and that's perfectly fine?!?

I actually think the fact Regenerator and HP Restore exist justifies removing Auto Potion entirely, as instant respectable heal after most attacks is going to dwarf those two in most non-specialized cases, and also dwarf Damage Split a deal of the time as it'll often heal more in situations where HP Restore doesn't get a situational win over Auto Potion anyway.

Does Auto Potion work the way Counter Tackle does in that it references a move (well, in this case, a tree of moves), or is it hard coded to specifically reference Potions or whatever?  If it's the former, I think we have some moves to dick around with.

Quote from: "philsov"Anyways!  How's about some epic hats?  Armored people get grand helmet and genji, while clothies get black hood, thief hat, and flash hat?  Laaaaame.  Cashua and barette are getting gutted and reshaped~

Does that mean Ribbons will be easier to get to compensate for lack of Barettes mid-game?

I like the idea.  I've always hated Equips that are just weaker versions of other equips unless they're meant to be early game (Chapter 1-2) items.  Which is why I like how 1.3 addressed later Heavy Armors and Helmets and actually wish they'd gone further down the Armor tree than Circlet / Carabini Mail.  There are many viable clothes, but so few viable armors in comparison unless you count the two rare sets (and even then...).
2682
FFT: ASM'd /
October 25, 2009, 11:20:54 pm
Quote from: "philsov"I admit it's rather cheap that there is no downside to high br (worse move-finds, oh noes), but here's some copy/paste:

QuoteThe formula added at the end of all calculations is: (40+Caster_Fury)*(40+Target_Fury)*Total_Damage/10000
      Basically 72 BFury will make your hits will be at 112% strength as well as your damage received.

In short, at 60 Br to 60 Br is the same as before.  At 70 to 70, the damage is at 120%.  Heaven forbid TG Cid walking into the picture.  I'd need to rebalance everything, which I have absolutely no desire to do.  It's a pretty cool concept, but too far out in left field for this project.

...Can't you merely alter the 40+ that's used in the formula to something like 30 by altering the hack slightly?
2683
FFT: ASM'd /
October 24, 2009, 03:39:34 am
Quote from: "Sephirot24"Brave becoming Fury sounds interesting. If that change was implemented though, we'd have to make Reactions trigger with something else but Brave. Even if having 40 Brave would help me against physical attacks, I don't think I'd ever sacrifice 30% chance for my reaction to trigger. Only useful Reaction would be Abandon.

Abandon got nixed.

I half agree it may not matter, but do remember it depends on what your reaction ability actually is.  A 50% Auto-Potion on a mage, for example, is okay when they're getting more turns to run and blast something with magic instead of always being in "Auto Potion one hit off or die in two" mode.

Though like I said, I don't remember how this hack (Fury) works entirely.  It may multiply everything by .XX (XX = Br) or 1.XX (XX still = Br), which obvious creates a drastic difference in the end numbers.  It was something I half-remembered randomly and imagined Philsov would know more of to say whether it'd be worth using.

Quote from: "Sephirot24"Flat growths? Meh. Shield on all? No way >_>

Think of it this way.

If you get all Special units, you only have room for the four generics.  This means if you want to specialize (say, for the harder Deep Dungeon fights, for the impossible-without-foresight battles he wants to re-add, potentially re-increased difficulty end game, whatever), you either pray the growths on your Specials are good enough to cover your needs, get stuck with inferior stats, or need to boot your generics you used all game and train more to get the better stats, all of which sound like "meh" options.  He said he's toning down the growths, sure, but if the differences are only noticeable beyond a point or two to 99-fanatics anyway, why not make those peoples' lives easier and do flat growths while solving the above problems?  

Much simpler and more logical, imo.  I'd at least say make Speed a flat growth, as its so influential compared to the other stats, but full flat-stat growths really just seems better.  Kills the feel a little, sure, but when the difference is only going to be ~1 PA / MA point and some HP / MP to the "normal" player anyway, why not throw the grinder a bone for once?  Especially for special characters, some of them (Orlandu!) have some really crappy as hell growths and by the time you get them, there's been too much damage from said growths to be undone.  Which kinda blows.

Shields, like I said, not elaborating on that one again until I see some of his hard numbers working in-game.  Once I see how his evasion values stack for myself in-practice, I'll go into it again.  Especially if he can find someone who can ASM the Weapon Guard and Shield Phys-EV stats to be global in the way of C-EV.
2684
FFT: ASM'd /
October 23, 2009, 10:48:05 pm
Isn't there some kind of hack that turns Brave into Fury or something, causing it to act like Faith vs physical attacks?

I remember reading about it a while back I think, but my memory's fuzzy.

