Final Fantasy Hacktics

Projects => Completed Mods => FFT Arena => Topic started by: FFMaster on August 04, 2010, 06:11:37 pm

Title: FFT Arena Beta 139c
Post by: FFMaster on August 04, 2010, 06:11:37 pm
Master Guide (http://ffhacktics.com/smf/index.php?topic=6483.0)

Changelogs
- Fixed Mimes not swapping back to original weapons after a Mimic
- Fix PA/MA multipliers for Geomancer and Mime to grant correct stats

- Fixed negative attribute overflow
- Fixed Platina Shield
- Fixed Defender
- Fixed Atheist Bow proc chance, also fixed typo
- Fixed Spell Edge proc chance
- Fixed Genji Helmet
- Fixed Masamune
- All known tables with wrong info has been updated

GENERAL MECHANICS
- Oil no longer adds weakness to elements. IMPORTANT NOTE: Units with Absorb Element that is inflicted with Oil will become weak to said element. This was an oversight and will likely be patched next version.
- There are a lot of backend changes in this version, namely my own version of the item attribute extend hack. This means that the ISO can no longer be opened in FFTPatcher. Instead, I have included the .fftpatch and my own table for the extra attributes. The included table can be used for other patches, however I highly suggest nobody do so. The new item attributes will override job data, so if you are brave/stupid enough like me, you can be careful.
- Due to the above noted changes, some features of the memcardgen will not work, such as being able to calculate proper resistances/immunities. Also, when making Mimes, you will get constant red error messages.

EQUIPMENT

Knives
- Dual Cutters WP increased to 8
- Mage Masher proc rate reduced to 25%
- Air Knife WP decreased to 12, now properly adds sleep
- Orichalcum, Katar and Air Knife all lose 2H

Ninja Swords
- Hidden Knife WP increased to 10, W-EV reduced to 0 and loses 1 speed
- Short Edge Oil proc chance increased to 100%
- Ninja Edge WP reduced to 10, W-EV increased to 10, proc chance increased to 50%
- Spell Edge loses 1 MA, proc changed to 100% Add: Faith

Swords, not words!
- Phoenix Blade remade: 16 WP, 25 W-EV, -1 Speed, Fire Element, Initial: Reraise, No 2S/2H
- Tactician's Blade W-EV increased to 20
- Parry Edge replaced with Mystic Blade: 9 WP, 10 W-EV, 1 PA, 1 MA, 2H
- Coral Sword WP increased to 11, loses proc, no longer 2H/2S
- Shieldrender WP reduced to 7
- Lionheart W-EV increased to 10

K"night" Swords
- Defender WP increased to 16
- Save the Queen WP reduced to 15, W-EV reduced to 10, Initial: Protect changed to Always: Protect
- Excalibur WP increased to 14
- Ragnarok WP reduced to 15, W-EV reduced to 10, Initial: Shell changed to Always: Shell

Katanas
- Muramasa gains 1 MA, proc changed to 50% Cast: Spell Absorb
- Masamune now has -2 Speed, Initial:Haste changed to Always: Haste, loses proc
- Chirijiraden gains 1 Speed, Initial: Berserk and loses Strengthen: Earth, Wind, Water

Axes
- Slasher is now 2-swordable, W-EV reduced to 20

Rods
- Thunder Rod WP increased to 6
- Ice Rod WP increased to 7

Staves
- White Staff WP increased to 8, gains Holy Element
- Healing Staff gains 1 Speed
- Rainbow Staff WP increased to 12, gains Immune: Oil
- Wizard Staff WP increased to 9
- Gold Staff W-EV increased to 20

Guns
- Stone Gun, Blaze Gun, Blast Gun and Glacier Gun are now 4 range, forced 2H

Crossbows
- Silencer WP increased to 12

Bows
- Long Bow gains 1 Move, range increased to 7, WP reduced to 12
- Silver Bow gains 1 MA, range increased to 6
- Ice Bow gains 1 Speed, range increased to 6, WP reduced to 12
- Lightning Bow gains 1 Speed, range increased to 6, WP reduced to 12
- Windslash Bow gains 1 Speed, range increased to 6, WP reduced to 12
- Mythril Bow replaced with Athiest Bow: 15 WP, 4 range, 100% Add: Innocent
- Ultimus Bow WP reduced to 14

Harps
- Ramia Harp gains 2 MA, loses proc

Sticks
- Sticks formula changed to Max[PA/MA]*WP

Shields
- Diamond Shield now has Absorb: Dark, Weak: Holy
- Platina Shield now has Absorb: Holy, Weak: Dark
- Crystal Shield gains Immune: Oil, P-EV increased to 30, M-EV reduced to 5
- Kaiser Plate now has Strengthen: Wind, Ice, Dark

Helmets
- Mythril Helm loses Immune: Stop, gains Immune: Faith, Innocent
- Cross Helm HP increased to 120, MP increased to 50
- Platina Helm loses Immune: Slow, gains Immune: Stop
- Grand Helm HP increased to 150

Hats
- Twist Headband HP increased to 70
- Holy Miter HP increased to 70
- Black Hood MP increased to 30
- Golden Hairpin loses 1 MA
- Flash Hat loses Immune: Innocent, gains Half: Earth, Wind, Water
- Thief Hat loses Half: Earth, Wind, Water

Headbands
- Choice Band remade: 60 HP, Initial: Haste, Immune: Dead, Death Sentence

Armor
- Genji Armor remade: 80 HP, 1 Speed
- Maximillian HP increased to 160

Clothes
- Brigandine HP increased to 130
- Santa Outfit MP increased to 10
- Earth Clothes MP increased to 20
- Secret Clothes HP increased to 70
- Black Costume MP increased to 10
- Rubber Costume MP increased to 10

Robes
- Silk Robe MP increased to 40

Accessories
- Sprint Shoes gains Immune: Slow
- Power Wrist P-EV increased to 30
- Genji Gauntlet M-EV increased to 30
- Defense Ring is now Immune: Silence, Berserk, Sleep, Absorb: Wind, Lightning
- Magic Ring loses Absorb: Wind, gains Absorb: Earth
- Cursed Ring now only revives 50% of the time. If the unit does not revive, nothing happens.
- Jade Armlet is now Absorb: Ice, Water, Immune: Stop, Petrify, Frog
- 108 Gems loses all immunities
- Defense Armlet is now 1 PA, Absorb: Fire, Immune: Don't Move, Don't Act
- Salty Rage changed to Always: Berserk

CLASSES

Squire
- Alacrity receives an animation
- Heal now removes Oil
- Yell CT reduced to 0
- Wish range increased to 3

Chemist
- X Potion HP heal increased to 130
- Auto Potion HP heal reduced to 70

Paladin
- Reraise range reduced to 3, CT increased to 1, MP reduced to 12
- Equip Armor JP reduced to 350
- Equip Heavy Blade JP reduced to 250
- Paladin loses Move-1

Archer
- Leg Aim JP reduced to 100
- Arm Aim JP reduced to 150
- Hawk's Eye MP increased to 12, CT reduced to 1
- Cover Fire formula changed to Random(2...4)*(PA+30)
- Execute JP reduced to 100

Monk
- Wave Fist is now Wind Elemental
- Stigma Magic JP increased to 150
- Revive JP decreased to 250

Priest
- Cure JP increased to 100, CT reduced to 0, MP increased to 10
- Cure 3 Y increased to 15
- Cure 4 Y reduced to 16, CT reduced to 3, MP reduced to 16
- Regen Y increased to 100
- Protect vert increased to 1
- Shell vert increased to 1
- Wall CT reduced to 0

Wizard
- Fire proc chance increased to 50%
- Death range increased to 6, CT reduced to 6
- Flare MP reduced to 40

Time Mage
- Haste X increased to 70
- Haste 2 JP reduced to 250
- Slow X increased to 70
- Slow 2 JP reduced to 250
- Stop CT reduced to 4, MP increased to 20, X increased to 70, JP reduced to 200
- Comet JP reduced to 100, CT reduced to 1, MP increased to 10
- Sinkhole JP reduced to 150
- Demi AoE increased to 2, X reduced to 80
- Critical Quick JP reduced to 200

Summoner
- Moogle AoE increased to 3
- Salamander proc chance increased to 50%
- Bahamut CT reduced to 6

Thief
- Bad Luck changed to 100% Random Add: Oil, Stop, Blind, Silence
- Quickening JP increased to 300
- Speed Ruin X increased to 100

Mediator
- Persuade replaced with Stall: MA+45% chance to add Stop, 300 JP
- Preach X increased to 75
- Solution X increased to 60
- Refute no longer cancels Charging and Performing
- Mediator gains Move-1

Oracle
- Dispel Magic AoE increased to 1
- Paralyze JP increased to 150

Geomancer
- Counter Flood JP reduced to 200

Lancer
- Ignore Height JP reduced to 150

Samurai
- Asura damage changed to PA*7
- Bizen Boat now affected by M-EV

Ninja
- Tsumazuku is now 100% Cancel: Reraise
- Houkouton damage changed to ((SP+PA)/2)*(WP+2), MP increased to 15

Scholar

Bard
- Last Song X increased to 40
- Brave Up JP reduced to 100
- Faith Up JP reduced to 100


Dancer
- Last Dance X increased to 40
- Brave Up JP reduced to 100
- Faith Up JP reduced to 100

Mime
- Mimes have been remade. They can equip everything except shields and weapons, lose all innate resistances and RSM. They can now equip a secondary skillset and RSM. Shields and weapons can still be equipped if the Mime uses the correct Support.
Male stats
113 HP, 53 MP, 8 Speed, 9 PA, 7 MA, 4 Move, 4 Jump, 30 C-EV
Female stats
106 HP, 56 MP, 8 Speed, 7 PA, 9 MA, 4 Move, 4 Jump, 30 C-EV

- Fixed a bug with Move HP/MP Up
- Fixed a bug with Projectile Guard

Bugs
- BILLIONS OF BUGS FIXED
- Tables updated

Balance
- Ultima MP cost reduced to 20
- Dia is now stopped by Silence
- Spellbreaker formula changed to MA*WP damage
- Cover Fire formula changed to (1...6)*(PA+25)
- Poison JP increased to 100
- All Geomancy becomes Enemy only
- Meiton/Fuuton/Suiton Y reduced to 9
- Berserked units can now use reactions
- Added Movement: Warpath - Adds 2 Brave on Move action, Monk base, 250 JP
- Added Movement: Pilgrimage - Adds 2 Faith on Move action, Priest base, 250 JP

Changelog
- Fixed a major bug with Hawk's Eye(only reason for such a quick version release)
- Changed animation for Southern Cross to be a weapon strike
- Updated and added Xif's spreadsheet to the download

Changelog
Bugs
- Tactician's Blade is fixed
- Reraise fixed
- Chrono's Tear name fixed
- Chakra Band name fixed
- Masamune targetting fixed
- Sleep Sword status fixed
- Projectile Guard dodge rate fixed
- Hawk's Eye formula now accepts status
- Ninjutsu's -ton skills M-EV fixed
- Don't Move JP cost fixed
- Reraise now properly removed from White Magic
- Thief/Summoner sprite types fixed
- Kotetsu vertical tolerance fixed

Balance
- Defense Armlet gains Null: Fire
- Weather effects now do nothing(visuals are still there)


Tables
- Chivalry, White Magic, Time Magic, Summon Magic Draw Out, Ninjitsu, Knives, Knight Swords, Katana tables fixed

Changelog
Bug fixes and other random noted changes
- Swapped Thief and Scholar back around... again. Added Xif's Calculator slowdown fix(this will make the ppf smaller overall)
- Added fdc's checksum hack


Items
Knives
- Throwing Knife gains 33% Add: Death Sentence
- Dual Cutters WP increased to 7
- Blind Knife replaced with Repel Knife - 9 WP, 15 W-EV, Yes Two Swords, No Two Hands, +1 Move, 50% All or Nothing Add: Don't Act and Haste
- Mage Masher - WP increased to 9, proc changed to 50% Cast Bizen Boat
- Main Gauche is now 2 Handable
- Orichalcum is now 2 Handable
- Assassin Dagger replaced with Katar - 12 WP, 15 W-EV, No Two Swords, Yes Two Hands, +1 Move, +1 PA
- Air Knife is now 2 Handable

Ninjato
- Spell Edge gains 50% Cast: Spell Absorb

Swords - New
- Phoenix Blade - 16 WP, 25 W-EV, 1 hand only, Always: Reraise, Slow, Immune: Dead, Undead, Haste, Death Sentence
- Tactician Blade - 14 WP, 10 W-EV, 1 hand only, +1 Move, +1 Jump
- Parry Edge - 9 WP, 20 W-EV, Yes Two Swords, Yes Two Hands
- Moonlight - 9 WP, 0 W-EV, No Two Swords, Yes Two Hands, 50% Cast: Blade Beam
- Shieldrender - 8 WP, 5 W-EV, No Two Swords, Yes Two Hands, 50% Cast: Shield Break
- Lionheart - 10 WP, 0 W-EV, No Two Swords, Yes 2 Hands, +2 PA
- Ultima Weapon - 10 WP, 10 W-EV, No Two Swords, Yes Two Hands, 33% Cast: Ultima

Swords - Old
- Blood Sword W-EV reduced to 0, becomes 2 handable
- Coral Sword gains 33% Cast: Water Ball
- Ancient Sword WP lowered to 9, gains 2 swords/2 hands, proc chance reduced to 20%
- Sleep Sword WP increased to 9
- Platinum sword WP decreased to 12, gains 2 swords/2 hands
- Diamond Sword removed to become Shieldrender
- Ice Brand WP increased to 14, proc chance reduced to 20%
- Rune Blade is now 2 handable

Knight Swords
- Save the Queen WP increased to 16
- Excalibur WP increased to 13
- Ragnarok WP increased to 16
- Chaos Blade WP increased to 17, gains 100% Cancel: Regen in addition to all other cancels

Katana
- All Katana are now 2 handable/2 swordable(even the ones not listed)
- Asura WP increased to 10
- Kotetsu WP decreased to 9, gains Strengthen: Dark
- Heaven's Cloud loses 1 PA, gains 50% Add: Slow
- Kiyomori WP decreased to 10, gains 2 MA
- Muramasa WP decreased to 9
- Kikuichimoji WP decreased to 10, gains 33% Cast: Quake
- Masamune WP decreased to 8, gains 50% Cast: Dispel Magic
- Chirijiraden gains Strengthen: Earth, Wind, Water

Staves
- Rainbow staff loses all elements(still retains neutral: all)

Guns
- Blaze Gun WP reduced to 13, always casts Fire 2
- Glacier Gun WP reduced to 12, always casts Ice 2
- Blast Gun WP reduced to 11, always casts Bolt 2

Crossbows
- Bow Gun proc changed to 50% Cast: Armor Break
- Crossbow replaced with Silencer - 10 WP, 0 W-EV, No 2 swords, No 2 Hands, 4 Range, 50% Add: Silence
- Poison Bow WP increased to 12

Bows
- All bows gain 1 WP
- Silver Bow gain 20% Cast: Holy
- Ice Bow proc changed to 25% Add: Stop
- Lightning Bow proc changed to 25% Add: Don't Act
- Windslash Bow gains 20% Cast: Hurricane (33% Max HP damage)
- Ultimus Bow gains 1 PA

Books
- Battle Dict renamed to Necronomicon, WP increased to 14
- Monster Dict proc changed to 33% Cast: Magic Ruin (50% MP damage at PA+60% chance to hit)
- Papyrus Plate WP increased to 12
- Madlemgen WP increased to 13

Bags
- All bags are now 2 handable/2 swordable
- C Bag gains 1 MA
- FS Bag gains 1 PA
- P Bag loses Weak: Dark

Shields
- Ice Shield P-EV increased to 20, M-EV decreased to 15
- Flame Shield P-EV decreased to 15, M-EV increased to 20
- Diamond Shield P-EV decreased to 5, M-EV increased to 25
- Platina Shield P-EV increased to 25, M-EV decreased to 5
- Crystal Shield P-EV increased to 20, M-EV increased to 20, gains Neutral: All Elements
- Genji Shield P-EV decreased to 10
- Venetian Shield replaced with Zephyr Shield - 5 P-EV, 5 M-EV, +1 speed

Helmets
- Gold Helm loses Immune: Chicken, gains Immune: Don't Move
- Genji Helm loses Immune: Don't Move, gains Initial: Berserk

Headbands
- Cachusha renamed to Focus Band
- Barette renamed to Choice Band
- Ribbon renamed to Chakra Band

Armor
- Genji Armor remade: 40 HP, 40 HP, Always: Don't Move / Protect / Shell

Robes
- Light Robe loses Weak: Dark

Accessories
- Reflect Ring loses Immune: Silence, gains Immune: Berserk
- Defense Ring gains Immune: Dead, Silence, gains Absorb: Water
- Cursed Ring gains Immune: Crystal (Immune: Death Sentence was there but not documented)
- Diamond Armlet gains Null: Earth, gains Immune: Oil
- Jade Armlet loses Immune: Chicken, gains Null: Ice
- 108 Gems loses Immune: Blood Suck, gains Immune: Oil
- N-kai Armlet loses Immune: Confusion, gains Immune: Undead
- Small Mantle P-EV increased to 10, M-EV decreased to 20
- Leather Mantle P-Ev increased to 20, M-EV increased to 30
- Wizard Mantle P-EV increased to 15, M-EV increased to 25
- Elf Mantle P-EV increased to 25, M-EV increased to 25
- Dracula Mantle P-EV increased to 25, M-EV increased to 15
- Feather Mantle P-EV increased to 30, M-EV increased to 20
- Vanish Mantle P-EV decreased to 20, M-EV increased to 10


Jobs
Squire
- Bullrush proc changed to 100% Cancel: Haste
- Cheer Up remade to Alacrity: 10 MP, +1MA, self only, 200 JP
- Squire gains Concentrate(400JP)

Chemist
- Antidote gains Cancel: Darkness, JP increased to 100
- Eye Drop changed to Chronos Tear: Cancel: Stop, 100 JP
- Echo Grass gains Cancel: Berserk, JP increased to 100

Paladin
- Nurse gains Add: Regen
- Transfusion MP cost removed
- Iron Will gains Add: Shell, loses Add: Regen
- Magic Ward replaced with Reraise: 3 range, 3 Vert, 16 MP, 200 JP, 0 CT, Add: Reraise
- Grand Cross gains Target Self
- New Skill Southern Cross: Same as Grand Cross except cannot target or hit self, no status, 250 JP
- New Movement: Move-1, 0 JP

Archer
- Greased Bolt removed
- Hawk's Eye gains 100% Add: Poison, Oil
- Execute Y increased to 40
- Cover Fire formula fixed to Random[1...3]*(PA+70)
- Speed Save increased to 25 CT on proc

Priest
- Dia added to White Magic
- Raise 2 JP increased to 300
- Regen/Protect/Shell JP reduced to 50
- Esuna JP reduced to 200
- Holy is now M-Evadable

Wizard
- Wizard base job gains 1 MA
- Black Magic Fire/Bolt/Ice tiers remade to Fire/Bolt/Ice/Water(check the tables)
- Tiers are now Level 1 Magic(old level 2 magic), Nether Magic, and Level 2 Magic(old level 3 magic)
- Poison Y decreased to 90, AoE increased to 2, vert increased to 3

Time Mage
- Haste/Slow Vert increased to 1, JP increased to 100
- Don't Move AoE increased to 2, Vert increased to 3, JP increased to 100
- Balance MP cost reduced to 15
- Demi MP cost reduced to 12, Y increased to 90
- Demi 2 MP cost reduced to 24, Y increased to 75, X decreased to 50, CT decreased to 4
- Critical Quick JP reduced to 300
- New reaction: Chrono Trigger - Adds Haste on damage, 300 JP
- Time Mage loses Short Charge

Summoner
- All summons with CT >= 5 are now M-Evadable
- Leviathan Y increased to 8, gains 20% Cancel: All positive statii, MP increased to 20
- Salamander Y increased to 8, gains 20% Add: Oil, MP increased to 20
- Titan Y increased to 10, MP increased to 25
- Odin remade - Dmg_F(MA * 9), Darkness elemental, 20% +Dead, 35 MP, 6 CT
- Lich loses darkness elemental, Y increased to 65
- Cyclops CT reduced to 5
- Summoner gains Short Charge

Thief
- Spellbreaker formula changed to Dmg_(Weapon) with 50% proc

Oracle
- Blind JP increased to 100

Geomancer
- Geomancer base job gains 20 MP, 1 PA, 1 MA, 1 Jump
- Geomancy statii reshuffled

Samurai
- Asura Y increased to 7
- Kotetsu range increased to 1, AoE decreased to 2
- Masamune Range increased to 1, AoE decreased to 0,  hits self+target

Ninja
- Meiton, Fuuton and Suiton are now M-Evadable
- Doku no Kyoukai removed
- Kagesougi proc changed to 100% random add: Blind, Silence, Poison, Don't Move, Don't Act
- Ninja loses Sunken State

Scholar
- Natural Selection replaced with Maelstrom( same as other all target Lore except water element)
- Bio 2 JP increased to 200
- New Movement: Move=0, 50 JP

Bard
- Life Song gains 15% Add: Regen
- Nameless Song loses Add: Regen, Haste, gains Add: Reflect

Dancer
- Wiznaibus gains 15% Add: Poison
- Nameless Dance loses Add: Poison, gains Add: Oil

Status
- Poison is now 96 CT, does not get removed on Dead
- Regen does not get removed on Dead
- Dead now cancels Oil and Frog
- Oil now causes the unit to be weak to all elements except Holy/Dark, overrides Absorb/Null/Half, dispels on all elemental attacks except Holy/Dark

- A few flag fixes.
- X/Y values for spells fixed
-Shuriken animation changed

General
- Fixed a few flags
- Fixed a minor error with Weapon/Ability proc hack

Classes
- Chemist MA down to 8
- Priest MA down to 10
- Wizard MA down to 11
- Time Mage MA down to 9
- Summoner MA down to 11
- Mediator MA down to 9
- Oracle MA down to 10
- Scholar MA down to 12

Skillsets
- Cheer Up becomes 100% Hit
- Caution moved to Squire
- Earth Slash JP down to 350
- Regen AoE increased to 2, Vert increased to 3
- Regenerator JP down to 200
- Steal Heart Y increased to 50
- Meiton/Fuuton/Suiton Y down to 10, MP increased to 10


Items
- Ninja Knife WP increased to 11
- All Axes lose 1 WP
- Ivory Rod gains Two Hands
- Whale Whisker gains Two Hands WP, down to 10

Statii
- Regen now lasts 96 ticks

Maps
- Changed Map 16(Inside Limberry) Player 1 start locations
- Changed Map 17(Underground Limberry) Player 2 start locations
- Changed Map 19(Gate of Limberry Castle 2) Player 1/2 start locations and rearranged map heights slightly
- Changed Map 22(Gariland) Player 1/2 start locations
- Changed Map 31(Dorter Trade City) Player 1/2 start locations and remade map to be flat
- Changed Map 32(Dorter Slums) Player 1/2 start locations and removed chokepoint building
- Changed Map 69(Murond Death City) Player 1/2 start locations

- A bunch of cosmetic fixes
- Koiton renamed to Meiton
- Futon renamed to Fuuton
- The above two changes are in accordance to the law that all Ninjas are Narutards

Bugs
- Flags for some abilities fixed
- Formula 07 now only reads Zodiac compat once
- Frog and Death now correct JP
- Refute fixed to not remove Jump/Critical

General
- Night penalties removed for ranged weapons

Abilities
- Anything MA*2+X is now MA+X
- Cheer Up X increased to 75
- Secret Fist X increased to 50
- Holy CT increased to 5
- Odin X increased to 25
- All Talk Skills X increased by 10
- Preach now MA+45% to add Faith
- Solution now MA+45% to add Innocent
- Pray Faith removed from Oracle Skillset
- Doubt Faith removed from Oracle Skillset
- Insult comes back
- Katon renamed to Koiton, Darkness element
- Raiton renamed to Futon, wind element

Equipment
- Sticks are no longer 2 handable
- All Book procs now 33% chance
- All Longbows gain 1 WP
- All Ninjato except Hidden Knife, Iga Knife, Koga Knife gains 1 WP
- Iga/Koga Knife gains 2 WP
- Short Edge proc chance increased to 50%
- Flail renamed to Sadist's Whip, Dark elemental, Strengthen: Dark
- Flame Whip renamed to Spiked Futon, Wind elemental, Strengthen: Wind
- Morning Star renamed to Aspergillum, Water elmental, Strengthen: Water
- All Harps down 1 WP
- Romanda Gun now 8 range

- Previous errors fixed
- Death Y down to 50
- Decapitate no longer dark elemental

Misc
- Many tables fixed up

Bugs
- Fixed flags for Comet

Balance
Basic Skill
- Throw Stone now also cancels Charging
Punch Art
- Secret Fist JP down to 200, X down to 40, no longer evadable
White Magic
- Raise X down to 100
- Raise 2/Regen/Protect/Shell X down to 70
- Protect 2/Shell 2/Esuna X down to 95
Black Magic
- Death Y up to 75
Time Magic
- Haste/Slow X down to 60
- Haste 2/Slow 2 X down to 100
- Stop X down to 55
- Don't Move X down to 75
- Demi X down to 85
- Demi 2 X down to 65
- Sinkhole now also cancels Performing
Summon Magic
- Odin X down to 15
- Lich X down to 55
Yin Yang Magic
- Blind X down to 95
- Spell Absorb X down to 100
- Life Drain X down to 70
- Pray Faith/Doubt Faith/Petrify X down to 50
- Silence Song/Paralyze X down to 60
- Beguile X down to 45
- Dispel Magic X down to 80
- Move-MP Up increased to 10%
Lore
- Mad Science X down to 90, JP up to 150

MECHANICS

- Haste becomes 48 CT
- Reflect(status) CT now 0 (lasts until dispelled or death)
- Faith Constant added (all spells that originally used Faith now uses (CasF+35)*(TarF+35)/100000
- Reaction rate is now (Br+Fa)/2%

CLASSES
- Squire loses 1 Move, gains Shields
- Chemist loses 1 MA
- Mediator loses 2 MA, gains Robes
- Geomancer move increased to 4
- Lancer loses 1 speed

ABILITIES
- Any ability with Faith has had their X/Y changed. Too many to list.

Basic Skill
- Accumulate now 0 CT
- Dash becomes Bullrush: Deals PA*12 damage, PA*3 damage recoil, 100% Cancel: Protect
- Throw Stone now PA*3 Damage, 100% Cancel: Performing
- Heal now Cancels: Charm, loses Cancel: Berserk
- Ultima JP reduced to 350, Range increased to 5, CT decreased to 5, MP decreased to 30

Item
- X Potion JP reduced to 150

Chivalry
- All Chivalry abilities MP reduced by 4
- Transfusion JP reduced to 200
- Iron Will JP reduced to 100
- Magicward JP reduced to 100
- Counter JP reduced to 250
- Equip Armor JP reduced to 450
- Equip Heavy Blade JP reduced to 300

Snipe
- Greased Bolt now PA*5 Damage, 100% Add: Poison, Oil

Punch Art
- Chakra range reduced to 1, AoE increased to 1
- Stigma Magic range reduced to 1, AoE increased to 1, loses Cancel: Berserk

White Magic
- Cure 2/3/4 JP reduced to 100/150/200 respectively
- Raise 1/2 JP reduced to 100/200 respectively
- Reraise JP reduced to 100
- Regen JP reduced to 70
- Protect 2/Shell 2/Wall JP reduced to 200
- Holy JP reduced to 400

Black Magic
- Fire and Bolt 1/2/3/4 JP reduced to 50/100/150/200 respectively
- Ice 1/2/3/4 JP reduced to 60/120/180/240 respectively
- Poison JP reduced to 50
- Frog JP reduced to 150
- Death JP reduced to 200
- Teleport JP reduced to 300

Time Magic
- Float remade to Comet: Deals 100 damage, AoE decreased to 0, Vert decreased to 0
- Reflect renamed to Sinkhole
- Short Charge JP reduced to 400
- Float(movement) JP reduced to 200

Summon Magic
- All summons get a flat 10 MP decrease except for Moogle, which gets a 3 MP decrease
- Moogle JP reduced to 50
- Shiva/Ifrit/Ramuh JP reduced to 100
- Titan/Leviathan/Salamaner JP reduced to 150
- Carbunkle remade to heal MA*6 MP, 5 MP cost
- Silf now deals F(MA*8) Wind damage, 20% Add: Don't Move or Don't Act
- Cyclops now Holy element
- MP Restore JP reduced to 450
- Half of MP JP reduced to 200

Steal
- Quickening now 0 CT
- Steal Accessory JP reduced to 150
- Equip Light Blade JP cost decreased to 150

Talk Skill
- Persuade X increased to 35, AoE increased to 1
- Death Sentence JP reduced to 200
- Insult changed to Refute: MA*2+45% chance to remove all statii besides Dead, Crystal, Treasure

Yin Yang Magic
- Absorb Used MP now heals 30 Mana constant

Geomancy
- Geomancy X increased to 2

Jump
- Jump JP costs redone across the board. Added Level Jump 6.

Draw Out
- Kotetsu loses Add: Darkness
- Kiyomori AoE down to 1, gains Add: Darkness
- Masamune AoE down to 1, gains Add: Haste

Ninjitsu
- Tsumazuku now Dmg_(Weapon), 100% Cancel: Haste
- Unfaith constant now (145-Faith)
- Kagesougi now now 100% Add: Blind

Lore
- Bio and Bio 2 no longer Dark Elemental
- Tornado/Quake CT decreased to 2, MP decreased to 25
- Damage split now shifts 33% of damage

Sing/Dance
- All Songs/Dances JP increased to 200
- Cheer Song X increased to 33
- Battle Song X increased to 66
- Magic Song X increased to 66
- Polka Polka X decreased to 40
- Disillusion X decreased to 40
- PA/MA Save JP decreased to 400
- Brave/Faith UP JP decreased to 200

ITEMS

Weapons
- Chaos Blade gains 20 W-EV, gains Cancel: Reraise, Reflect
- Bizen Boat WP decreased to 9
- Murasame WP increased to 11
- Battle Axe WP increased to 10
- Giant Axe WP increased to 11
- Slasher WP increased to 13
- Fire/Ice/Thunder Rods proc down to 50%
- Poison Rod WP increased to 10
- White Staff proc chance decreased to 50%
- Healing Staff WP increased to 12
- Rainbow Staff becomes Neutral: All Elements
- Wizard Staff WP increased to 8
- Mace of Zeus WP increased to 6
- Scorpion Tail WP down to 11
- Range of magic guns increased to 6
- Blaze Gun WP up to 17
- Glacier Gun WP up to 15
- Blast Gun WP up to 14
- Battle Dict WP increased to 13
- Monster Dict WP increased to 15, 25% Cast: Sinkhole
- Papyrus Plate WP decreased to 9
- Madlemgen changed to 25% Add: Stop
- All spears except Obelisk and Dragon Whisker gain 1 speed
- H Bag loses Initial: Slow
- Ryozan Silk becomes Initial: Reflect

Armor
- All hats except Black Hood and Green Beret gain 10 HP
- Flash Hat changed: 80 HP, 20 MP, Initial: Innocent
- Reflect Mail becomes Initial: Reflect
- Cachusha changed to HP: 80, MP: 80

Accessories
- Germinas Boots changed to +2 Move
- Rubber Shoes loses Cancel: Don't Move, gains Cancel: Don't Act
- Feather Boots gains Cancel: Don't Move
- Heretic's Ring remade to Reflect Ring - 1 MA, Initial: Reflect, Cancel: Silence
- Cherche now Always: Protect
- Setiemson now Always: Shell

BUGS
- Haku Korosu properly renamed to Tsuzumazuku
- Magic Ward and a few other skills mimic bug fixed. Tell me if other skills aren't mimicing.
- Holy Spear now correctly has 50% proc
- Hidden Knife now correctly has +1 speed
- Green Beret fixed
- Echo Grass now correctly appears on Item skillset
- Mad Science now correctly appears on Lore skillset
- Dragon Spirit now correctly 300 JP
- Status proc for Geomancy and a few other skills fixed
- Blind fixed
- Auto Potion fixed


GENERAL
- Protect and Shell duration increased to 96 ticks
- Innocent and Faith duration increased to 64 ticks


JOBS
- Chemist loses Move Find Item(worthless anyway)
- Paladin HP Multiplier increased to 90
- All jobs can properly equip bags


SKILLSETS
- Frog X reduced to 135
- Draw Outs CT removed
- Bio 1/2/3 are now Dark elemental
- Angel Song now heals MA+5 MP
- Life Song now heals MA+20 HP
- Witch Hunt now deals PA+5 MP Damage
- Wiznaibus now deals PA+15 HP Damage
- Nameless Dance loses Add: Stop

ITEMS
- Thunder Rod now 5 WP
- Ice Rod now 6 WP
- Flails are now evadable
- Flail, Flame Whip and Morning Star now 10 WP
- Scorpion Tail now 12 WP
- H Bag changed to +1 Speed, Initial: Slow
- Diamond Helm loses Initial: Transparent, Reflect and gains Initial: Reraise
- Genji Armor loses Initial: Reraise
- Robe of Lords gains Cancel: Silence
- Cursed Ring loses Weak: Holy, gains Cancel: Holy

GENERAL
- Proc bug fix
- Flail/Gun accuracy bug fix
- Throwing Knife bug fix
- Untruth bug fix
- Kagesougi bug fix

JOBS
- Squire can no longer equip Shields
- Male Lancer gains 1 MA
- Female Lancer gains 2 MA

Abilities
- Squire loses Equip: Shield
- Geomancer gains Equip: Shield
- Haku Korosu changed to Tsumazuku - Deals 50% damage and removes Haste
- Damage Split now only shifts back 25% of damage, 300 JP

Items
- Ice/Fire/Thunder Bracelet procs now deal MA*8 damage
- Holy Bracelet proc now deals PA*4 damage, 1-2 hits
- P Bag now Always: Regen, Weak: Dark

MAPS
- All map MFI's and traps removed
- Outside Lionel(Map 12, Gaffy) gate removed for more fighting area
- Map numbers with 2 depth water changed to 1 depth water:
  15, 64, 78, 83, 87, 88, 91 and 101 (if i missed any tiles/maps, please notify me, and i know map 43 has deep water)

GENERAL
- Fury now correctly damages at (Brave+35)%. Before, it was still at 40.
- Darkness hack changed to halve accuracy(basically the same thing with less bugs)
- Dead status(when units are killed just in case I wasn't being obvious) now cancels Silence and Darkness
- Units will always turn into crystals or reanimate when their time comes
- Protect and Shell now last 64 CT
- All units except Monk can no longer equip Ribbons


JOBS

- Squire MAM down to 105
- Chemist SPM up to 120
- Paladin HPM down to 75, PAM down to 125
- Monk loses Equip: Poles, loses Innate: Martial Arts
- Mediator HPM up to 80, MAM increased to 145, Move increased to 4
- Samurai HPM up to 75, PAM down to 110, gains Innate: Two Hands
- Mime HPM increased to 200, PAM and MAM increased to 190
- Mime loses Innate: Martial Arts, Unyielding and gains Innate: Move-HP Up and loses all statii immunities except for Dead, Undead, Petrify and Berserk

ABILITIES

Basic Skill
- Accumulate now 3 CT, 10 MP and 200 JP
- Throw Stone damage reduced to PA*6
- Wish healing increased to 5%
- Equip Clothes JP reduced to 150
- Defend JP reduced to 0

Item
- Auto Potion increased to 80 healing on trigger

Chivalry
- Dia range reduced to 5
- Magicward loses Add: Reflect, gains Add: Regen

Snipe
- Hawk's Eye CT reduced to 3
- Projectile Guard JP reduced to 300
- Speed Save now increases CT by 20, 400 JP
- Equip Ranged JP reduced to 300

Punch Art
- HP Restore JP increased to 500
- Martial Arts JP reduced to 100

White Magic
- Holy is now 4 CT, 30 MP and reflectable

Black Magic
- All Fire spells gain 1 AoE and Fire 1/2/3/4 lose 2/4/6/12 Y respectively
- All Bolt spells except Bolt 4 gain 3 Y and cost 5 MP more
- Bolt 4 loses 5 Y
- All Ice spells cost half MP and cost 100 JP more
- Ice 4 loses 8 Y
- Frog hit rate increased to F(MA*2+145)%
- Death hit rate increased to F(MA*2+100)%
- Flare MP cost increased to 50 and Y reduced to 40, now reflectable
- Counter Magic JP reduced to 300

Time Mage
- Don't Move hit rate increased to F(MA*2+200)%
- Balance CT reduced to 2, hit rate increased to F(MA*2+200)%

Summon Magic
- Titan vertical increased to 3, damage decreased to F(MA*20)
- Carbunkle AoE increased to 3
- Silf hit rate increased to F(MA*2+140)%
- Odin hit rate increased to F(MA*2+60)%
- Zodiac AoE increased to 3, damage decreased to F(MA*20)
- MP Restore JP increased to 550

Steal
- Quickening CT increased to 4, MP increased to 15
- Steal Heart hit rate increased to MA*2+40%, JP increased to 150, requires opposite gender
- Steal Accessory hit rate increased to Sp+70%, no longer triggers Counter Flood, not evadable

Talk Skill
- All Talk skills hit rate increased by 10%

Yin Yang Magic
- Silence Song CT reduced to 1, JP cost reduced to 100
- Blind Rage JP reduced to 200
- Petrify hit rate increased to F(MA*2+200)%, JP reduced to 200
- Beguile JP reduced to 100
- Dispel Magic JP reduced to 200
- Sleep CT reduced to 4, hit rate increased to F(MA*2+165)%, JP reduced to 150
- Move MP Up gain reduced by 1/2

Elemental
- All Elementals reduced to (PA+1)/2*MA damage

Jump
- Vertical Jump X now increases in increments of 50, starting with Vertical Jump 2 at 100 JP
- Dragon Spirit JP cost reduced to 300
- Equip Polearm JP Cost reduced to 250

Draw Out
- All Draw Outs now have a CT of 3
- Asura damage reduced to MA*6, how hits enemies only
- Kotetsu AoE now 3
- Bizen Boat MP damage increased to MA*9
- Muramasa damage increased to MA*9, AoE decreased to 1, loses Add: Confusion
- Two Hands JP cost reduced to 500