If I'm remembering it right though, maybe that would be worth including here as well as it would make lower-Brave characters more useful (as mages, at least) instead of making everything 70 Br - X Fa.  It'd also further the use of the Br / Fa modifying moves that are being re-introduced.

EDIT:  I'm also not dropping either the flat growth or Shield on all suggestions, btw.  Just too lazy to run numbers and articulate right now, and would like to play a demo especially before pressing the second one some more.
2685
Spam /
October 23, 2009, 02:37:16 pm
Quote from: "Melancthon"ISO Opener 5000 opened my ISO, opened my girlfriend's ISO, serviced my car, serviced my girlfriend, and scalloped my potatoes.

Sounds like all it needs to do is get a job and you're replaced.
2686
FFT: ASM'd /
October 22, 2009, 02:09:41 pm
8 range Dispose in this hack seems ridiculous.

I mean, it goes through walls too and has infinite vertical.

Unless you're lowering Worker 8's power (meh) or making his less-than-stellar Speed even more less-than-stellar than it already is.

Auto Remedy sounds cool, but also seems like it wouldn't be used much as the statuses worth using a Remedy on disable Reactions.  Giving status curing Items (read: Remedy, Holy Water) the Phoenix Down HP formula as well seems fine, I think.

Auto Haste seems cool, though potentially OP.  

I had a random idea, though.  Auto Undead.  Not sure how useful it would be, but seems cool and I found myself casting Undead on myself a few times in my regular 1.3 playthrough.

Finger Guard could be replaced by Auto Chakra or something though, imo, if you're going to be lazy and not get someone to make Auto Reflect work.  :(
2687
FFT: ASM'd /
October 22, 2009, 05:02:41 am
Hm.

We should put that typo from 1.3 into effect and allow Counter Magic to be used against Elemental, I think.

That skillset is going to be amazing in this patch unless you nerf its range to shit (something that shouldn't be done, imo), so giving the player (and the computer!) another way to deal with it besides simply Counter Flood and maybe Counter + ranged weapon seems prudent.
2688
FFT: ASM'd /
October 21, 2009, 12:42:09 am
Quote from: "philsov"Bags, perfumes, and ribbons.  Why the hell should women be so superior?  Equippable on all!  Though FS bag will need a tweak...

So... we'll finally be able to make Cloud into a flaming homosexual?

:D
2689
FFT: ASM'd /
October 20, 2009, 06:17:54 pm
I like the idea of making rare equipment (end game Poaches such as Sasuke Knives, Setiemsons, Salty Rages, Dragon Whiskers, Whale Whiskers, Dragon Rods, etc) become drops in Chapter 4 random battles.

I want to say we should go as far as to extend this to Items that are rare but were removed from enemies in the conversion between regular 1.3 and easytype, such as Faith Rods, Elemental Guns, etc.  I would say go even beyond that, but that may be pushing it.
2690
FFT: ASM'd /
October 19, 2009, 04:49:14 pm
Quote from: "philsov"and MR4M, martyred?  Is using t2 monsters instead of t3 that killer?

Not really that, even if Blue Dragons are blue and thus blasphemous.

Mostly the fact you're stuck hunting and fighting entire battles over and over again if you care about the quality / quantity of each monster you have, instead of grabbing one and playing Soldier Office to get them.  And as it is, people like bitching about getting good characters out of the REAL Soldier Office.

Beyond that, to upgrade tiers (the closest thing Beastmaster playthrough gets to Job Change), one must repeat this work again and again.

And sometimes yes, the Tier of monster being used can really make or break something.  It's not like you can grind for abilities as easily, after all.

Like I said, the Poaches being moved is fine, even if it really doesn't do as much as you want to think it will since it at least makes sense.  But it doesn't seem to be worth the trade off, because it well, doesn't do as much as you think it does.
2691
FFT: ASM'd /
October 19, 2009, 04:22:02 pm
Quote from: "philsov"The using X class quote wasn't in my quote because I wasn't replying to it.  

It's a poor analogy and has no place in a discussion about poaching.

edit:  wait, yeah, I did leave it in the quote.  Next time I'll make sure to delete it.

Gotta love them thar technicalities, eh!  ;D

I care more about the fact the changes pretty much make monster-based playthroughs way more difficult than they already are than the fact I can't Poach until Chapter 4, because as I said, Poaching honestly isn't the best way to make Chapter 3 a joke, in my opinion.

Heavy JP grinding and store-bought stuff does that more than plenty.  