Ninjitsu
- Haku Korosu damage increased to 100%, and now also activates on Darkness, no longer activates on Sleep
- Katon, Raiton and Suiton Y increased to 28, MP reduced to 7
- Sunken State JP reduced to 200
- Abandon JP reduced to 250
- Two Swords JP cost reduced to 500

Lore
- Tornado/Quake JP reduced to 250
- Equip Magegear JP reduced to 150

Sing
- All Songs now cost 5 MP
- Life Song now 6 CT
- Cheer Song now 10 CT
- Battle Song now 8 CT
- Magic Song now 8 CT

Dance
- All Dances now cost 5 MP
- Wiznaibus now 6 CT
- Slow Dance now 10 CT
- Polka Polka now 8 CT
- Disillusion now 8 CT

ITEMS

- Fists now deal PA*9 damage
- Axes now deal [PA/2....PA+PA/2]*WP damage
- Rods deal MA*WP damage
- Bags deal [PA/2....PA+PA/2]*WP damage
- Harps deal MA*WP damage
- Cloths deal PA*WP damage

Daggers
- Platina Dagger gains 50% Cast: Climhazzard[Dmg_(TarMaxHP-TarCurHP)]
- Main Gauche WP increased to 10, W-EV increased to 40
- Orichalcum WP increased to 12
- Assassin Dagger now 33% Add: Death Sentence
- Air Knife WP increased to 13
- New Knife: Throwing Knife - 10 WP, 3 Range, 1 Move
- New Knife: Dual Cutters - 6 WP, 50% Extra Hit, 2 Swordable, 1 Move
- New Knife: Blind Knife - 8 WP, 50% Add: Darkness, 2 Swordable, 1 Move
- New Knife: Mage Masher - 8 WP, 50% Add: Silence, 2 Swordable, 1 Move

Ninjato
- Hidden Knife WP increased to 8, gains Always: Transparent

Knight Swords
- Defender W-EV increased to 40
- Excalibur loses Absorb: Holy

Katana
- All current Katanas no longer 2 Swordable
- Kotetsu is now 2 Handable
- New Katana: Masamune - 10 WP, Initial: Haste, 2 Handable
- New Katana: Chirijiraden - 11 WP, 2 Swordable

Axes
- All axes are no longer forced 2 hands, can be 2 handed

Rods
- All Rod WP increased to 8
- All Rod procs increased to 100%, Dragon Rod proc 50%
- New Rod: Prismatic Rod - 8 WP, Strengthen: Wind,Earth,Water,Holy,Dark, 2 Swordable, 2 Handable
- New Rod: Faith Rod - 8 WP, Initial: Faith, 2 Swordable, 2 Handable


Staves
- White Staff changed to 7 WP, 100% Cast: Dia
- Healing Staff WP increased to 10

Flails
- Flail, Flame Whip and Morning Star WP increased to 9
- Scorpion Tail WP increased to 11 and gains 50% Add: Poison

Guns
- Romanda Gun WP increased to 10

Crossbows
- Bow Gun WP decreased to 8, Extra attack now 50%
- Night Killer, Poison Bow and Hunting Bow proc chance decreased to 50%
- Gastrafitis WP increased to 16

Longbows
- All longbows WP increased by 2

Harps
- Ramia Harp and Fairy Harp proc chance increased to 33%

Spears
- Spear WP increased to 12, proc changed to 50% Cast: Ice Bracelet, no longer 2 Handable
- Mythril Spear losed 2 MA, proc changed to 50% Cast: Fire Bracelet
- Partisan Spear proc changed to 50% Cast: Thunder Bracelet
(The above bracelets deals PA*8 damage of their respective elements, not evadable)
- Holy Lance proc changed to 50% cast: Holy Bracelet
(Holy Bracelet deals PA*8 holy damage, hits 1-2 times, not evadable)

Sticks
- Gokuu Rod now 100% Add: Innocent

Carpets
- Persia changed to Initial: Protect
- Cashmere changed to Initial: Shell
- Ryozan Silk changed to Always: Reflect

Helmets
- Diamond Helmet loses Absorb: Holy, Strengthen: Holy, gains Initial: Float, Transparent, Reflect
- Platina Helmet loses Absorb: Wind, Strengthen: Wind, gains Cancel: Oil, Poison, Slow

Hats
- Green Beret loses Cancel: Don't Move, Don't Act, gains 1 Move and 1 Jump
- Golden Hairpin loses Cancel: Silence, gains Strengthen: Holy, Dark
- Thief Hat loses Cancel: Charm, gains Half: Earth, Wind, Water

Ribbons
- All Ribbons gain 40 HP

Armor
- Gold Armor gains Cancel: Silence
- Diamdond Armor gains Cancel:Don't Move
- Platina Armor loses 10 HP
- Carabini Mail loses 10 HP
- Crystal Mail loses 25 HP, loses Cancel: Sleep, gains Cancel: Charm, Innocent, Faith
- Genji Armor loses 25 HP, gains Initial: Reraise, Regen
- Maximillian loses 10 HP

Clothes
- Wizard Outfit HP increased by 20
- Santa Outfit loses Cancel: Sleep, gains Absorb: Wind
- Power Sleeve HP increased by 20
- Black Costume loses Cancel: Stop, gains Absorb: Dark
- Rubber Costume loses Cancel: Don't Move, gains Absorb: Water

Robes
- Linen Robe gains 15 HP
- Silk Robe gains 20 HP
- Wizard Robe gains 20 HP
- Chameleon Robe gains 10 HP, 15 MP
- Light Robe gains 20 HP
- Robe of Lords gains 20 HP, 30 MP

Accessories
- Reflect Ring changed to Heretic's Ring(Initial: Haste, Innocent)
- N-Kai Armlet now absorbs Dark
- Leather Mantle gains 6 P-EV, loses Absorb: Water
- Feather Mantle gains 6 M-EV, loses Absorb: Wind
- Cherche loses 1 PA
- Setiemson loses 1 MA
- Salty Rage loses Always: Slow

GENERAL
- New terrible logo. Do you like my Paint skills? I would have made it rainbow if it wasn't for the fact that I wanted something semi serious.
- Good/Bad compat now increases/decreases effectiveness by 12.5%
- Best/Worst compat now increases/decreases effectiveness by 25%

JOBS
- Monks can now equip Poles
- Thief loses innate Awareness
- Thief gains innate Flee
- Mime gains innate Unyielding

ABILITIES
- New movement ability for Thief(Flee: Add 3 move when in critical, 100 JP)
- All Priest, Wizard, Time Mage, Summoner, Oracle and Scholar spell ranges increased by 1
- Auto Potion JP cost reduced to 300
- Stigma Magic is now 2 Range, 0 Vert, Single Target
- Chakra is now 2 Range, 0 Vert, Single Target, 200 JP
- Revive JP cost reduced to 300
- Flare is not reflectable
- Holy is not reflectable
- Demi now deals 33% Max HP damage and now has F(MA*2+210)% chance to hit
- Demi 2 now deals 66% Max HP damage, has F(MA*2+180)% chance to hit, and costs 300 JP
- Lich now deals 33% Max HP damage, has F(MA*2+160)% and is 5 CT
- Shuriken range down to 5
- Katon range down to 5
- Raiton range down to 5
- Suiton range down to 5
- Tornado is now 5 CT
- Quake is now 5 CT

ITEMS
- Crystal Shield gains Cancel: Slow, loses 15 P-EV, loses 10 M-EV
- Diamond Helmet gains Strengthen: Holy, loses 10 HP
- Platina Helmet gains Strengthen Wind, loses 10 HP
- Leather Mantle now correctly absorbs Water

GENERAL
- Fixed Yin Yang Magic bug in the memcard generator and a bunch of other text
- Carpets fixed
- Genji Shield fixed
- Added Reflect bar to the abilities
- Haste status now increases speed by 25%, 32CT

JOBS
- Paladin gains 1 Jump
- Paladin HP Multiplier now 85
- Paladin MP Multiplier now 25
- Monk HP Multiplier now 90
- Thief gains innate Awareness

SKILLS
- Throw Stone now deals PA*8 damage, M-EV
- Grand Cross will now stay Weapon element, 12 MP, loses Add: Darkness
- Charge renamed to Snipe
- Greased Bolt now Add: Oil, Poison
- Hawk's Eye and equipment breaks added Archer skillset
- Concentrate removed from Archer skillset(only innate on Mime now)
- Thief loses all steals except for Steal Heart Steal Accessory
- Thief gains 4 new abilities
- Steal Accessory down to 300 JP
- All Elementals now cost 50 JP (if you buy all of them, its 600JP, removes 1 rule)
- Elemental Y increased back to 4
- Shuriken remade(PA*2 damage, 4 hits, 6.25% Poison each hit)
- Nightslayer renamed to Haku Korosu
- Shadowstrike renamed to Kagesougi
- Shinobi's Seal renamed to Doku no Kyoukai
- Abandon only increases evasion by 50%
- Cheer Song up to 25% hit
- Slow Dance up to 25% hit

ITEMS
- Main Gauche W-EV down to 30%
- Defender now 15 WP
- Ragnarok and Save the Queen now 14 WP
- All Katanas deal PA*WP damage
- Bizen Boat changed(100% Silence)
- Muramasa changed(100% Faith)
- Ice Bow and Lightning Bow gain 2 MA
- Javelin gains 1 PA and 1 Speed, loses 25% Add: Frog
- Spear gains 25% Add: Frog
- Oberisk renamed to Obelisk
- All Sticks except Ivory Rod up 2 WP
- Carpets now have 12 WP
- Carpet evasion down to 10%

GENERAL
- Previous bugs fixed
- Units now move in the 1/2/2/1/1/2/2/1 formation if all units have the same speed.

JOBS
- Paladin loses 1 Jump
- Paladin C-EV now 0
- Paladin MP Multiplier now 20

SKILLS
- Maintainence is now 100 JP
- Holy Water now also cancels Oil
- Maiden's Kiss now also cancels Sleep, 150 JP
- Dia can now hit caster
- Grand Cross is now Holy Elemental
- Katon, Raiton and Suiton can now hit caster
- Katon, Raiton and Suiton now (100-Faith)*(100-Faith)*PA*25 damage
- Shinobi's Seal is now Sp+70% chance to hit, seperate and inflitcs Blind, Silence, Poison, Don't Move, Don't Act(around about 20% chance for each status in tests)
- New skill for Ninja: Houkouton
- Lore loses persevere and damage has been doubled
- Float is now 400 JP


ITEMS
- Stone Gun loses 1 WP
- C Bag loses 1 MA
- FS Bag loses 1 PA
- All spears up 2 WP
- All bows up 1 WP
- Ice Bow now casts Ice 3
- Lightning Bow now casts Bolt 3
- Rainbow Staff is now all Elements and 11 WP. Loses whatever it had before.
- All non-status crossbows up 2 WP
- All status crossbows up 1 WP, gains 100% status
- All harps gain 2 WP
- Ramia Harp now adds Stop instead of Confusion
- Cloths status changed to permanent

GENERAL
- Previous bugs fixed
- Some animation changes to Lore
- Text changes to items updated

JOBS
- Paladin loses 1 PA
- Monk gains 1 PA
- Bard and Dancer base stats buffed. Both can now equip Swords

SKILLS
- Consecration is now 10 MP and is now Sp+70% chance to hit
- Transfusion is now 10 MP
- Greased Bolt becomes PA+55% chance to hit
- Cover Fire is now evadable and costs 12 MP
- Fire/Ice/Bolt 4 are no longer evadable
- Frog now 200 JP
- Death now 250 JP
- Flare now 300 JP
- Shiva/Ifrit/Ramuh now Faith*MA*19 damage
- Leviathan/Salamander now Faith*MA*16 damage
- Titan/Cyclops/Zodiac now Faith*MA*23 damage
- Bahamut now Faith*MA*27 damage
- JP costs for expensive summons reduced
- MP Restore no longer requires critical but now costs 400 JP

ITEMS
- All axes lose 2 WP
- Judo Outfit changed to Santa Outfit(100 HP, Absorb: Ice, Immune: Sleep)
- Band of Elements is now Iron Boots: Always: Don't Move, Protect, Shell
- Salty Rage gains Always: Slow

GENERAL
- Previous bugs fixed
- Oil hack implemented(2x Weak vs Fire)

JOBS
- Thief gains a new buyabe reaction: Awareness - 200 JP(front evasion% for all sides)

SKILLS
- Secret Fist is now evadable and is now Hit_(MA*2+50)%
- Stigma Magic now cancels Charm
- Steal Heart is now Hit_(Speed+35)%
- Esuna now cancels Charm
- Blackmail, Insult and Mimic Daravon X reduced by 10
- Confusion Song replaced with Beguile
- Shuriken is now 6 range
- Katon, Raiton and Suiton are now 6 range and are not evadable
- Elemental status effects rearranged

ITEMS
- Short Edge now has 25% Add: Oil
- All bags lose 4 WP
- Gold Helm gains Cancel: Sleep
- Cross Helm gains 10 MP
- Twist Headband loses 10 HP
- Holy Miter loses 10 HP
- Wizard Outfit loses 10 HP
- Power Sleeve loses 10 HP
- Wizard Robe loses 5 HP

ELEMENTAL CHANGES
Pitfall - Darkness
Water Ball - Frog
Hell Ivy - Slow
Carve Model - Petrify
Local Quake - Don't Move
Kamaitachi - Silence
Demon Fire - Oil
Quicksand - Death Sentence
Sand Storm - Stop
Blizzard - Sleep
Gusty Wind - Don't Act
Lava Ball - Dead

- All bags lose 1 WP
- Cheer Song/Slow Dance now 20% chance to hit
- Previous bugs fixed(Steal Heart, Sprites)

GENERAL
- All equipment done with text editting


JOBS
- Paladins can now equip Axes and Katanas
- Archers can now equip Guns
- Thieves can now equip Swords
- Lancers can now equip Poles
- Ninja gains 1 PA
- Mime reaction changed to Counter Flood


SKILLS
- Chemist Skill JP costs changed
- Cure 3 now 250 JP
- Cure 4 now 350 JP
- Raise 2 now 300 JP
- Holy now 500 JP
- Level 2 black magic now 120 JP
- Level 3 black magic now 190 JP
- Level 4 Black magic now 260 JP
- Death now 400 JP
- Flare now 550 JP
- All Cure spells, Raise 1/2 and Fairy lose Holy Element
- Meatbone Slash moves to Samurai(from Monk)
- Steal Heart no longer requires opposite gender
- Equip X reworked
  • Equip Sword -> Equip Sword/Knife/Ninja Sword (Equip Light Blade - Thief, 350JP)
  • Equip Axe -> Equip Axe/Knightsword/Katana (Equip Heavy Blade - Paladin, 400JP)
  • Equip Spear -> Equip Spear/Pole (Equip Polearm - Lancer, 350JP)
  • Equip Bow -> Equip Bow/Crossbow/Gun (Equip Ranged - Archer, 400JP)
  • Equip Gun -> Equip Rod/Staff/Book (Equip Magegear - Scholar, 250JP)
  • Equip Knife -> Equip Clothes/Hats/Robes (Equip Clothes - Squire, 250JP)
  • Equip Armor -> Unchanged
[li]Equip Shield -> Unchanged[/li][/list]
- Draw Outs which deal damage are now Magic evadable
- Chirijiraden is now 400 JP
- Bard gains Cheer Song
- Dancer gains Slow Dance


ITEMS
- All equipment with Absorb: X is always neutral

GENERAL
- Growths now changed(5HPC, 5MPC)
- Multipliers adjusted for HP/MP to remain fairly similar(Most classes gain/lose about 10HP/MP)
- Anything with Absorb: Element also has Half: Element (this includes monsters)
- Sprites implemented!!! Big thanks to mav for all his hard work!
- New monster: Archaic Demon - this is just a test. If you plan to use it, it can't equip any RSM.


SKILLS
- Move+1 down to 400JP
- Demi now 2 CT
- All geomancy down to (PA+2)/2*MA damage
- Katon, Raiton and Suiton are now (100-Faith)*(100-Faith)*PA*20 damage

GENERAL
- Berserked units lose all evasion(like Charging status)
// I really don't think that this is enough. All that will happen is that they will swap to Chaos Blade.
- Previous bugs fixed
- Steal skillset rearranged slightly(forgot this one)
- Item skillset rearranged slightly(this one too)
- Lots of items finished in text editting


SKILLS
- Sing, Dance, and Lore are now Mimicable(I am going to regret this)
- Mimes gain innate Counter
- Yell MP increased to 8
- Greased Bolt now Adds: Chicken and Poison
- Cover Fire formula is now Dmg_(Rdm(1-3)*(PA*3+60))
- Cure 4 CT reduced to 5
- Raise MP increased to 15
- Raise 2 MP increased to 25
- Meteor removed from Time Mage
- MP Restore now 200 JP
- Half of MP now 400 JP
- Many mediator changes(see below)
- Blind down to 1 AoE
- Geomancy range decreased to 4


ITEMS
- Diamond Shield loses Initial: Faith and gains Immune: Earth, Holy
- Diamond Shield loses Initial: Innocent and gains Immune: Wind, Water
- Gold Armor gains Cancel: Dead
- Platina Armor gains Cancel: Poison, Darkness
- All helmets except for Grand Helmet gain 10 HP
- Mythril Helmet gains Cancel: Slow
- Gold Helmet gains Cancel: Chicken, Confusion
- Cachusha HP increased to 40
- Barette HP increased to 40
- Ribbon HP increased to 30
- Linen Robe added(80 HP, 40 MP, 1 MA)
- Wizard Robe now 40 MP
- Light Robe loses 20 HP
- Robe of Lords gains 10 MP
- Small Mantle loses Initial: Faith and gains Immune: Earth, Holy
- Vanish Mantle loses Initial: Innocent and gains Immune: Wind, Water

Mediator changes
New Skill - Blackmail: Add - Don't Act(exactly the same as 1.3's Threaten)
Threaten and Solution now remove 25 Brave/Faith. Targets enemies, random flagged.
Praise and Preach now add 15 Brave/Faith. Targets allies
Finger Guard is back for 100JP
Monster Talk is back for 100JP(preparing for monsters)

GENERAL
- Darkness now reduces accuracy by 50%
- Skillsets have been rearranged slightly to clean things up(this is to prepare for finishing with humans!)


SKILLS
- Yell gains a 5 MP cost
- Nurse now heals 33%(from 25%)
- Cure Y buffed to 16(from 14)
- Cure 2 Y buffed to 22(from 20)
- Level 1 Black Magic Y buffed to 16(from 14)
- Level 2 Black Magic Y buffed to 20(from 18)
- Level 4 Black Magic JP cost decreased to 400(from 550)
- Level 4 Black Magic MP cost decreased to 45(from 48)
- Flare JP cost decreased to 450(from 650)
- Flare MP cost decreased to 45(from 60)
- Haste/Slow MP cost increased to 12(from 8)
- Haste 2/Slow 2 MP cost decreased to 22(from 30)
- Reflect reworked to cancel charging and deal damage
- Time Mage gains Meteor
- Critical Quick JP cost decreased to 350(from 700)
- Short Charge JP cost decreased to 600(from 800)
- Summon Magic MP costs reworked
- Summoner gains Cyclops (damage + blind)
- Summoner gains Zodiac(99 vert attack)
- Carbunkle now adds Transparent
- Thief gains Move +1(600JP)
- Threaten Y nerfed to 35(from 40)
- Mimic Daravon Y nerfed to 30(from 35)
- Mediator gains Unyielding(-20% damage taken support)
- Paralyze MP cost increased to 20(from 10)
- Paralyze X nerfed to 160(from 175)
- Sleep X nerfed to 145(from 160)
- Move-MP Up JP cost increased to 500(from 270)
- Ninja gains Overwhelm(+20% damage support)
- Lore reverted back to old form (halved damage, halved MP cost, Persevere)
- Mad Science now adds Float, Reraise and Regen(All or nothing)
- Bio Y buffed to 16(from 13)
- Bio 2 Y buffed to 20(from 16)
- Bio 3 Y buffed to 24(from 21)
- Tornado/Quake Y nerfed to 20(from 23)
- Tornado/Quake now Magic evadable


ITEMS
- Murasame loses Water element(didn't work)
- Excaliber and Chaos Blade added
- Ribbons added and can be equipped by any unit
- Mantles reworked
- All Robes gained 20 HP
Title: Re: FFT Arena PPF download and bug reports
Post by: FFMaster on August 05, 2010, 05:46:52 am
Current bugs
-Ninjitsu skill names do not appear (nothing can be done about this for now)
Title: Re: FFT Arena PPF download and bug reports
Post by: FFMaster on August 06, 2010, 09:38:22 am
Version BETA 112 released.
Title: Re: FFT Arena PPF download BETA 112
Post by: ffta707 on August 07, 2010, 08:03:26 pm
Don't know if I should post here, but everything looks great :)
Title: Re: FFT Arena PPF download BETA 115
Post by: FFMaster on August 10, 2010, 07:52:28 am
Updated with newest version.
Title: Re: FFT Arena PPF download BETA 115
Post by: CT5Holy on August 10, 2010, 01:52:29 pm
Draw Out damage is really bad. 18 MA Wiz with MAUP and Ele boosting (30 effective MA) is doing... 39 damage. Neutral compat, target is neutral to the element in question. What happened?
Title: Re: FFT Arena PPF download BETA 115
Post by: Pride on August 10, 2010, 02:36:26 pm
I'm also getting some strange errors. Like Spears and Poles weapon shows up as a sword when doing the animation, draw out doing much lower damage then expected (not quite as low as CT5 but lower then expected 19 MA + MAUP doing 70 damage), and regular attacks seem to be doing less damage then expected.
Title: Re: FFT Arena PPF download BETA 115
Post by: FFMaster on August 10, 2010, 05:27:32 pm
Might be a dirty ppf, give me a minute.

EDIT: Well, not a dirty ppf, but one which I was tinkering with. Expect a new patch in a bit.

EDIT2: Seems some of my formula hacks affect other formulas as well. I'm in the middle of reverting the changes.
Title: Re: FFT Arena PPF download BETA 117
Post by: FFMaster on August 10, 2010, 06:52:34 pm
I will update the tables later today.
Title: Re: FFT Arena PPF download BETA 118
Post by: FFMaster on August 13, 2010, 06:21:52 am
Version BETA 118 released.
Title: Re: FFT Arena PPF download BETA 119
Post by: FFMaster on August 14, 2010, 09:18:50 pm
Version BETA 119 released.
Title: Re: FFT Arena PPF download BETA 120
Post by: FFMaster on August 28, 2010, 12:27:41 am
Version BETA 120 released. Tables updated.
Title: Re: FFT Arena PPF download BETA 120
Post by: Croix on August 30, 2010, 10:58:25 pm
I'm messing with 120 right now. Good work its pretty fun!
Title: Re: FFT Arena PPF download BETA 120
Post by: Croix on August 30, 2010, 10:59:28 pm
If it was my decision to make I would make Grand Cross more powerful. It seems rather ineffective... or is it's damage based on Total faith?
Title: Re: FFT Arena PPF download BETA 120
Post by: Shade on September 04, 2010, 01:41:43 pm
It should do same damage as your weapon atttack would(maybe little less).

it would not  matter that it would be weaker then normal attack, since Grand Cross is just for AOE.

Also wtf Arena.GME file doesnt work with memorycardrex(sucks)?!?!?!? :?
Title: Re: FFT Arena PPF download BETA 120
Post by: Croix on September 05, 2010, 12:50:27 am
I still dont think the HP sacrifice is worth the damage done... that's just my opinion...

Also I think that Odin needs to be nerfed badly... if a Summoner gets height advantage away from the melee fighters... the other team may aswell forfeit.

Summon Magic             Faith Rod
Time Magic                  
MA Save                      Golden Hairpin
Half of MP                    Robe of Lords
Move - MP Up               Magic Ring

Teach him Haste 2 and Odin, the first thing the summoner will do is cast Haste 2 to speed boost the party. then go and run to higher grouind and spam odin... anyone who is left alive is picked off my melee fighters or range magic. Odin = OP. You could even replace MA ssave with Dragon Spirit and Move - MP Up with Move HP- Up for a darn well near invincible fighter.
Title: Re: FFT Arena PPF download BETA 120
Post by: Shade on September 05, 2010, 01:57:29 am
Quote from: "Croix"I still dont think the HP sacrifice is worth the damage done... that's just my opinion...

Also I think that Odin needs to be nerfed badly... if a Summoner gets height advantage away from the melee fighters... the other team may aswell forfeit.

Summon Magic             Faith Rod
Time Magic                  
MA Save                      Golden Hairpin
Half of MP                    Robe of Lords
Move - MP Up               Magic Ring

Teach him Haste 2 and Odin, the first thing the summoner will do is cast Haste 2 to speed boost the party. then go and run to higher grouind and spam odin... anyone who is left alive is picked off my melee fighters or range magic. Odin = OP. You could even replace MA ssave with Dragon Spirit and Move - MP Up with Move HP- Up for a darn well near invincible fighter.


HP sacrifice?


Sorry but faith rod isn't in arena anymore. also pretty weak setp it would get one shottted or two shotted. AI isn't that smart to go higher.
Title: Re: FFT Arena PPF download BETA 120
Post by: PX_Timefordeath on September 05, 2010, 02:52:12 am
Talk about these in their respective topics.

viewtopic.php?f=37&t=5431 (http://ffhacktics.com/forum/viewtopic.php?f=37&t=5431) - Jobs/Abilities
Title: Re: FFT Arena PPF download BETA 120
Post by: Croix on September 05, 2010, 04:34:50 pm
AI is totally smart enough to go higher, I've watched it do so.
Title: Re: FFT Arena PPF download BETA 121
Post by: FFMaster on September 06, 2010, 08:06:02 am
Version BETA 121 released.
Title: Re: FFT Arena PPF download BETA 122
Post by: FFMaster on September 11, 2010, 07:10:43 pm
BETA 122 released. Tables will be updated in a bit.

EDIT: Tables updated.
Title: Re: FFT Arena PPF download BETA 122
Post by: Croix on September 20, 2010, 01:40:36 am
Quick question.

Is there an FFT Arena for FFT 1.3? using last seasons patch? If so can I be directed to it?
Title: Re: FFT Arena PPF download BETA 122
Post by: FFMaster on September 20, 2010, 06:32:14 am
http://zodiac.ffhacktics.com/S3/ (http://zodiac.ffhacktics.com/S3/)
Title: Re: FFT Arena PPF download BETA 123
Post by: FFMaster on September 29, 2010, 07:25:04 pm
BETA 123 released.
Title: Re: FFT Arena PPF download BETA 123
Post by: CT5Holy on October 02, 2010, 03:49:47 pm
Using the CLF you provided, the HP and MP values for humans are lower than the charts in the stats/abilities thread.
Title: Re: FFT Arena PPF download BETA 123
Post by: FFMaster on October 02, 2010, 06:10:11 pm
My bad. Forgot to edit the growths for humans.
Title: Re: FFT Arena PPF download BETA 124
Post by: FFMaster on November 09, 2010, 04:08:47 am
BETA 124 released.
Title: Re: FFT Arena PPF download BETA 125
Post by: FFMaster on November 12, 2010, 10:04:52 pm
125 released. Very small update.
Title: Re: FFT Arena PPF download BETA 126
Post by: FFMaster on November 15, 2010, 11:05:37 pm
126 released.
Title: Re: FFT Arena PPF download BETA 126
Post by: Barren on November 19, 2010, 08:18:04 am
Just downloaded 1.26 beta, would i be able to add new teams to the existing memory card generation data on the excel spread sheet or do i have to use winhex and start a new one? i want to call a FFT arena match at some point.
Title: Re: FFT Arena PPF download BETA 127
Post by: FFMaster on November 23, 2010, 01:02:58 am
127 released. Tables updated.
Title: Re: FFT Arena PPF download BETA 127
Post by: pokeytax on November 23, 2010, 09:15:07 am
I'm not sure if anything has changed, but I'm having a little trouble with this version.  It seems to be triggering the full dependency tree rebuild more frequently which gives me a lot of #NAME? errors.  I will poke around a little more and see if I'm just doing some damn fool thing.

EDIT: Yeah, probably just me, I'm getting the same problem with old versions.

Chirijiraden and Awareness have incorrect JP costs.
Title: Re: FFT Arena PPF download BETA 127
Post by: FFMaster on November 23, 2010, 02:52:47 pm
Awareness should be 200 JP, the table is wrong. Chiri however, should be 400, not 600.
Title: Re: FFT Arena PPF download BETA 127
Post by: Zaen on November 23, 2010, 02:54:34 pm
Santa Outfit is genius.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 127
Post by: pokeytax on December 01, 2010, 08:04:57 am
The spreadsheet doesn't seem to deal perfectly with empty secondaries - Shade's Monk had an empty secondary and didn't have the Punch Art skills I entered into the spreadsheet. This is a pretty easy fix though, I can just give these units an empty secondary.

These two skills are both still in, so occasionally I paste in an extra space and get the broken Float we've seen in S3/S4.
"Float " 150 JP (the bad Float)
"Float"  300 JP (the good Float)
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 127
Post by: Otabo on December 01, 2010, 03:56:51 pm
Is it me, or does the spreadsheet have an issue of accepting Yin-Yang Magic secondary? Plenty of times I wanted to put in Yin Yang secondary, but the spreadsheet just wouldn't accept it.

What's the deal with that?
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 127
Post by: pokeytax on December 01, 2010, 03:58:37 pm
"Ying-Yang Magic" (sic)
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 127
Post by: FFMaster on December 01, 2010, 04:30:53 pm
Spelling errors will be fixed in the spreadsheet for newest version.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 128
Post by: FFMaster on December 05, 2010, 08:08:28 pm
BETA 128 released. Forgot to change the Yin Yang Magic spelling error.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 128
Post by: pokeytax on December 06, 2010, 08:02:30 pm
Grand Cross doesn't seem to be Holy-elemental (or Diamond Helmet does not absorb Holy).
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 128
Post by: FFMaster on December 06, 2010, 08:07:33 pm
It should be working fine... maybe it is still using the weapon element? I'm not sure what I did wrong in Patcher then. Diamond Helmet is perfect.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 128
Post by: pokeytax on December 06, 2010, 08:10:24 pm
Definitely weapon-elemental, just checked (sorry, CT5Holy, I'll fix your team tomorrow).
Also, it looks like you removed Persevere/increased Q for Lore, although it's not in the patch notes.
Cloths are not functioning.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 128
Post by: FFMaster on December 06, 2010, 08:28:03 pm
Guess it can stay weapon elemental then. It won't change that much anyway. And yeah, I forgot to list that Lore change. Added. Thanks for that.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 128
Post by: Skip Sandwich on December 24, 2010, 04:12:56 pm
Just to be clear, Grand Cross is flagged as Requires-Sword, correct? Because i've never been able to use it in tests where I was equipping weird weapons to get off the wall elemental attacks, like blast guns and the like.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 128
Post by: FFMaster on December 24, 2010, 06:06:39 pm
Yeah, it is still require sword in this version. It will get removed for 129.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129
Post by: FFMaster on December 30, 2010, 01:16:24 am
129 released. The Haste change imo is a very big change, and we shouldn't allow too many big changes at once.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129
Post by: CT5Holy on January 01, 2011, 03:52:39 pm
Innate Awareness on Thieves seems to overwrite their reaction ability - the reaction ability says Awareness instead of what was put on.
I use FFTastic. Maybe that's part of the problem?
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129
Post by: PX_Timefordeath on January 01, 2011, 03:59:16 pm
It'll use the reactions in order. It'll use Awareness first, and if it still connects, then it'll use your other reaction.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129
Post by: CT5Holy on January 02, 2011, 05:45:22 pm
Well, the other reaction isn't triggering at all. 70 Fury, too.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129
Post by: The Damned on January 03, 2011, 09:27:11 pm
Damn, I thought this would happen.

I still say Thief should just get Innate Maintenance and a bit more C-EV (25).
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129
Post by: Barren on January 07, 2011, 09:44:36 pm
I would like to report that when i downloaded the lastest version there is no ppf file in the download :-/
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129
Post by: Pride on January 07, 2011, 09:51:52 pm
Add .ppf to the file name to fix it
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129
Post by: FFMaster on January 07, 2011, 10:37:04 pm
There should be a file about 3.14mb. Just put .ppf at the end. Sorry about that.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129b
Post by: FFMaster on January 15, 2011, 01:30:06 am
Version 129b released. Fixes a few bugs. Stops Martial Arts from affecting Ninjitsu skills.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129b
Post by: Shade on January 16, 2011, 09:33:11 am
Quote from: FFMaster on January 15, 2011, 01:30:06 am
Version 129b released. Fixes a few bugs. Stops Martial Arts from affecting Ninjitsu skills.


This means no martial arts combo with katon, raiton, suiton?
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 129b
Post by: FFMaster on January 16, 2011, 04:31:41 pm
Yep.
Title: Re: FFT: ДЃΣΠΔ™ PPF download BETA 130
Post by: FFMaster on June 23, 2011, 09:05:49 pm
Version 130 released after a long wait. Tables all updated.
Title: Re: FFT: Arena PPF download BETA 130
Post by: Zaen on July 01, 2011, 01:06:12 am
Hmm... Do you have any proposed changes for Bard/Dancer/Mime combos? Those were substantially broken and annoying. I've thought about it quite a bit.. and maybe an idea would be just a slight boost in CT, maybe an MP cost.
Title: Re: FFT: Arena PPF download BETA 131
Post by: FFMaster on August 25, 2011, 05:45:31 pm
Version 131 released. Expect a lot of imbalances. Tables updated.
Title: Re: FFT: Arena PPF download BETA 131
Post by: The Damned on August 25, 2011, 06:22:49 pm
(Rather glad I got distracted last night; not that I wanted to double post.)

Most of these look fine initially. I'll have to look at them more closely, though.

I guess this means I'm off the hook for Equipment stuff, though. Hurray.

After a quick scan, I'm seeing no changes to Swords. Does this mean that Ancient Sword still can't Petrify like it's supposed to?
Title: Re: FFT: Arena PPF download BETA 131
Post by: FFMaster on August 25, 2011, 06:26:19 pm
I fixed the issues with the bugged weapons. Just never bothered to list them.
Title: Re: FFT: Arena PPF download BETA 131
Post by: The Damned on August 26, 2011, 09:44:43 am
(I see.)

Well, if that's indeed the case, most of the changes look decent enough. I don't want to talk about the things I disapprove of here, so I'll just point out so some typos in the 131 changelog and in the Master Guide:

1. (131 Changelog) - Says that Black Costume lost "Cancel: Dead" when it lost "Cancel: Stop".

2. (Master Guide) - Rubber Costume says that it "Cancel: Don't Move" rather than "Absorbs: Water" now.

3. (Master Guide) - Dancer's abilities don't reflect it's changes outside of the MP restrictions, unlike Bard's entry.

4. (Changelog or Master Guide) - Either the fact that Leather Mantle and Feather Mantle lost their Absorbs in the change from 130 to 131 isn't listed or their absorptions for Water and Wind, respecitvely, aren't listed on the Master Guide anymore. It's probably the former.

5. (Master Guide) - You changed Defense Ring's name to Heretic Ring instead of Reflect Ring's name.


That's all I see (at present).
Title: Re: FFT: Arena PPF download BETA 131
Post by: FFMaster on August 26, 2011, 06:32:03 pm
Alright. I'll get on to fixing them now. The mantles are a changelog error.

EDIT: Updated changelog and Master Guide
Title: Re: FFT: Arena PPF download BETA 132
Post by: FFMaster on August 29, 2011, 02:43:51 am
132 released. Tables updated. There were a few things that didn't get added since I wanted a bug fix version quickly.
Title: Re: FFT: Arena PPF download BETA 132
Post by: Malroth on September 19, 2011, 04:18:50 pm
Bugs as of 1.32

Mad Science not avalible for either mem card generator or manual purchace
Green Berett does not grant +move or jump
Auto Potion does not trigger ever
Mimes sometimes do not mime
Dancers Continue to try to dance when out of MP
Echo Grass not avalible
Title: Re: FFT: Arena PPF download BETA 132
Post by: RavenOfRazgriz on September 19, 2011, 04:22:32 pm
Quote from: Malroth on September 19, 2011, 04:18:50 pm
Bugs as of 1.32

Mad Science not avalible for either mem card generator or manual purchace
Green Berett does not grant +move or jump
Auto Potion does not trigger ever
Mimes sometimes do not mime
Dancers Continue to try to dance when out of MP
Echo Grass not avalible



My Dancers WERE using Hi-Ethers properly until I gave one of them Witch Hunt, now they're both retarded in all my tests and refuse to use it ever even when not Dancing.  x_x
Title: Re: FFT: Arena PPF download BETA 132
Post by: Barren on September 21, 2011, 12:55:04 pm
The spreadsheet is inaccurate, dragon spirit according to the guide is 300 but spreadsheet says 500
Title: Re: FFT: Arena PPF download BETA 132
Post by: formerdeathcorps on September 21, 2011, 05:54:14 pm
Quote from: Barren on September 21, 2011, 12:55:04 pm
The spreadsheet is inaccurate, dragon spirit according to the guide is 300 but spreadsheet says 500


Furthermore, samurai have innate 2H, but that's not written on the guide.
Title: Re: FFT: Arena PPF download BETA 132
Post by: Wiz on September 23, 2011, 06:14:08 pm
Here's my own update to 132 (Green Beret + Hidden Knife are fixed...just had to give them the correct attributes in FFTPatcher) if anyone wants it before 133 officially comes out, have at it :mrgreen:

Title: Re: FFT: Arena PPF download BETA 133
Post by: FFMaster on September 23, 2011, 07:57:55 pm
133 released and tables updated.
Title: Re: FFT: Arena PPF download BETA 133
Post by: doriantoki on October 07, 2011, 07:44:30 pm
Quote-Muramasa is dealing 100% Death Sentence.  Outside of changing which skill slot its located in or some form of ASM, I cannot find a way to fix this.  I may try changing the skillslot around later when my head isn't pounding like shit, though.


I'm sorry but that's hilarious.   :lol:

I guess you really weren't kidding about that Death Sentence hax in my match.
Title: Re: FFT: Arena PPF download BETA 133
Post by: doriantoki on October 08, 2011, 05:09:10 am
I appreciate the hard work on the fixes if it means anything.  :)
Title: Re: FFT: Arena PPF download BETA 133
Post by: Eternal on October 08, 2011, 05:20:40 am
I say we leave it at 1.337 for Dome's sake. :P
Title: Re: FFT: Arena PPF download BETA 133
Post by: Wiz on October 26, 2011, 06:45:58 pm
I was thinking maybe you can throw in this and future completed spreadsheets/mem card generators for 134+ even though some of the teams may not function well from being outdated from the previous version.