Essentially martyring an entire non-broken, non-problematic way to play the game to stop a way of haxing a single chapter that isn't even the best way to do it seems like a very inefficient trade-off, imo.
2692
FFT: ASM'd /
October 19, 2009, 03:53:28 pm
Quote from: "philsov"*headdesk*

going back...

QuoteYou said you don't want flat growths because it gives incentive to use crappy classes.

We just determined that [allowing spillover jp in random battles to bypass the exp system while making early-game poaching of late game gear] to be a bias towards one form of grinding over another.

Where the hell does class growth enter the picture?

You edit your quotes meticulously when you reply to something.

Your left in "A player can be rewarded for X class, but..." in the part I showed you, which was the lead in for my bias accusation, so one can't help but think you're implying your last line covers that as well.

See here:

Quote from: "philsov"
QuoteA player can be rewarded for using X class... but can't be rewarded for investing more of their life (be raising and using 2-3 parties, hardcore grinding, etc)? That's biased and silly.

But... he still can.  Using multiple parties and disposable spillover generics will make the game easier as it keeps levels down.  Rare poaching goods are still going to be 1-2 teirs ahead of what is buyable in shops.  They are rewarded for investing more, but there's a limit to it.

Biased?  Certainly.  Silly?  Nah, there's a method to the madness.

You edit everything you don't talk about out rather consistently, so one cannot help but think you were covering that as well in your reply with the "Biased? Certainly" bit.  That would honestly be the most place the "Biased? Certainly" bit would fit as an adequate reply, as the rest of your post talks about (mildly) reducing how one can devote time to grinding by further reducing the ways one can break the game by doing it, though I suppose one could see it as a bias.

Quote from: "philsov"edit:  I mean, if you want to talk about it, by all means talk about it.  But don't do misplaced segways from irrelevant and independant concepts.

STOP EDITING YOUR POSTS.

NOW I NEED TO REPLY TO THIS TOO AND BUT I'VE BECOME LAZY.  FGS.
2693
FFT: ASM'd /
October 19, 2009, 03:41:04 pm
Quote from: "philsov"Where?

Quote from: "philsov"But... he still can. Using multiple parties and disposable spillover generics will make the game easier as it keeps levels down. Rare poaching goods are still going to be 1-2 teirs ahead of what is buyable in shops. They are rewarded for investing more, but there's a limit to it.

Biased? Certainly. Silly? Nah, there's a method to the madness.

Over thar.
2694
FFT: ASM'd /
October 19, 2009, 03:25:56 pm
Quote from: "philsov"Queklain's going to be cake, but that's all I'm going to say on the matter.

Queklain seems very much trial and error.

Good setup, and the bitch seems like he'll go down easy.  A bunch of dudes spamming Spark while I sport a Flame Shield and Mind Ruin / Power Ruin / Auto Potion seems tempting initially.

Quote from: "philsov"you can get blue dragons, red panther, and cuars :).  Reds won't get face time until chapter 4.

Eww, Blue Dragons.   They're... blue...

Red Panthers / Cuars with Monster Skill are too good, lol.  At least they are until Monster Skill becomes a realistic liability, then you're in for some shit.

Quote from: "philsov"Yes, but a) I can't disable spillover JP and b) even if I could, I don't think I would.  So I can't/won't do anything to that regard.  However, I can curb early poaching with no negative side effects, so I will do that.   Honestly I wish I could set enemies to have a set minimum level but can go higher if the party level is higher.  But I can't do that either.

I'm just saying you're curbing the one thing that probably does the LEAST to make Chapter 3 easy and killing an entire method of playing the game in the process.

I agree with keeping Spillover JP, as that's not even what I used to grind and I got ridiculous as hell abilities while staying right in line with what level I should be.  I'm just saying that the whole Chapter can be made ridiculously easy for a grinder regardless of what you do.

Someone needs to find a way to do that last bit.

Quote from: "philsov"Baaaaack up.  I was just talking about poaching and jp spill over.  You're talking about class balance.  These two things are completely different.  Start over, from the top, before even more of what I said gets taken out of context.

You said you don't want flat growths because it gives incentive to use crappy classes.

We just determined that to be a bias towards one form of grinding over another.

Therefore, I'm saying kill your bias by adding flat growths and make the crappy classes less crappy in order to remove your bias.

Nothing's gone out of context here.
2695
FFT: ASM'd /
October 19, 2009, 03:00:46 pm
Quote from: "philsov"I realized that =\.  No spirit of life until chapter 4?  Asspack time.  But on the plus side trees are keeping 2 movement because 1 is just waaaaaay too little.

Not even that, though that probably will make Queklain a giant flaming bitch.  And reminds me I need to get one of those Trees once I'm out of Golgorand Execution Site.