Here's my submission, 62/64 teams entered in w/ some of them being retired XD

Title: Re: FFT: Arena PPF download BETA 133
Post by: formerdeathcorps on October 31, 2011, 02:00:32 am
I just tested muramasa's proc rate.  It is 100% unless you null it.
Title: Re: FFT: Arena PPF download BETA 133
Post by: RavenOfRazgriz on October 31, 2011, 02:02:02 am
Quote from: formerdeathcorps on October 31, 2011, 02:00:32 am
I just tested muramasa's proc rate.  It is 100% unless you null it.


Again?  Let me make sure I have the Action Menu set correctly.

E: That was it, Action Menu got set back to Katana Inventory somehow on my end.  Uploading a fix in a minute.
Title: Re: FFT: Arena PPF download BETA 133
Post by: RavenOfRazgriz on November 01, 2011, 01:31:03 am
Here's a quick really fucking exhaustive 1.331 1.332 1.333 1.334 1.335 1.336 1.337 1.338 1.339 1.339...1? 1.339...2? 1.339...3? I threw together to fix a bunch of bugs FDC and/or I found.  So many fucking errorfixes we're wrapping around to 1.34 before it even gets here at this rate.

Fixes:

-Sing properly accepts MA+Y for Angel Song and Life Song
-Dance properly accepts PA+Y for Witch Hunt and Wiznaibus
-Many AI flags (specifically relating to Unknown B and Unknown C in the Learn On Hit box) are fixed.  The AI should properly understand that Chirijiraden can hit its allies, that Fairy can't hit its enemies, etc.
-Coral Sword no longer does that random second swing that has no effect.
-Protect/Protect2 now properly adds Protect only, was previously adding Wall Status in addition to Protect.  (How the hell did this even happen to begin with?)
-Draw Out is correctly set to 0 CT as intended in 1.33, for better or worse.
-Nurse is correctly flagged Undead Reverse.
-Frog is correctly flagged, so the AI should use it.  I didn't test this one, though.
-Muramasa flags fixed so the AI realizes its a Damaging move and not a Status move.  Muramasa proc rate now correctly 19%. [AGAIN]
-Player 2 Units will now correctly use Draw Out.  Previously they were not doing so because the skillset was still set to Katana Inventory and not Default.
-Skills like Hawk's Eye should now function correctly. The ASM is bugged and ruins the AI after additional testing so this was undone. FDC LIEEEEEEEEES.
-Mime Class, Genji Shield, and Gold Armor are now properly immune to Death Sentence as per Arena's mandate of Cancel: Dead always also carrying Cancel: Death Sentence. 
-Quickening now flagged correctly, again.
-Grand Cross now properly flagged, previously flagged to tell the AI it was Unevadable (though the skill itself was very much evadable)
-Doku no Kyoukai had some improper flagging and an incorrect CT/MP Cost.  Is now 0 CT, 0 MP, correctly flagged.
-Oil Fix! courtesy of FDC.  I stole it out of the OrgASM files for his Enforced Generic Class Patch (http://ffhacktics.com/smf/index.php?topic=7939.0), so when not making teams for FFT: Arena, feel free to play that and prove how good you /really/ are at this game.  I bet it ends up being not as good as you thought.
-Minor Transfusion flag fixes.
-Undead / Cursed Ring + Death Sentence interaction bug fixes. (Previously worked the same as Death Sentence used on a unit with Cancel: Dead gear.)
 
Known Errors:

-NONE MOTHERFUCKER.

That should be it.  This fixes a ton of bugs, including the mysterious "Mime only does 1 damage" bug, AI idiocy with Draw Out / Fairy / Silf / Cover Fire, unending games, and a whole slew of other shit.

Tossed up a .rar too for people since it'll be far quicker to download.
Title: Re: FFT: Arena PPF download BETA 134
Post by: FFMaster on November 08, 2011, 11:05:12 pm
134 has been released. Tables will be uploaded shortly.

Expect this map to be very unbalanced. Go have fun breaking the game =p

EDIT: All tables uploaded.
Title: Re: FFT: Arena PPF download BETA 134
Post by: RavenOfRazgriz on November 09, 2011, 01:36:45 am
Your changelog is missing Damage Split and Reaction Rate edits, unless you didn't include them for some reason despite having them done.
Title: Re: FFT: Arena PPF download BETA 134
Post by: FFMaster on November 09, 2011, 01:39:29 am
Ok. Thanks for that.

I know there are a few things wrong with this version already. As a heads up, anything labelled Initial: Protect or Initial: Shell is actually Always statii.

EDIT: There are a few errors in the tables as well(when compared to intended change):

Damage split
Ryozan Silk
Title: Re: FFT: Arena PPF download BETA 134
Post by: RavenOfRazgriz on November 09, 2011, 03:40:01 am
Other change I see missing is Move-MP UP being back up to 10%.  Implemented and missing or MIA

And you know I'll fiddle to fix whatever errors you left behind when I'm motivated anyway, so don't worry.  Heh.

>Is apparently the bugfixer now.
Title: Re: FFT: Arena PPF download BETA 134
Post by: FFMaster on November 09, 2011, 03:58:54 am
Still 5%. Completely forgot about that one while finding the ton of bugs in testing phase.
Title: Re: FFT: Arena PPF download BETA 134
Post by: RavenOfRazgriz on November 09, 2011, 04:04:09 am
OK.

Guess it's not as big a deal with the other mage-oriented buffs in this update.

Though, speaking of all that mage stuff, does that make this the My Little Arena: Killing is Magic update?

/shot
Title: Re: FFT: Arena PPF download BETA 134
Post by: FFMaster on November 09, 2011, 09:40:21 am
Pretty sure Attribute 45 is the only one unused after those changes, if my list is correct.

Level Jump 6 is correctly named, just not on the Lancer skillset. I can release an updated spreadsheet if needed.

And... huh? Scholar stats weren't touched.... gotta check those in the morning.
Title: Re: FFT: Arena PPF download BETA 134
Post by: RavenOfRazgriz on November 09, 2011, 10:02:05 am
Quote from: FFMaster on November 09, 2011, 09:40:21 am
Pretty sure Attribute 45 is the only one unused after those changes, if my list is correct.


Attribute 3F was used by Morning Star... but it was the exact same as 06, so obvious merge.

Attribute 43 was previously 1 MA, Initial: Shell.  I couldn't find anything anywhere that used it.  A check over the Master Guide again still reveals nothing using it.  I assume it was some old accessory, probably an older form of Setiemson or something since it uses the same Item Attribute that Vanilla Setiemson uses. 

Good to know Attribute 45 is still open, though.  Looks like the old Cacuscha Attribute.  I would've used that but I forgot Cacusha got changed somehow.   (Good news: Cachusha works correctly!  I didn't check it before, obviously, since I forgot it was changed, but all is good.)  So, there's 1 free Item Attribute for use.

Scholar's been wrong for a very long time in the Master Guide, I just keep forgetting to bring it up.  You should probably just double-check all the stats on classes to cleanse any built-up errors no one noticed.
Title: Re: FFT: Arena PPF download BETA 134
Post by: RavenOfRazgriz on November 09, 2011, 04:24:05 pm
Hey look a 1.341 1.342 1.343 already. Not surprising given the scale of changes in this version and FFMaster doing them all in the span of about a day. 

Stuff:

Level 6 Jump correctly in Lancer skillset.
Javelin correctly does NOT provide Initial: Transparent.
Germinas Boots correctly do NOT provide Initial: Protect.
Mythril Spear correctly provides +1 Speed.
Cherche properly gives Always: Protect (Attribute 3F, 2 is back to Initial: Protect, Morning Star moved to Attribute 6 because duping.)
Setiemson properly gives Always: Shell (Attribute 43, 4 is back to Initial: Shell.  Nothing was using 43 that I could find after 3 runs down the item list and 1 run down the Master Guide.)
Fixed Flags on Silf, Accumulate, Quickening, probably a couple other things.  Removed a ton of Learn on Hit flags.
Blaze Gun, Blast Gun, Glacier Gun now have correct WP.

NEW!
After noticing a typo on Dia in the Master Guide, I decided to check the Ys on Spells.  Several Ys, such as on Bio, Dia, and others were incorrect and still taking their old value.  This would have left Bio 1 and Dia as strong as Holy if left untouched.  It was fixed based on the *.45 conversion, so Bio is the Y = 7 listed in the Master Guide, and Dia is Y = 6.  I can't remember the couple other random ones I had to fix, but they should be listed correctly in the Master Guide since I was going over magic for one of my units earlier and never saw an error there.
MOAR NEW!
Flags on Sinkhole fixed so that the AI will properly use it to Cancel Charging.

Probably a few other things I missed.  Also, if my book-keeping is correct, only Attribute 45 is unused and no duplicate Item Attributes exist.

Master Guide Errors:

Quickening still lists as 4 CT.
Scholar Stats are incorrect.
Dia is listed as MA*14, should be MA*6.
Carbuncle is incorrectly listed as adding Reflect.
Ys on Death and Frog are listed as their old values.

Possibly more, I didn't actually proofread anything, these were just things I noticed while doing my error fixes.

Stuff That Needs Doing:

Memory Card Generator Spreadsheet Updates (Level Jump 6 is missing from what Barren told me, which is what sparked this entire bout of error-fixing.  There's possibly other errors too.)
[/quote]
Title: Re: FFT: Arena PPF download BETA 134
Post by: FFMaster on November 09, 2011, 07:23:52 pm
Going to release a 134b version sometime today. Toning down the X values for a lot of status abilities.

If anything else needs a quick modification, post it here.

EDIT: Got pretty much all the changes done. Here is a current list compared to Ravens version:

Tables
- Base Stats table fixed
- Paladin table fixed
- Thief table fixed
- Summoner table fixed

Bugs
- Fixed flags for Comet

Balance
Punch Art
- Secret Fist JP down to 200, X down to 40, no longer evadable
White Magic
- Raise X down to 100
- Raise 2/Regen/Protect/Shell X down to 70
- Protect 2/Shell 2/Esuna X down to 95
Black Magic
- Death Y down to 75
Time Magic
- Haste/Slow X down to 60
- Haste 2/Slow 2 X down to 100
- Stop X down to 55
- Don't Move X down to 75
- Demi X down to 85
- Demi 2 X down to 65
Summon Magic
- Odin X down to 15
- Lich X down to 55
Yin Yang Magic
- Blind X down to 95
- Spell Absorb X down to 100
- Life Drain X down to 70
- Pray Faith/Doubt Faith/Petrify X down to 50
- Silence Song/Paralyze X down to 60
- Beguile X down to 45
- Dispel Magic X down to 80
Lore
- Mad Science X down to 90, JP up to 150
Title: Re: FFT: Arena PPF download BETA 134
Post by: RavenOfRazgriz on November 09, 2011, 11:18:59 pm
That would be Death Y UP to 75.  It's 60 in-game currently.

E: May as well fix Move-MP UP while you're doing that.
Title: Re: FFT: Arena PPF download BETA 135
Post by: RavenOfRazgriz on November 11, 2011, 12:44:16 pm
Quick Master Guide Error:

You have Squire listed as 4 Move and Geomancer as 3 Move instead of the other way around.  Shield in the bit that lists what they can equip is also typo'd as "Sjld."
Title: Re: FFT: Arena PPF download BETA 135
Post by: FFMaster on November 11, 2011, 04:09:37 pm
Fixed.

Float is currently 400 JP in game, while it should be 200 JP.

EDIT: Reflect Ring is still labeled as Heretic's Ring in spreadsheet.

EDIT2: There are a couple of text errors in game.
Title: Re: FFT: Arena PPF download BETA 135
Post by: formerdeathcorps on November 12, 2011, 10:39:08 am
Spreadsheet Errors:

1) Song/Dance still costs 100 JP.
2) Short Charge still costs 600 JP.

Gameplay Errors:

1) Decapitation Axe has 100% proc.
2) Decapitation proc is darkness elemental?  Holdover from 1.3 but it feels stupid when units with black costume are healed by the attack for 90% of their HP.
Title: Re: FFT: Arena PPF download BETA 135
Post by: Barren on November 12, 2011, 04:34:32 pm
I also detected that there is no reflect ring in the spreadsheet
Title: Re: FFT: Arena PPF download BETA 135
Post by: FFMaster on November 12, 2011, 05:48:18 pm
In the text tab, find Heretic's Ring with search function. Rename it to Reflect Ring.

EDIT: 135b released. This fixes a critical error in weapon proc and fixes a few bugs. Death gets a major nerf and Decap proc no longer dark elemental.
Title: Re: FFT: Arena PPF download BETA 135b
Post by: Barren on November 13, 2011, 01:37:24 pm
Just to let you know that the cost of Frog and Death of the Black Mage Skillset is inaccurate...it saids 200, 250 but it should be 150, 200 according to the guide
Title: Re: FFT: Arena PPF download BETA 135b
Post by: Barren on November 13, 2011, 02:39:00 pm
It could also be possible that the chances of clim hazzard procs is busted, watch fdc (Requisition) vs Vigilanti (Get On Status!) to see you feel that it is or isn't the case
Title: Re: FFT: Arena PPF download BETA 135b
Post by: RavenOfRazgriz on November 13, 2011, 03:03:09 pm
Quote from: Barren on November 13, 2011, 02:39:00 pm
It could also be possible that the chances of clim hazzard procs is busted, watch fdc (Requisition) vs Vigilanti (Get On Status!) to see you feel that it is or isn't the case


That should be fixed in 1.35b... I think.  Something along the procs being fucked to shit (again) happened when FFMaster tried applying another proc-modifying hack, which is the main reason 1.35b was released.  I assume that'll fix the Platina Dagger error, since it's most likely related.
Title: Re: FFT: Arena PPF download BETA 135b
Post by: formerdeathcorps on November 14, 2011, 03:53:38 pm
You can't remove critical or jump status.  And yet, that's what the AI attempts to do with refute.  Can that be removed, please?
Title: Re: FFT: Arena Beta 136 Download
Post by: FFMaster on November 15, 2011, 06:39:09 pm
136 released

Bugs
- Flags for some abilities fixed
- Formula 07 now only reads Zodiac compat once
- Frog and Death now correct JP
- Refute fixed to not remove Jump/Critical

General
- Night penalties removed for ranged weapons

Abilities
- Anything MA*2+X is now MA+X
- Cheer Up X increased to 75
- Secret Fist X increased to 50
- Holy CT increased to 5
- Odin X increased to 25
- All Talk Skills X increased by 10
- Preach now MA+45% to add Faith
- Solution now MA+45% to add Innocent
- Pray Faith removed from Oracle Skillset
- Doubt Faith removed from Oracle Skillset
- Insult comes back
- Katon renamed to Koiton, Darkness element
- Raiton renamed to Futon, wind element

Equipment
- Sticks are no longer 2 handable
- All Book procs now 33% chance
- All Longbows gain 1 WP
- All Ninjato except Hidden Knife, Iga Knife, Koga Knife gains 1 WP
- Iga/Koga Knife gains 2 WP
- Short Edge proc chance increased to 50%
- Flail renamed to Sadist's Whip, Dark elemental, Strengthen: Dark
- Flame Whip renamed to Spiked Futon, Wind elemental, Strengthen: Wind
- Morning Star renamed to Aspergillum, Water elmental, Strengthen: Water
- All Harps down 1 WP
- Romanda Gun now 8 range


Tables will be updated in a bit.

EDIT: Tables updated.
Title: Re: FFT: Arena Beta 136 Download
Post by: Pierce on November 15, 2011, 07:32:39 pm
Quote from: FFMaster on November 15, 2011, 06:39:09 pm
- Raiton renamed to Futon, wind element

Throwing furniture at people is now effected by wind.
Title: Re: FFT: Arena Beta 136 Download
Post by: FFMaster on November 15, 2011, 08:28:01 pm
Well, Futon is just bad romanization. It should actually be Fuuton, Futon is funnier.
Title: Re: FFT: Arena Beta 136 Download
Post by: formerdeathcorps on November 15, 2011, 09:15:24 pm
Making all sticks not 2Hable makes no sense when spears can use 2H.  Why can't we just do the following?

9 WP Ivory Rod (2H, +2 MA)
10 WP Whale Whisker (2H, Water Element)
11 WP Octagon Rod (+25% Frog)
12 WP Gokuu Rod (+100% Innocent)
14 WP Iron Fan

If you're afraid of damage, most mages can take some reduction to MA.  Recall that effective physical PA max is 12 on dancer because monks effectively have 11 since they can't innately use hats.  Mages have 13 base MA, and after looking at it, Raven and I think we should lower it some.  Here's my set of MA numbers (for females):

Scholar = Bard = 12 MA
Wizard = Summoner = Samurai = 11 MA
Priest = Oracle = 10 MA
Time Mage = Chemist = Mediator = 9 MA
Title: Re: FFT: Arena Beta 136 Download
Post by: RavenOfRazgriz on November 15, 2011, 09:20:37 pm
Because that'd make sense and this patch makes none.

Duh.

(But really, having no Two Handable Sticks is kind of dumb.  For real.  Time for the official FIRMLY GRASP YOUR STICKS complaint thread?)
Title: Re: FFT: Arena Beta 136 Download
Post by: Vigilanti on November 16, 2011, 09:39:58 am
Just noticed that the guide on the female paladin's HP in inaccurate....its suppose to be 173 base HP not 144
Title: Re: FFT: Arena Beta 136b Download
Post by: doriantoki on November 19, 2011, 12:48:11 pm
Reflect Ring is giving me an error in the spreadsheet, but Heretic's Ring still works.  Anyone else getting this error?
Title: Re: FFT: Arena Beta 136b Download
Post by: Barren on November 19, 2011, 12:57:06 pm
Just change the heretic's ring to reflect ring in the text tab of the spreadsheet. It should work just fine
Title: Re: FFT: Arena Beta 136b Download
Post by: doriantoki on November 19, 2011, 04:27:05 pm
Yes, I've done that.  Just bringing it to attention.
Title: Re: FFT: Arena Beta 137 Download
Post by: FFMaster on December 13, 2011, 10:31:20 pm
Version Beta 137 released. Expect the tables to be updated within the next hour.

EDIT: Tables updated.
Title: Re: FFT: Arena Beta 137 Download
Post by: Barren on December 14, 2011, 08:03:08 am
Minor error I saw under the poles section of the weapons table in the master's guide. The Ivory Rod and Whale Whisker were labeled as two swords, not two hands.
Title: Re: FFT: Arena Beta 137 Download
Post by: FFMaster on December 14, 2011, 08:19:52 am
Fixed the master guide.
Title: Re: FFT Arena Beta 137 Download
Post by: DomieV on December 14, 2011, 10:07:38 am
Just checked the master's guide, the spreadsheet said that preach and solution costs 100 while the guide said 200. Just letting you know FFMaster
Title: Re: FFT Arena Beta 137 Download
Post by: FFMaster on December 14, 2011, 04:40:09 pm
Alright, updated the master guide.
Title: Re: FFT Arena Beta 137 Download
Post by: Pierce on December 16, 2011, 01:50:33 am
Would it be possible for a section to be made in each ability section to mention whether each skill is modified by AttackUp/MagicAttackUp/MartialArts? The reason I ask is that a recent post in the Stats/Abilities thread made me realize that some of these things aren't documented. For example, some people may not know whether or not Martial Arts modifies PunchArt commands, as it isn't documented anywhere.

Also, the same goes for Brave and Faith. The Faith-dependant skills are all labeled, but the Brave ones aren't. For example, DrawOut doesn't mention if it's Brave or Faith or neither, which may be confusing for people unfamiliar with Arena.

If no one wants to do it, I have no problem doing it myself.
Title: Re: FFT Arena Beta 137 Download
Post by: FFMaster on December 16, 2011, 07:05:31 am
Well, I'm not too sure. The only thing affected by Fury is the Attack command. Anything affected by Faith should be properly labelled. As for Attack Up, Magic Attack Up and Martial Arts, I can agree there. FDC plans to make toggles for those effects, and I plan to use it in Arena eventually. But for now, as a general rule, any formula that has PA in it uses Attack Up and Martial Arts. Any formula that uses MA uses Magic Attack Up.
Title: Re: FFT Arena Beta 137 Download
Post by: Gaignun on 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.
Title: Re: FFT Arena Beta 137 Download
Post by: Barren on December 18, 2011, 06:53:05 am
I think that Magic Attack UP doesn't stack higher odds for secret fist chances or talk skill chances, ect...at least I don't think so
Title: Re: FFT Arena Beta 137 Download
Post by: FFMaster on December 18, 2011, 06:43:52 pm
They should increase the chance by MA/3. And I'm pretty sure Secret Fist is M-EV. BMG does have a few minor things wrong in it.
Title: Re: FFT Arena Beta 137 Download
Post by: Gaignun on December 19, 2011, 06:59:42 am
Naluhodo.

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



I'll list more discrepancies as I find them.
Title: Re: FFT Arena Beta 137 Download
Post by: FFMaster on December 19, 2011, 03:28:59 pm
Death doing 50% is because I changed the Y by accident. Currently 45 X, should be 50.

Life Drain and Spell Absorb are incorrect on the Master Guide.

Raise 2 current X is 85, should be 70.

Seems like Fury was added at a spot where all physical formulae go through. Not intentional, but not too huge.
Title: Re: FFT Arena Beta 137 Download
Post by: Barren on December 30, 2011, 10:00:38 am
If I can make one request about the shuriken ability, I do miss the old shuriken animation where the AI actually throws the shuriken. It can still proc poison, i'm fine with that.
Title: Re: FFT Arena Beta 137 Download
Post by: Zalbagg on January 06, 2012, 12:51:53 am
Hmmm I tried clicking the download but it just loads forever and nothing pops up. Help?
Title: Re: FFT Arena Beta 137 Download
Post by: Barren on January 06, 2012, 08:11:48 am
What browser are you using Zalbagg?
Title: Re: FFT Arena Beta 137 Download
Post by: Zalbagg on January 06, 2012, 08:45:42 am
Firefox, I found an earlier version in a different thread just messing with that right now, but I really want the latest one.
Title: Re: FFT Arena Beta 137 Download
Post by: Barren on January 06, 2012, 11:22:25 am
when you click on the Arena137.rar link nothing happened? unless you may have to enable cookies on your browser perhaps. Also make sure you have winrar so you can extract it. If you still can't download it I'll send it to you
Title: Re: FFT Arena Beta 137 Download
Post by: Zalbagg on January 06, 2012, 08:09:33 pm
Hmmm nevermind it worked for me today when i tried it. So what do i do next?
Title: Re: FFT Arena Beta 137 Download
Post by: doriantoki on January 06, 2012, 09:00:40 pm
http://ffhacktics.com/smf/index.php?topic=8044.0
Title: Re: FFT Arena Beta 137b Download
Post by: FFMaster on January 14, 2012, 07:17:10 pm
137b released. bugfix version.
Title: Re: FFT Arena Beta 137b Download
Post by: Barren on January 15, 2012, 07:35:47 pm
Nice animation with the shuriken, looks really cool
Title: Re: FFT Arena Beta 137b Download
Post by: CT5Holy on January 21, 2012, 01:04:22 am
Ninjas can't equip perfumes in game. Just letting you know.

Oh, and Chaos Blade doesn't have a description, and causes for the formation screen to get all buggy. It goes away once you exit and re-enter though. Another minor detail.
Title: Re: FFT Arena Beta 137b Download
Post by: FFMaster on January 21, 2012, 05:42:39 am
Huh... sounds like a formatting error for Chaos Blade, I'll check it out. And thanks for telling me about the perfumes.

EDIT: Fixed the Chaos Blade description problem. Seems like the text box was too long or something...
Title: Re: FFT Arena Beta 137b Download
Post by: Odal on March 25, 2012, 03:46:06 pm
I'm not sure what the problem is with this excel memory card generator, but it's saying that my brave and faith are wrong (giving red X) no matter what I put in there.


Edit-
Solved.  It was a rather annoying problem with the macros and having to enable them and using the correct version of excel or something.

With that said, I'm pretty sure I know which team I'll use for the tourney. :D
Title: Re: FFT Arena Beta 137b Download
Post by: Xeno on May 18, 2012, 11:08:40 am
Sorry if I'm repeating anyone, but when the new patch comes out will I be able to apply it over the old one?
Title: Re: FFT Arena Beta 137b Download
Post by: Eternal on May 18, 2012, 11:14:17 am
You should always patch a clean ISO.
Title: Re: FFT Arena Beta 138 Download
Post by: FFMaster on August 21, 2012, 07:32:29 pm
138 uploaded. The .rar doesn't have the memcardgen, so you will have to download it from Xif's thread. Tables will be updated slowly.

NOTE: There may be a few incorrect values due to the number of changes.
Title: Re: FFT Arena Beta 138 Download
Post by: Barren on August 22, 2012, 05:48:42 pm
Did some testing with the tactictian's blade, for some reason it not only doesn't apply the move/jump +1 stats but it also inflicts stop :/

and reraise cancels berserk...i'll find more bugs as I go along but for now you definitely got some fixing to do
Title: Re: FFT Arena Beta 138 Download
Post by: Xifanie on August 22, 2012, 06:02:40 pm
Eye's drop wasn't changed to Chrono's tears at all
Title: Re: FFT Arena Beta 138 Download
Post by: FFMaster on August 22, 2012, 06:05:08 pm
Reraise also cancels Silence right now.

Found the problems and corrected them.
Title: Re: FFT Arena Beta 138 Download
Post by: Gaignun on 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:

and a few with the memcard generator:
Title: Re: FFT Arena Beta 138 Download
Post by: FFMaster on August 24, 2012, 04:14:46 am
Posion is correctly 150, Don't Move should be 100.

I've fixed most bugs and will be releasing 138b soon. I just need to check Projectile Guard, Hawk's Eye and Masamune.

Also, what's wrong with the Steal descriptions? Don't read any skill descriptions in game, since I haven't even started those yet.

Also, Holy is evadable, but not noted in the tables. Just note any problems between the discussion and the MG. Some changes were made due to lack of time or ASM problems(eg, not including the Brave/Faith movements)

EDIT: I'm planning to dismantle Xif's spreadsheet and using it to update the MG faster. It's better than manually doing everything and letting incorrect info appear anyway.
Title: Re: FFT Arena Beta 138 Download
Post by: FFMaster on August 24, 2012, 07:09:02 am
Ok, I've fixed up everything except the skill descriptions, which I have no idea what Gaignun is trying to say. If nobody posts any problems when I wake up tomorrow (12 hours from now approximately), then I will release 138b.

Here's the current changelog

Changelog
- Tactician's Blade fixed
- Reraise fixed
- Chrono's Tear name fixed
- Chakra Band name fixed
- Masamune targetting fixed
- Sleep Sword status fixed
- Projectile Guard dodge rate fixed
- Hawk's Eye formula now accepts status
- Ninjutsu's -ton skills M-EV fixed
- Don't Move JP cost fixed
- Reraise now properly removed from White Magic
Title: Re: FFT Arena Beta 138 Download
Post by: Barren on August 24, 2012, 08:05:44 am
It could be just me but I also tried out a scholar using a summon magic and her face glitches a little when the mouth flaps open and close.
Title: Re: FFT Arena Beta 138 Download
Post by: FFMaster on August 24, 2012, 08:48:18 am
Oh, right, Thief is a type 1 sprite while calcs are type 2. Completely forgot about that. Fixed for 138b.
Title: Re: FFT Arena Beta 138 Download
Post by: 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
Title: Re: FFT Arena Beta 138 Download
Post by: Gaignun on 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?
Title: Re: FFT Arena Beta 138 Download
Post by: FFMaster on August 24, 2012, 07:35:54 pm
Ability descriptions are wrong, period. I haven't touched any ability descriptions, but will probably begin soon.

Will check MG stuff now.

Need link to no weather hack.

Already fixed Kotetsu targetting.
Title: Re: FFT Arena Beta 138 Download
Post by: Gaignun on 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
Title: Re: FFT Arena Beta 138 Download
Post by: FFMaster on August 24, 2012, 07:56:43 pm
Ok, fixed everything that was wrong. Knight Sword table didn't update, so those errors have already been fixed. A few weapons like Healing Staff are correctly 12WP. Monk formulas are correct. Added a bit more info on Grand Cross and Southern Cross. Defense Armlet never got Null: Fire this patch, the change must have slipped through, so I'll add that for 138b.

Will add weather hack as well. Would be easier if you can find the original hack though.

EDIT: As an alternative, I can disable the battle effects but keep the visuals of weather.
Title: Re: FFT Arena Beta 138 Download
Post by: Gaignun on 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. 
Title: Re: FFT Arena Beta 138b Download
Post by: FFMaster on August 25, 2012, 01:47:01 am
138b released

Changelog
Bugs
- Tactician's Blade is fixed
- Reraise fixed
- Chrono's Tear name fixed
- Chakra Band name fixed
- Masamune targetting fixed
- Sleep Sword status fixed
- Projectile Guard dodge rate fixed
- Hawk's Eye formula now accepts status
- Ninjutsu's -ton skills M-EV fixed
- Don't Move JP cost fixed
- Reraise now properly removed from White Magic
- Thief/Summoner sprite types fixed
- Kotetsu vertical tolerance fixed

Balance
- Defense Armlet gains Null: Fire
- Weather effects now do nothing(visuals are still there)


Tables
- Chivalry, White Magic, Time Magic, Summon Magic Draw Out, Ninjitsu, Knives, Knight Swords, Katana tables fixed
Title: Re: FFT Arena Beta 138b Download
Post by: Barren on August 25, 2012, 09:00:21 am
Found a couple of more errors (or so I think) When I have Esuna learned the AI uses Dia instead even though its clearly not flagged in the spreadsheet (unless somehow Esuna was removed).

And a paladin did nurse which healed him for 1/3 HP, added defend and regen. As I recall Nurse is now suppose to add only defend and regen right?
Title: Re: FFT Arena Beta 138b Download
Post by: RavenOfRazgriz on August 25, 2012, 09:16:22 am
Nurse is supposed to heal and add both statuses.
Title: Re: FFT Arena Beta 138b Download
Post by: Barren on August 25, 2012, 09:35:09 am
Quote from: RavenOfRazgriz on August 25, 2012, 09:16:22 am
Nurse is supposed to heal and add both statuses.


Ahh okay, thanks for correcting me
Title: Re: FFT Arena Beta 138b Download
Post by: FFMaster on August 25, 2012, 04:43:09 pm
Actually, took a look at it myself and I have no idea what's wrong. Have you updated the spreadsheet?

EDIT: Barren, try patching your game with this and see if it works
Title: Re: FFT Arena Beta 138b Download
Post by: Barren on August 26, 2012, 07:13:49 am
Quote from: FFMaster on August 25, 2012, 04:43:09 pm
Actually, took a look at it myself and I have no idea what's wrong. Have you updated the spreadsheet?

EDIT: Barren, try patching your game with this and see if it works


I can't open the patch file with ppf-o-matic. It won't let me. I even tried changing the extension and that still didn't work. Is there something else I can do? I did download the latest spreadsheet. And everything I flag Esuna, in the formation screen it saids that Dia is flagged
Title: Re: FFT Arena Beta 138b Download
Post by: RavenOfRazgriz on August 26, 2012, 07:39:52 am
You can't open it in PPF-O-Matic because he gave you a .FFTPatch and not a .PPF file, Barren...

You're meant to apply it to your existing Arena 1.38b ISO with FFTPatcher.
Title: Re: FFT Arena Beta 138b Download
Post by: Barren on August 26, 2012, 08:41:47 am
Okay noticed a few more problems? Why is Hawk's Eye doing more damage than it should? I tested Kihaku's archer and he only has a silencer...and my archer for some reason goes after my own units even though he is not charmed :/

And yes I did open FFTpatcher and opened the patched ISO as well as opened the FFTArenapatch file. Was that all I needed to do?
Title: Re: FFT Arena Beta 138b Download
Post by: FFMaster on August 26, 2012, 09:23:33 am
Yeah, just use the fftpatch on the iso. Have you added Fury calculation to Hawk's Eye? And can you give me the exact details of the Archer and the allies? I have no idea what was going on there. Something might have happened to the ENTD's. Test on a different map and see what happens.
Title: Re: FFT Arena Beta 138b Download
Post by: Barren on August 26, 2012, 09:44:55 am
I tested it on the Back gate of leslia castle, and Kihaku's archer one shotted my archer with a 317 damage Hawk's Eye. He was Serpentarius and mine was Sagittarius. Then my archer gets up via reraise and hits my priest with a 214 kagesougi

Dia is still learned in the formation screen even though Esuna is clearly flagged on the spreadsheet.

Did another test on Gate of Lionel Castle. Kihaku's archer one shots my priest with a 342 damage Hawk's Eye. And after my archer spends a turn attacking Kihaku's scholar, he goes after my samurai with a 300 damage Kagesougi.

Did one more test on Magic City Gariland. As it turns out whenever Kihaku's Archer does Hawk's Eye my allies kill each other. The Hawk's eye did less damage this time 78 to be exact, but that still caused my allies to attack eachother with a 200 damage water ball and a 300 damage kagesougi. And no I didn't mess around with Hawk Eye's damage formula. I patched it as it was
Title: Re: FFT Arena Beta 138b Download
Post by: FFMaster on August 26, 2012, 05:06:46 pm
Sounds like you have a problem with the spreadsheet. The bug would make sense if Reraise is still on the ability list for the spreadsheet. If so, just update it to 138b.

As for Hawk's Eye, that's an ASM problem so I'll fix that tonight.
Title: Re: FFT Arena Beta 138b Download
Post by: Gaignun on 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.
Title: Re: FFT Arena Beta 138b Download
Post by: CT5Holy on August 26, 2012, 06:35:04 pm
I've had Monks use Quickening consistently, like in my Arena S1 team. I've also seen other people use Quickening with Chemists. My best guess is that a way to actively restore MP is a good way to get a unit to use Quickening. It really does feel like a weird AI quirk though.
Title: Re: FFT Arena Beta 138b Download
Post by: RavenOfRazgriz on August 27, 2012, 01:33:52 am
Southern Cross has an animation error.  It uses the cast character animation instead of the 070000 weapon strike one.
Title: Re: FFT Arena Beta 138c Download
Post by: Barren on August 27, 2012, 09:05:43 am
Just tested the Lionheart weapon and it looks like it can proc Frog
Title: Re: FFT Arena Beta 138c Download
Post by: FFMaster on August 27, 2012, 04:30:39 pm
At a 95% chance as well, lol.
Title: Re: FFT Arena Beta 138c Download
Post by: Gaignun on 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.
Title: Re: FFT Arena Beta 138c Download
Post by: FFMaster on August 29, 2012, 12:18:28 am
Sounds like a really odd bug. Can you try a Thief with a Romanda Gun and see the damage output?
Title: Re: FFT Arena Beta 138c Download
Post by: Gaignun on 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.
Title: Re: FFT Arena Beta 138c Download
Post by: FFMaster on August 29, 2012, 11:29:12 pm
Great, so it seems like Hawk's Eye has a problem with just guns... now I am really confused.

And Antidote is correctly flagged. So I don't know what is wrong there either. Maybe check the formation screen to see if the ability is learned?

Fixed Repel Knife status, and W-EV for Mage Masher, Repel Knife and Dual Cutters though. I'll release a new version when I can work out how to fix these bugs.
Title: Re: FFT Arena Beta 138c Download
Post by: RavenOfRazgriz on August 29, 2012, 11:31:31 pm
They probably don't use Antidote for the same reason my Silenced Chemists won't use Echo Grass half the time, they just don't see the value in removing the status effect unless the item also heals HP, in which case they'll remove it really damn consistently even if its only 1% HP being healed.
Title: Re: FFT Arena Beta 138c Download
Post by: Gaignun on 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...
Title: Re: FFT Arena Beta 138c Download
Post by: The Damned on September 02, 2012, 02:54:27 am
(Wait, Mediator's Persuade has been AoE 1 since version 134? ...What.)

Example of my idiocy and inattention aside, given that I still can't really run anything on this computer, I figure that I'll just post the errors I've noticed going over the Master Guide. (Or, at least, I couldn't really run ARENA last time I tried...months ago.)

In going over it thoroughly just now, I think these are all of them, though I might have missed a few still:

CHEMIST
[0. Antidote's new "Cancel: Darkness" should really be "Cancel: Blind" to prevent any new people from being potentially confused.]


PALADIN
[0. Grand Cross similarly should be changed from "100% Add: Darkness" to "100% Add: Blind." Comparatively, Southern Cross might "need" a note about Ignoring Self. Maybe not.]

1. Paladin's Reraise is shown to cost 100 JP rather than 200 JP.


MONK
[0. Like Gaignun, I'm confused if the directly damaging attacks of Punch Art are still supposed to be quadratic or if they're (doubly?) going off Fury now. (http://[url=http://ffhacktics.com/smf/index.php?topic=5625.140#msg179653)]


PRIEST
[0. Dia, as with Antidote and Grand Cross before it, "should" says "20% Add: Blind" instead of "20% Add: Darkness". Also, it most likely still needs to be weakened given the shift to a class that actually use it now, but that should go in another thread.]


WIZARD
1. Bolt & Nether Bolt seemingly ignore M-EV now given that they no longer (?) have M in their "EV?" column.


TIME MAGE
1. Balance's MP is still shown as 24 rather than as 15, which is mistakenly in the "Ele" column next to it.

2. The new (and undiscussed, at least on the forums) Chrono Trigger reaction skill is still missing from the Master Guide list.


SUMMONER
1. Odin is not shown to be Dark elemental as it now is or at least, according to the changelog, should be.


THIEF
[0. As with Antidote, Grand Cross & Dia, Bad Luck "should" add "Blind" rather than "Darkness". It should also maybe specify that it's "OR" rather than imply that it's adding all those statuses (like every other instance of statuses using commas). That or say "Random Add" like the new Kagesougi does.]

1. Is Spellbreaker, uh, supposed to be devoid of Wpn Element? I'm just asking because "now" it's apparently "Dmg_(Weapon)" instead of "MA*WP" as it was originally planned to be.


ORACLE
[0. Blind should really say "Add: Blind" rather than "Add: Darkness" given its name. Also, now that I think about it, it seems rather pointless for Dispel Magic to cancel Innocent if it can't ever a unit that actually has Innocent.]


SAMURAI
[0. Kiyomori, like many other things, should add "Blind" instead of "Darkness".]