I was more referring to Wildbows, as I find them more useful earlier on.  But the result is the same.

At least we can get like 28305 Red Dragons from Araguay Woods and pray those and Red Panthers / Cuars can carry us through?

Wait, you're probably taking those out too.  :(

Yeah us Beastmasters are really fucked.  Thanks, philsov!

Quote from: "philsov"But... he still can.  Using multiple parties and disposable spillover generics will make the game easier as it keeps levels down.  Rare poaching goods are still going to be 1-2 teirs ahead of what is buyable in shops.  They are rewarded for investing more, but there's a limit to it.

Spillover grinding / Level 1 beating already makes Chapter 3 far easier than it should be.

Trust me, I would know.

If you're condoning that, don't even bother touching the Poaches.  IMO, the abilities matter far more than those Poaches, even though some of the Poaches are indeed ridiculous.

Overpowered abilities and creative on-the-way Stealing got me through Chapter 3 with little difficulty in regular 1.3, and I used very few of the Items I actually stole.  Most of the ones I did use (besides the Thief Hats, which I honestly used less than I thought I would sans on my Thief) were buyable before the Chapter was out.

So yeah, the whole Poach-through-Chapter-3 thing... that's not as big a worry as you're making it, as the JP grinding an an IQ point or 3 already make the Chapter a pretty good joke.

Quote from: "philsov"Biased?  Certainly.  Silly?  Nah, there's a method to the madness.

Less method than you think there is, I'd say.

Just kill all the biasisms, and make those "weaker class", well... less weak, especially since a lot of the classes deemed "weak" are on the Physical side of the tree anyway (and are mostly just Knight / Squire...).

1.3 is meant to rebalance classes, so just rebalance them a bit more since you're based on it anyway.
2696
FFT: ASM'd /
October 19, 2009, 02:34:50 pm
Quote from: "philsov"No, there's some major synergy between them.  For example, Woodman (tier 1 tree people) had the rare poach of Yoichi bow.  That bow is better than any buyable bow.  Ever.  and it becomes immediately available after killing queklain, before all the other buyable bows are even unlocked?  That's not good design.

If I only do 1 and 2, that sort of thing still occurs, unless I lock up the entire tree family into the middle of chapter 4 which I am simply not going to do when all I have to do is throw a few switches and simply make that item unavailable until later by throwing it onto a different, later-teir monster that won't be seen until chapter 4, and maybe not even immediately into chapter 4 either.

Alternative wording for 3:  Make it so the monsters that are poachable early on don't have end-game gear.

That's better.

Moving the Yoichi Bow from say, the tier 1 Tree to the tier 3 Tree makes sense.

Your old wording made it seem like you were going to do this ridiculousness, then take the Poaches off entirely anyway.  That would've been stupid.

This seems better on first look, even if 1) kills most hopes of Beastmaster on ASM'D.

Quote from: "philsov"Nope.  

Enemy levels scale with party so you can't invest a lot of time grinding and get a massive reward.  The design idea as far as battle difficulty goes is at least half of the enemy equipment is on par to what the player can pull over, and the other half is random/level based.  The alternative to this is simply equipping many enemies at the start of chapter 3 with overpowered and out of place gear.

Sounds like my argument for flat stat growths.

A player can be rewarded for using X class... but can't be rewarded for investing more of their life (be raising and using 2-3 parties, hardcore grinding, etc)?  That's biased and silly.

Quote from: "philsov"Have an alternate randon/poaching crew and learn all abilities through spillover JP (autobattle is easy, yes?).  I'm not seeing extra effort, nor should players be rewarded for "trying really hard".

Auto-Battle is indeed easy.

I'll get you next time, Captain Planet!
2697
FFT: ASM'd /
October 19, 2009, 01:29:20 pm
Quote from: "philsov"!

Why didn't I include this earlier?

1) ASM hack to disable monster breeding.  Yes, everyone is going to be an infertile porky.

2) Fine-tune what monsters crop up where.  and when.

3) Refine the poaching list to prevent grind-and-faceroll with Sasuke Knife/Yoichi Bow/Bracer/etc in early chapter 3.

I had a big reply to this, but firefox ated it.

Short, only do 1 and 2, or just 3.  1 and 2 solve it by putting the monsters with epic poaches in Chapter 4 battles only, 3 solves it by making the poaches impossible.