SCHOLAR
1. Maelstorm does not say it's Water (or rather "Wtr") under the "Ele" column, making it seem (still) non-elemental.


BARD & DANCER
[0. Nameless Dance should have its instance of "Darkness" be "Blind".]

1. This is extremely nit-picky, but Bard's Nameless Song's instance of "Protect" isn't spaced after the comma like it should be when there's still space unlike Oracle's Dispel Magic. The same goes for Dancer's Nameless Dance and its instances of Silence & Slow.



WEAPONS
KNIVES
1. Mage Masher still says that it Adds Silence at 50% rather than Casting Bizen Boat at 50%.


SWORDS
1. Phoenix Blade does not say that it is Immune to Death Sentence as well.

2. Phoenix Blade's W-EV is shown as 10% rather than the 25% that the Changelog says it should be.

3. Moonlight's W-EV is shown as 10% rather than the 0% that the Changelog says it should be.

4. Ice Brand still shown as Casting Ice 2 at 25% rather than the newly reduced 20%.

5. Rune Blade shown to be useable with Two Swords rather than Two Hands.

6. Lionheart shown to be useable with Two Swords rather than Two Hands.


KNIGHT SWORDS
[0. Defender, in the Changelog, is noted as being increased to 15 WP from its just previous (?) 14 WP. All Knight Swords, like all Bows, got +1 WP, right?]

1. Another quite minor one, but Chaos Blade has Reraise misspelled as "Reriase".


STAVES
1. Rainbow Staff still says it's All elements rather than now being non-elemental.


BOWS
[0. Windslash Bow's description of Hurricane does not say if it's Wind elemental (if it still is).]


SPEARS
[0. Formula for "Bracelet" procs still not given.]


SHIELDS
1. Venetian Shield still named as such rather than "Zephyr Shield". (Personally, I don't count this as an error despite what it says in the Changelog.)


HELMETS
1. Mythril Helmet's Special Attribute says "Immunel" rather than "Immune".


HEADBANDS
[0. Ribbon's Chakra Band's instance of "Drkns" should be "Blind".]


(HEAVY) ARMOR
[0. Diamond Armor's instance of "Darkness" should be "Blind".]


ACCESSORIES
1. Diamond Armlet says it Absorbs Earth rather than Nulling Earth.



I apologize if some of the above seems quite nit-picky, but most of its legitimate, especially since I want to leave the more arguable stuff to the discussion thread that I'll post in with half an hour from now. The most nit-picky stuff mainly comes from me harping on "Darkness --> Blind" thing, though.

Speaking of which, "Blind" is still labelled as "Darkness" in Status Effects section of the Master Guide as well. Please just pick either "Blind" or "Darkness" to go with throughout the entire Master Guide and then use that for everything rather than whimsically, probably unintentionally going switching back and forth; personally, I obviously side with use of "Blind" over "Darkness" given there's element called "Dark" among other factors.

Regardless, thanks for the updates like always.
Title: Re: FFT Arena Beta 138c Download
Post by: Swiss on September 02, 2012, 10:54:11 am
What is Chrono Trigger? The ability not the awesome game I might add lol
Title: Re: FFT Arena Beta 138c Download
Post by: Otabo on September 02, 2012, 03:10:21 pm
Quote from: Swiss on September 02, 2012, 10:54:11 am
What is Chrono Trigger? The ability not the awesome game I might add lol


Adds Haste when you're damaged. I think.
Title: Re: FFT Arena Beta 138c Download
Post by: Gaignun on 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.
Title: Re: FFT Arena Beta 138c Download
Post by: The Damned on September 02, 2012, 11:44:39 pm
(Yeah, from the description in the changelog from the initial version of 138, Chrono Trigger should just add Haste when damaged like with Regenerator adding Regen or the aforementioned Dragon Spirit. It should also cost 300 JP and be in Time Mage's job, but it currently isn't.)

It's indeed possible that Diamond Armlet now absorbs Earth instead of merely nullifying it; I would actually prefer that to be the case since we already have Earth nullification by way of Feather Boots, which sees little use as it is without another competitor.

That said I decided to point it out because it doesn't match what's in the changelog, as with everything else that I pointed out. Better safe than sorry, especially if I'm trying to be thorough in the only instance that I actually help out in, i.e. nagging the hell out of FFMaster about the Master Guide as usual. It doesn't help that there a few things that were changed that I never saw discussed in the forums, like the aforementioned Chrono Trigger and the Move -1 and Move = 0 Movements instead of Warpath or Holy March.
Title: Re: FFT Arena Beta 138c Download
Post by: FFMaster on September 03, 2012, 01:41:13 am
Warpath/Holy March were not implemented due to problems in ASM, simple as that. I've made a working version since then, but it doesn't have any visual indicators that it's working. I can implement it in 138d if needed.

Also, plenty of stuff is discussed on IRC, which is usually easier for all people. Move-1 and Move=0 were made simply because I said it was possible, and people thought it may have been useful.

Honestly, I'm not sure what is right/wrong with the MG anymore lol. There are too many changes this version, and problems keep piling up. Give me a few days and I'll pull out 138d to fix all these errors.
Title: Re: FFT Arena Beta 138c Download
Post by: The Damned on September 03, 2012, 02:53:19 am
(Take your time. I'm pretty sure no one wants you to rush and miss anything, especially since you have a life. Besides, Barren seems to be content doing gauntlets right now anyway.)

Oh, I didn't mean to imply anything with regards to IRC or the forum-undiscussed RSMs. For the former, I assumed that some discussion had gone on via IRC, so I just was factually stating I hadn't seen them around on the forums since I rarely go on IRC. For the latter, I don't have a problem with any of them; I just kinda assumed that Move -1 and Move=0 made in over Warpath and Holy March because you ultimately agreed with people that they might end up as too problematic. I quite like the Chrono Trigger reference actually. Admittedly, I'm skeptical as to whether Move -1 or Move=0 will see much, if any, good use though; the skepticism lies more with Move=0 than Move -1.

Regardless, as I've said before when nagging you about this stuff, you're not beholden to me or anyone else except for maybe PX (or Aero). Also as I've said before, it's best if you take your time fixing things. It's not like it's impossible that a 138e will need to come out after 138d, but it will be a lot more likely to have less things that need to be fixed if you don't rush it.

I can double check the Master Guide if you want, though again I currently can't test anything (as far as I'm aware). I don't think I missed anything, but if you're still unsure....
Title: Re: FFT Arena Beta 138c Download
Post by: Barren on September 06, 2012, 09:42:40 pm
Just did a test with a squire holding a shieldrender in two hands. there was a animation where the squire was hitting someone twice with it and the mime mimics. the squire doesn't have two swords obviously
Title: Re: FFT Arena Beta 138c Download
Post by: Dol on September 06, 2012, 10:34:02 pm
Thats the sheild break proc.  If the enemy doesnt have a shield equipped, then its just a second attack.  Thats why I gave that squire that weapon  :)
Title: Re: FFT Arena Beta 138c Download
Post by: Barren on September 07, 2012, 05:21:07 am
Quote from: Dol on September 06, 2012, 10:34:02 pm
Thats the sheild break proc.  If the enemy doesnt have a shield equipped, then its just a second attack.  Thats why I gave that squire that weapon  :)


You're evil
Title: Re: FFT Arena Beta 138c Download
Post by: Gaignun on 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?
Title: Re: FFT Arena Beta 138c Download
Post by: FFMaster on September 09, 2012, 05:20:49 pm
50% in the ISO.
Title: Re: FFT Arena Beta 138c Download
Post by: Gaignun on September 10, 2012, 01:03:20 am
Thanks, FFMaster.

50% is what it felt like.  You might want to add that on your list of changes for the next master's guide update.  50% makes for a pretty useful weapon!
Title: Re: FFT Arena Beta 138c Download
Post by: Fantactic1316 on September 10, 2012, 02:23:49 pm
Just saw an Ice Brand proc the Geomancy skill Water Ball.
Title: Re: FFT Arena Beta 138c Download
Post by: The Damned on September 10, 2012, 08:56:20 pm
(Ice Brand is proc-ing the new Black Magic[k] spell "Water", actually. Water just uses Water Ball's animation due to a lack of watery [natural] animations given how sparse Water element was in Vanilla anyway. [/Water])

Never (read: Always) fear! My squandering of productive time is (finally) here!

So...that thing I "promised" two days ago that would be done in "four-ish" hours is finally done. "That thing" was basically cataloging all of ARENA 138c through FFTPatcher and looking for flaws. As such, even given my own tendency to fuck up tremendously, this should at least somewhat help FFMaster with 138d and explain a few of the weird(er) things people have been seeing in testing.

Let it be noted that due to only looking at FFTPatcher, which took "forever" by itself, this does take into account the accuracy or inaccuracy of "proc" percentages or of formulas that have been edited in. FFMaster (or someone else) will have to test those.

(I didn't look over job stats because I'm still horrible at those. I also didn't look over the RSMs JP costs because...I got lazy after checking all the ones for active abilities and everything else.)

In effort to be "concise", I'll try to be minimalism about this. As much for FFMaster's "sake", since I'm not sure if wants me posting his entire Item Attribute layout and such, as it is to just be done with this since I have a bunch of work I should have started a while ago rather than doing this; this isn't to say that as a means of trying to make anyone feel guilty, but rather just pointing out how atrociously I (mis)manage time.

So, quotation abuse aside, I'll essentially just be posting everything I saw that seems incorrect or that I have a question about, section by section. Then I'll end with some suggestions that may or may not be related to what I found.

Before I forget, I should out that I did my observations so that the errors were in CAPITALS in my notes so that they were easier to spot when going back through this. So I apologize beforehand if it makes it seems like on top of my other keyboard abuses, I'm not abusing Caps Lock; as with most of my typing-based horrors, it was entirely manual anyway:

Most things seem as they should be here.

SKILL SETS
SQUIRE: For some reason, Masamune is listed after Ultima despite the fact that Squire shouldn't have Masamune at all and that Samurai already, appropriately, has Masamune. (Also, someone said that they saw Squire having MP Switch, but it doesn't show up for me when I look in FFTPatcher.)

TIME MAGE: Assuming that Sunken State is what was made into "Chrono Trigger", Time Mage actually does have it in its RSMs. As such, I'm not sure why it doesn't show up to some people, unless people are just saying it doesn't show up in the Master Guide, which is currently true.

NINJA: This however does still have Sunken State in its RSMs, so I'm not really sure if this is "Chrono Trigger".


Most things are as they should be here given that most of them were left to their redundant vanilla states.

That said, there is one important thing missing here: ISC 9 IS STILL ALL BLIND RATHER THAN ALL DON'T ACT & HASTE; ALL DON'T ACT & HASTE OTHERWISE DOESN'T EXIST.


Geez, you really don't have any space left here. Originally I thought you had maybe up to 5 or even 6 spaces left, but that was due to my forgetting about the items associated with them. Then I thought you had maybe 1 left, but that's because I completely forgot Initial: Haste belonged to Masamune (despite being the one to suggest the current 138 Katana alongside Raven).

Anyway, nothing is "wrong" here per se. As such, I'll mostly just be pointing interesting things or things I was uncertain about (at one point):


ITEM ATTRIBUTES
05. Initial: Haste. [WHAT HAS THIS STILL IN ARENA?] [Masamune]

11. Always: Reraise & Slow; Immune: Dead, Undead, Haste & Death Sentence; Initial: Regen. [WAIT; WHY DOES THIS HAVE INITIAL REGEN? AND WHY IS THAT NOT SHOWN ON THE FORUMS WHEN PHOENIX BLADE IS ALREADY SUSPECT.] [Phoenix Blade]

25. Absorb, Half & Weak: Holy; Immune: Dead & Death Sentence. [MUST BE CHAMELEON ROBE; DOOMED IMMUNITY ISN'T SHOWN ON FORUMS.] [Chameleon Robe]

2A. MA +1; Immune: Silence. [WHAT STILL HAS THIS?][Aegis Shield]

36. Absorb: Water; Immune: Dead, Silence, Berserk, Sleep & Death Sentence. [THIS SHOULD HAVE HALF & WEAK WATER AS WELL MOST LIKELY.] [Defense Ring]

39. Immune: Dead, Blind & Death Sentence; Initial: Reraise. [DEATH SENTENCE IMMUNITY NOT ON FORUMS.] [Angel Ring]

3A. PA +1, MA +1; Absorb: Earth; Immune: Oil & Slow. [GREAT. I ALMOST SKIPPED THIS. LIKE THE NEW DEFENSE RING, THIS IS ALSO LIKELY MISSING HALF & WEAK EARTH.] [Diamond Armlet]

3F. Always: Protect. [WHAT IS THIS USED ON?] [Cherche]

40. Speed +2. [WHAT IS THIS USED ON?] [Javelin]

42. Move +2. [WHAT IS THIS USED ON?] [Germinas Boots]

43. Always: Shell. [WHAT IS THIS USED ON?] [Setiemson]

45. Strengthen: Water. [CURRENTLY NOT USED ON ANYTHING DUE TO AN ERROR WITH CORAL SWORD.]

46. Immune: Dead, Confusion, Silence, Chicken, Poison, Slow, Don't Move & Death Sentence. [THIS REALLY "ONLY" BLOCKS DEAD, SILENCE, POISON, SLOW & DON'T MOVE.] [Barette]


I actually did these last given I figured they'd take the longest, even moreso than Abilities. Having did equipment backward and Abilities only slightly beforehand, I was proven correct.

I also figured that these would have the most errors, which I was also proven correct on. Given all you had to change over, though, there are still only a moderate number at best. So good job.

Some of these are related to things that are only errors in the Master Guide as well. Also keep in mind that, as I said, I couldn't see the modified "proc" rates of any of these, someone else needs to check those at least:


KNIVES [IN FFTPATCHER]
02 Dual Cutters: [PROBLEM: P-EV IS 5% INSTEAD OF 15%.]

03 Repel Knife: [PROBLEMS: P-EV IS 5% INSTEAD OF 15%; ISC for All Don't Act & Haste doesn't exist.]

04 Mage Masher: [PROBLEM: P-EV IS 5% INSTEAD OF 15%.]


NINJA SWORDS [IN FFTPATCHER]
0B Hidden Knife: [PROBLEM: STILL USABLE WITH 2 HANDS.]

0C Ninja Knife: [PROBLEM: STILL USABLE WITH 2 HANDS.]

0D Short Edge: [PROBLEM: STILL USABLE WITH 2 HANDS.]

0E Ninja Edge: [PROBLEM: STILL USABLE WITH 2 HANDS.]

11 Iga Knife: [PROBLEM: STILL USABLE WITH 2 HANDS.]

12 Koga Knife: [PROBLEM: STILL USABLE WITH 2 HANDS.]


SWORDS [IN FFTPATCHER FOR ALL BUT RUNE BLADE; IN MASTER GUIDE FOR PHOENIX BLADE AND LAST TWO.]
13 Phoenix Blade: [PROBLEMS: SHOWS UP AS ON FORUM AS 10% EVADE INSTEAD OF 25%; HAS INITIAL REGEN UNDER IA #11; IMMUNITY TO DEATH SENTENCE ALSO NOT SHOW UNDER IA #11.]

18 Coral Sword: [PROBLEM: HAS IA #00 INSTEAD OF IA #45.]

1C Shieldrender: [PROBLEM: HAS 10% P-EV INSTEAD OF 5%.]

1D Ice Brand: [PROBLEMS: STILL HAS ONLY 13 WP, NOT 14; STILL CASTS ICE 2 (NOW WATER) INSTEAD OF ICE (ICE 2).]

1E Rune Blade: [PROBLEM: TWO HANDS SHOULD BE YES AND TWO SWORDS SHOULD BE NO ON FORUMS.]

1F Lionheart: [PROBLEMS: TWO HANDS SHOULD BE YES AND TWO SWORDS SHOULD BE NO ON FORUMS; STILL USING ISC 10 TO INFLICT FROG WHEN IT SHOULD HAVE ISC 00.]


KNIGHT SWORDS [IN MASTER GUIDE]
25 Chaos Blade: ["PROBLEM": RERAISE IS SLIGHTLY MISPELLED HERE AS "RERIASE" ON THE FORUMS; THAT'S ALL.]


KATANA
ALL CLEAR.


AXES
ALL CLEAR.


RODS [IN FFTPATCHER]
35 Flame Rod: [PROBLEM: STILL CASTS FIRE 2 (NOW NETHER FIRE), INSTEAD OF FIRE 3 (NOW FIRE 2).]

36 Ice Rod: [PROBLEM: LIKE ICE BRAND, STILL CASTS ICE 2 (NOW WATER) INSTEAD OF ICE (NOW ICE 2).]


STAVES [IN MASTER GUIDE]
3E Rainbow Staff: [PROBLEM: SHOULD BE NON-ELEMENTAL ON FORUMS SINCE IT'S NO LONGER ALL ELEMENTS.]


FLAILS [IN FFTPATCHER]
43 Sadist's Whip: [PROBLEM: STILL USABLE WITH 2 HANDS.]

44 Spiked Futon: [PROBLEM: STILL USABLE WITH 2 HANDS.]

45 Aspergillum: [PROBLEM: STILL USABLE WITH 2 HANDS.]

46 Scorpion Tail: [PROBLEM: STILL USABLE WITH 2 HANDS.]


GUNS
ALL CLEAR.


CROSSBOWS
ALL CLEAR.


LONGBOWS [IN MASTER GUIDE]
57 Windslash Bow: ["PROBLEM": PLEASE STATE HURRICANE IS WIND ELEMENT EVEN IF IT SEEMS UTTERLY OBVIOUS.]


HARPS
ALL CLEAR.


BOOKS [IN FFTPATCHER]
5F Necronomicon: [PROBLEM: HAS ONLY 5% W-EV INSTEAD OF 10%.]

60 Monster Dict: [PROBLEM: HAS ONLY 5% W-EV INSTEAD OF 10%.]

61 Papyrus Plate: [PROBLEM: HAS ONLY 5% W-EV INSTEAD OF 10%.]

62 Madlemgen: [PROBLEM: HAS ONLY 5% W-EV INSTEAD OF 10%.]


SPEARS [IN FFTPATCHER FOR TWO HANDS EXCEPT HOLY LANCE; IN MASTER GUIDE FOR BRACELETS]
64 Spear: [PROBLEMS: PLEASE SHOW BRACELETS USE MA*Y WITH Y = 8; STILL USABLE WITH TWO HANDS.]

65 Mythril Spear: [PROBLEMS: PLEASE SHOW BRACELETS USE MA*Y WITH Y = 8; STILL USABLE WITH TWO HANDS.]

66 Partisan: [PROBLEMS: PLEASE SHOW BRACELETS USE MA*Y WITH Y = 8; STILL USABLE WITH TWO HANDS.]

67 Obelisk: [PROBLEM: STILL USABLE WITH TWO HANDS.]

68 Holy Lance: ["PROBLEM": PLEASE SHOW HOLY BRACELET'S FORMULAS AS WITH THE OTHERS.]

69 Dragon Whisker: [PROBLEM: STILL USABLE WITH TWO HANDS.]


STICKS
ALL CLEAR.


BAGS
ALL CLEAR.


CLOTHS
ALL CLEAR.


These are all as they're supposed to be from my checking. I could have missed something, but they all seem fine.


These all also seem entirely fine. Only things to talk about here would Hair Adornments, which I'm going to leave alone until 139 as I said, and Chameleon Robe. Please note that Chameleon Robe is immune to Death Sentence via IA #25 in the Master Guide.