I'm not understanding the hate anyway - if someone invests a lot of time grinding, shouldn't they get *some* kind of return?  An ability like Blade Grasp (your earlier example) doesn't quite work since abilities can be inherited, though I guess the counter-argument here would be scaling Levels in 1.3, to which I'd reply that Level grinding is the easiest and least time-consuming of them (Auto-Battle! Which is another simple counter to the whole 5000 JP Blade Grasp thing), whereas grinding for abilities and equipments while trying to NOT level too far above and get screwed by scaling takes far more effort.
2698
FFT: ASM'd /
October 17, 2009, 09:59:03 pm
Quote from: "philsov"nono.  the reflect reaction ability literally does nothing.   :P

Oh.

I c.

*cracks whip*

FIX IT YOU LAZY NON-HEX-READING SOB.

...It's STILL more useful than Finger Guard, btw.
2699
FFT: ASM'd /
October 17, 2009, 09:35:56 pm
Quote from: "philsov"And, like... actually equipped it on your people?  I gave it to my dancers/bards just to see the pretty gold Master star, but teleport overshadowed it far too much.

My Thief needed something to chase Zalmo with, and his Time Mage JP had already been spent on Haste 2 and Short Charge (iirc).  Fly is really cool when you're sporting a Rubber Costume anyway, since said Thief has 5 move and literally flies over chapels as awesomesauce leeks from his shoes.

Then, there was the Outside of Limberry Castle where I needed something like Teleport again, and my Lancer doubled as a master Bard and had enough move without Teleport gambling, so I saved the JP and went with what I had.

I believe same Lancer may have used it Outside of Lionel Castle for the epic lulz.  I know he used it somewhere in Chapter 3.

Quote from: "philsov"Regarding a reactions, I'd like to see Br and Fa up symmetrical.  I can throw meatbone slash down from monk onto knight, give Br Up to Samu and Fa up to Sage.  That way everyone has a reaction (Sage's distribute is shifting anyways) and it's win-win all around.  I'd rather it not be on bard/dancer unless I make them both available to both classes.  I may pull the same with MA/PA save, tbh.

Works.

Imo make PA Save / MA Save each available on both Bard and Dancer, so each job rounds out with two Reaction abilities.  Fixes the problem right there.

Quote from: "philsov"Yes finger guard sucks balls but Reflect does nothing.

Lies.

Finger Guard does nothing.  I was Mimic Daravon'd through a Finger Guard at the Colliery before.  I cried.

Reflect at least lets me Spell bounce, or suicide a guy into some Black Mages while everyone else falls back out of bounced Spell range.  It's more useful than Finger Guard, for sure, so until someone hacks in something better may as well go with the best we have no?

I'll reply to the other thing later, I'm not in the best of moods atm so I don't want to touch anything with the words "math illiterate" and debate the impact of a single PA point over a "standard" playthrough since it'll be rather bloody since I'm also lamenting over a broken USB stick and finding a way to fix it that doesn't cost me my first born child that I've yet to conceive.
2700
FFT: ASM'd /
October 17, 2009, 07:09:47 pm
Quote from: "philsov"No, all your pain is self chosen.   Easytype is the base.  You need neither max stats nor even special characters, much less max stat specials, to beat it.  If you want super-max stats, be prepared to do the same thing.  You can just level-as-you-play instead of making JP and level grinding mutually exclusive.

Growth variance is staying in, but the disparity gap -is- getting decreased.

I'm still not seeing a reason.  If the differences are meant to not even be noticeable until Level 99 (or barely be noticeable by a "normally" played end game situation), why even have them?

That's stupid, imo.  Making them flat growths serves the same purpose for the people who play the game "normally" while not leaving characters slightly crippled in about half the job tree near the higher levels.

You're telling me they won't be noticeable unless I level to 99.  Yet since the base is easytype, I shouldn't ever need to do that.  Therefore, I'm seeing no reason why class growths are superior to flat growths with more powerful multipliers.

Quote from: "philsov"They're keeping PA/MA save, still have move +2, and never had supports in the first place.  Both lose fly, which I doubt anyone took.

I TOOK FLY.

;_;

Quote from: "philsov"I... completely forgot about those two. Indeed, they're making a comeback

So I'm assuming that Br / Fa modifiers don't last after battle now "officially"?

But still cool.  The question now seems to be where to put them, I'm assuming.

Brave Up on Samurai, Face Up on... Mediator?

Samurai and Knight don't have Reaction commands anymore, and Brave Up fits more on Samurai than Knight.  Face Up is an iffy fit on Mediator, but they need a good Reaction to learn because Finger Guard is beyond levels of worthless in a 1.3 game.

Which reminds me, if there are any more Reactions we wanna throw in, we should toss Finger Guard! Fucking useless shit doesn't even dodge all the good Talk Skills anymore anyway.  Isn't there some kind of Counter Reflect in Patcher or something?  I've never looked, so I wouldn't know, but I've heard of it... I think.