These are similarly all also seemingly fine aside from a few Item Attribute things that were pointed out earlier, at least when it comes to things I want to discuss right now:


RINGS [IN FFTPATCHER FOR DEFENSE RING; IN MASTER GUIDE FOR ANGEL RING]
DC Defense Ring: Absorb: Water; Immune: Dead, Silence, Berserk, Sleep & Death Sentence. [PROBLEM: IA #36 DOESN'T HAVE NEUTRALITY TO WATER ON ITS ABSORPTION, THOUGH THIS CAN'T REALLY BE ABUSED ANYWAY SINCE NOTHING IS WEAK TO WATER.]

DF Angel Ring: Immune: Dead, Blind & Death Sentence; Initial: Reraise. ["PROBLEM": NOT NOTED AS BEING IMMUNE TO DEATH SENTENCE ON THE FORUMS]


ARMLETS [IN FFTPATCHER]
E0 Diamond Armlet: PA +1, MA +1; Absorb: Earth; Immune: Oil & Slow. [PROBLEM: IA #3A IS SIMILARLY NOT NEUTRAL TO EARTH, WHICH IS A GOOD DEAL MORE POTENTIALLY ABUSIVE DUE TO GOLD SHIELDS BEING WEAK TO EARTH. PLEASE FIX.]


I almost forgot to note these since I did them first of all the equipment. Everything as it should be here, including that neat Potion "trick".


I did these second to last because I figured they would take a while, which they did. I'll still be doing this by class/job of course rather than just listing individual skills by their lonesome. Again, these don't count RSMs' JP cost even though I looked over the JP costs of all active abilities:


SQUIRE [IN MASTER GUIDE?]
1. THROW STONE HAS VERT 2 INSTEAD OF "0" IN FFTPATCHER.


CHEMIST
ALL CLEAR.


PALADIN [IN FFTPATCHER]
1. RERAISE ONLY HAS RANGE 3 INSTEAD OF RANGE 4 AND CT 0.


ARCHER [IN FFTPATCHER?]
1. GIL TAKING (COVER FIRE) USES FORMULA 32, WHICH MAY BE SLIGHTLY STRONGER THAN INTENDED IF THE 3 WASN'T EDITED OUT OR ELSE Y SHOULD REALLY BE 67, NOT 70.


MONK [IN ????]
(1. MONK has very little changed and I'm not even sure if it's still supposed to be quadratic or go (doubly?) by Fury, so I "skipped" it.)


PRIEST [IN FFTPATCHER]
1. IS REGEN STILL SUPPOSED TO HAVE JP COST EQUAL TO 50 NOW THAT IT'S AOE 2?

2. THE AI'S BEHAVIOR IS STILL CHECKED OFF TO MAKE IT THINK THAT WALL IS AFFECTED BY FAITH.

3. DIA STILL IGNORES SILENCE DESPITE BEING IN WHITE MAGIC(K) NOW.

4. HOLY HAS CT 4 INSTEAD OF CT 5.

WIZARD [IN FFTPATCHER FOR NETHER SPELLS, BOLT, POISON'S JP COST AND FROG'S AI BEHAVIOR; IN MASTER GUIDE FOR ALL ELSE]
1. APPARENTLY ALL NETHER SPELLS ARE STILL CHECKED OFF AS BEING "AFFECTED BY FAITH" IN THE AI'S BEHAVIOR, WHICH KINDA DEFEATS THE POINT.

2. FIRE 4 (Now BOLT) USES UP ONLY 8 MP INSTEAD OF 17 MP.

3. BOTH FIRE 4 (Now BOLT) AND BOLT (Now NETHER BOLT) ARE STILL EVADEABLE AS THEY SHOULD BE DESPITE WHAT THE MASTER GUIDE SAYS (OR DOESN'T).

4. SIMILARLY, POISON IS STILL SAID TO BE EVADEABLE IN THE MASTER GUIDE WHEN IT (UNFORTUNATELY) NO LONGER IS.

5. MEANWHILE, FROG IS STILL EVADEABLE DESPITE WHAT THE MASTER GUIDE SAID.

6. FROG'S AI BEHAVIOR HAS ITS CANCEL STATUS UNCHECKED FOR SOME REASON, WHICH MEANS THAT AI WILL (PROBABLY) NO LONGER USE FROG TO "UN-FROG" ITSELF IF FROGGED. GRANTED THAT IT'S RARE, BUT IT SEE NO POINT IN HAVING CHANGED THIS.

7. POISON'S JP COST STILL SHOWN AS 50 JP ON FORUMS DESPITE BEING MOVED BACK UP TO 150 JP IN FFTPATCHER? OR IS IT REALLY SUPPOSED TO BE 50 JP LIKE THE IMPROVED REGEN WITH ITS 50 JP COST DESPITE AOE 2?


TIME MAGE [IN FFTPATCHER FOR ALL BUT BALANCE; IN MASTER GUIDE FOR BALANCE]
1. HASTE STILL HAS NO VERTICAL INSTEAD OF THE VERT 1 IT HAS DISPLAYED AND SHOULD NOW HAVE.

2. SLOW SIMILARLY STILL HAS NO VERTICAL INSTEAD OF THE VERT 1 IT HAS DISPLAYED AND SHOULD NOW HAVE.

3. REFLECT (SINKHOLE) ONLY DOES 20% DMG, NOT 25%.

4. BALANCE'S MP COST IS INDEED ALREADY CHANGED TO 15 (FROM 24); IT JUST IS ACCIDENTALLY IN THE ELEMENT COLUMN ON THE FORUM.

5. DEMI 2'S CT IS STILL 6 INSTEAD OF ITS NEW 4 CT.


SUMMONER [IN MASTER GUIDE?]
1. MOOGLE'S MP SHOWN AS 3 MP IN MASTER GUIDE WHEN IT IS 9 MP IN FFTPATCHER.

2. ODIN IS INDEED INCORRECTLY LISTED AS NOT BEING DARK ELEMENT NOW.


THIEF [IN FFTPATCHER]
1. HOLY EXPLOSION (HERETIC) DOES NOT HAVE "TARGET MAP" IN ITS AI BEHAVIOR AS ACCUMULATE AND ALACRITY DO AND ITS AI BEHAVIOR SAYS THAT AFFECTS HP AS WELL.

2. (Gaignun pointed this out) STEAL ACCESSORY IS STILL BEING AFFECTED BY PHYSICAL EVASION DESPITE THE MASTER GUIDE SAYING OTHERWISE.

(3. IS BAD LUCK'S ISC 78 SUPPOSED TO SEPARATE, WHICH IT CURRENTLY IS, OR RANDOM?)


MEDIATOR
ALL CLEAR.


ORACLE [IN MASTER GUIDE?]
1. BLIND STILL SAYS THAT ITS MA IS MULTIPLIED BY TWO IN THE MASTER GUIDE.

(2. SPELL ABSORB...NEVER ORIGINALLY CHECKED FOR UNDEAD REVERSE? HUNH.)


GEOMANCER
ALL CLEAR.


LANCER
ALL CLEAR.


SAMURAI
ALL CLEAR.


NINJA [IN FFTPATCHER?]
1. ITS RANGE IS 6 IN FFTPATCHER WHEREAS IT SHOULD ONLY BE RANGE 5 NOW ACCORDING TO THE MASTER GUIDE.


SCHOLAR [IN MASTER GUIDE]
1. MAELSTROM IS INDEED WATER ELEMENTAL, JUST NOT LIST AS SUCH IN THE MASTER GUIDE.

(2. IS BIO 3 SUPPOSED TO USE ISC 59: SEPARATE UNDEAD?)


BARD [IN MASTER GUIDE?]
1. LAST SONG'S PERCENTAGE IS 34%, NOT THE ADVERTISED 50% (THANKFULLY).


DANCER
ALL CLEAR. (ASIDE FROM FFMASTER NOTICING THAT MAYBE HE DIDN'T LET THE MODIFICATION TO 1D ADD STATUS.)



THERE.

Excuse me. There.

Now, I'll just suggest about a dozen things and be on my way to...homework. Hurray:

As aforementioned, I'll inevitably be repeating some things here that I've said over the past week (or more). This is not because I like to nag you, though that's a perk, and more because I'm too lazy to want to look up things right now given how long its taken to type things up as it is, including this.

That said, I'll first state what I'm not going to talk about here: Headbands/Hair Adornment balancing, Hidden Knife vs. Sasuke Knife, Harp balancing, Stick balancing, Sprint Shoes and Quickening. All of that stuff can wait until 139 or at least a later version of 138:


1. First and foremost, please uniformly change all instances of "Darkness" to "Blind" (or vice versa). As I've said before, I prefer "Blind" to "DarknesS", but ultimately I just think it would nice to have consistency.

2. Related to that, given the pattern I noticed, please both note that all equipment that blocks Dead (currently) also blocks Death Sentence. That seems more a lot more efficient than just stating offhand that you're not (?) using the "Death Sentence ignores Black: Dead" hack.

3. This is extremely nitpicky, but when it comes to status, please change Necromonicon's instance of "Add: Zombie" to "Add: Undead" given that Undead is the name of the status and Zombie the name of the spell. There's enough potential confusion with the various "Add: Petrify/Sleep/Stop" instances without that being part of it.

4. If Oil does indeed get around absorption, please note that somewhere visible.

5. Similarly, please note the formulas for the Bracelet/Breath procs on Spears and, even if it's obvious, that Hurricane is Wind elemental (if you meant it to be). You did it for most things after I nagged you for months (and interestingly did it for Magic Ruin, despite that being a usable ability people can clearly see the formula of), so I think it's "fair" to ask you to do for everything that isn't readily useable by the player/AI.

6. I'm not sure what Regen and Poison are actually supposed to cost after noticing the differences between them in FFTPatcher and in the Master Guide. However, I think I may have a compromise: Please make them both cost 100 JP since there's really no reason something with AoE 2 should be 50 JP. If you want to make them both 150 JP, though, please feel more than free to do so.

7. Somewhat related to that, I take back what I said about Kiyomori possibly needing a "nerf" after remembering it was AoE 1 and no longer AoE 2; I'm now ambivalent as to whether it is affected by magic(k)al evade or not. That said, as discussed, please make Bizen Boat subject to magic(k)al evasion.

8. Please change Alacrity's name to "Focus". People seemed to agree that "Focus" seemed better than "Alacrity", at least given what "Alacrity" does. If you really must use "Alacrity" for something (and really is a nice word), then you could use it for Critical Quick or even Speed Save, which would make more sense really.

9. Please, please, "nerf" Dia a bit. It really needs at least a CT or something now that it's part of White Magic(k), especially if Holy itself is evadeable. It certainly at least needs to be subject to Silence now that it's part of White Magick; personally I think that Reraise should still be subject to Silence even if it's part of Paladin now, but that might just be me.

10. And we'll end an extremely nitpicky note: Please change Ramia Harp to Lamia Harp. I've nagged you about that probably the longest of anything, but you only got around to changing Oberisk to Obelisk. It's terribly unimportant, but it just seems quite...inconsistent to fix one of them and not the others. (That said, I can understand not fixing the other Book names or the Bracelet names.)



By Zomalla, I am Always: Slow.
Title: Re: FFT Arena Beta 138c Download
Post by: RavenOfRazgriz on September 10, 2012, 09:22:29 pm
Anything that blocks Dead also blocking Death Sentence is covered in the Master Guide waaaaaaaaaaaay at the top if you read the header.  As far as Arena is concerned, Dead = Death Sentence, so blocking Death Sentence is only important to have noted on some specific items like Phoenix Blade.

As for Poison and Regen spells, Poison probably costs too much JP and could go down to 100, it's important you remember that lone-inflicting of Regen is extremely weak and that just because things are opposite does not mean they are equal.  Poison's better than Regen, and Poison's lasting beyond death has a far more meaningful effect than Regen's, allowing Poison to have a unique role in its skillset where Regen is often overshadowed by hard-healing Cure spells.  Regen's low cost to high area ratio is its main selling point over Cure spells, the things its actually competing against.  Its JP cost in relation to Poison is irrelevant and to try to make it relevant is stupid and dumb and getting hung up on the fact the status effects are opposed instead of how the spells and status effects themselves actually affect the game.
Title: Re: FFT Arena Beta 138c Download
Post by: The Damned on September 11, 2012, 01:05:41 am
(Uh, I'm not seeing the Dead = Death Sentence anywhere in the Master Guide. Please link to what I apparently am blind to.)

Oh, I wasn't suggesting that Regen and Poison be 100 JP just for parity. I was also  probably because I think Regen (the spell) is slightly stronger than you seem to be describing. I'm aware that it has to compete with the Cures, but alternately, the Cures are a lot more reliant on Faith for constant healing, whereas Regen is arguably a lot more useful for lower-faith units...after it hits of course. Still, in that sense, Regen has consistency compared to Cure, especially if you're not facing units (turned) Undead.

Of course, in that sense Regen has to compete with Draw Out in the form of both Murasame and Masamune, skills that many people see as overpowered. As such, I'm fine with deferring towards your suggestions and having it stay at 50 JP, especially if that's what FFMaster meant in the first place.

I was ultimately just trying to point out the ambiguities I saw and both Regen & Poison were among those. Not of my suggestions are mandates or anything.
Title: Re: FFT Arena Beta 138c Download
Post by: Dokurider on September 11, 2012, 02:56:30 am
QuoteOh, I wasn't suggesting that Regen and Poison be 100 JP just for parity. I was also  probably because I think Regen (the spell) is slightly stronger than you seem to be describing. I'm aware that it has to compete with the Cures, but alternately, the Cures are a lot more reliant on Faith for constant healing, whereas Regen is arguably a lot more useful for lower-faith units...after it hits of course. Still, in that sense, Regen has consistency compared to Cure, especially if you're not facing units (turned) Undead.


That doesn't make sense. On low faith units, or any faith level, Cure is the more constant healing source because it *can't* miss. I guarantee you whatever Cure is healing is going to heal more than what Regen is going to heal that turn, barring high HP builds and/or criminally low faith. I'd rather heal for less that 1/8 HP per turn then miss two times in a row.

Regen is only good for pre-fight buffing, damage prevention and minimizing, rather than directly countering damage.
Title: Re: FFT Arena Beta 138c Download
Post by: The Damned on September 11, 2012, 05:47:19 am
(I am officially on "hiatus" for at least the next three days after the post that follows this one in the Stat/Ability thread. Just FYI.)

Never said that Regen (the spell) was better a directly countering damage, at least in an instant fashion.

For the record, agreeing to disagree or no, I was thinking about high HP builds and/or "criminally low Faith" builds (read: 40 since that's nadir here). Why would you use Regen (the spell) with any other type of builds except maybe to try to directly counter its "opposite" of Poison, which you're better off doing with Esuna (or Masamune) or just straight out blocking via equipment?

That is a mostly rhetorical question, but feel to answer it if you really want in the week I'm not going to be around. Just try not to fill this page up talking about something as insignificant as Regen (the spell).
Title: Re: FFT Arena Beta 138c Download
Post by: Malroth on September 11, 2012, 06:05:19 pm
Are there any Free Support ability slots?  If so I think Equip Ribbon purchasable from Monk would be a godsend to many caster builds.
Title: Re: FFT Arena Beta 138c Download
Post by: RavenOfRazgriz on September 11, 2012, 08:13:08 pm
Ribbons could simply be added into Equip Clothing.  A long time ago I wanted Harps added to Equip Magegear, Cloths to Equip Pole, and Ribbons to Equip Clothing but FFMaster was against it.

The Damned, just... what did I read?  Regen (spell) is arguably better on units it can't even consistently HIT, and will likely cause you to waste 2+ turns adding it onto the unit to begin with and then will do nothing until after that unit will get its own turn?  That's just... what the fuck logic is that.  The main purposes of Regen (the spell) are opening with a party-wide Regen buff (something a lone Masamune can't do anymore), being a wide-area Poison wipe (a more relevant use now), and giving Priests something that can be used to heal Undead allies, even if very poorly.  Unlike Poison (spell), its a lot more niche and less useful, so the low cost allows you to grab it as a buff alternative to Protect 2 or Shell 2 if you're low on JP.  (Two other, more powerful buffs with the same area of effect its also competing with within the same skillset.)

And don't you tell me what to not fill up this page with mister, you've filled up pages with far less worthwhile things with your giant walls of 4d6+10 tl;dr! :v
Title: Re: FFT Arena Beta 138c Download
Post by: The Damned on September 14, 2012, 05:02:02 pm
(Hmmm...I really need to calculate hit rates more. Anyway, back.)

Yeah, I am all for Hair Adornment being part of Equip Clothing or...at least I was given that I can understand the hesitance about adding it to that. It would basically give any unit access to every elemental absorption and almost all status blocking in just their body and head slots respectively rather than one or the other.

Oddly, despite them already still arguably being the superior "Equip" abilities, I'd maybe more comfortable with Hair Adornments on Equip Armor or Equip Shield since the former at least already blocks status and the latter's absorption comes with drawbacks (and Barrette & especially Ribbon are basically a status shields).

Regardless, I'd much rather Hair Adornments--oh, right, "Headbands"--be overhauled anyway in terms of their properties as well. Accessibility overhauling is tricky as well, but at present, Monks will literally never use the first "Headband" since they don't need MP as it is, much less that MP, especially compared to status protection...which Ribbon still monopolizes the useful ones of over Barette. They also probably shouldn't have that much HP, really, but I promised FFMaster I'd leave this alone until 138d came out, so....

Quote from: RavenOfRazgriz on September 11, 2012, 08:13:08 pmAnd don't you tell me what to not fill up this page with mister, you've filled up pages with far less worthwhile things with your giant walls of 4d6+10 tl;dr! :v


Hey! You aren't allowed to point that out when you already have a valid point! :p

Anyway, Equip Polearms getting Cloths and Equip Magegear getting Harps is something I'm surprisingly ambivalent about despite having also thought about it. I can understand wanting both to remain "signature" weapons of Dancer and Bard respectively, especially since Cloths are basically more defensive accessories (like P Bag) than weapons at this point. Similarly, Equip Magegear getting Harps would really still just be "Equip Bloody Strings" at this point due to it still outstripping Ramia Harp and Fairy Harp in terms of usefulness.

That said, I wouldn't oppose either of them getting buffed up like that, especially since Equip Polearms is especially lackluster with the way Sticks are now that most of them lack the ability to be used with Two Hands. Not that I want them get Two Hands back and go back to the idiotic OHKOing machines they were in 133; I call them idiotic now because of anything FFMaster did since they were like that from vanilla. This is especially true in the case of Gokuu Rod since that would currently be pretty stupid if it were viable for damage on a class that it didn't actively sabotage the abilities of it (or if it did enough damage to forgo those abilities).
Title: Re: FFT Arena Beta 138c Download
Post by: Dokurider on September 14, 2012, 06:58:14 pm
I disagree on Barette being less useful than Ribbon. Barette blocks the more common statuses that can be just as disruptive, like Poison, Slow and Don't Move. But I agree on Headband, since it doesn't have a use on the Monks now, and it certainly won't when every class can use it.
Title: Re: FFT Arena Beta 138d Download
Post by: FFMaster on September 27, 2012, 07:10:24 pm
Uploaded new version and updated/fixed tables. Tell me if there is anything wrong.
Title: Re: FFT Arena Beta 138d Download
Post by: The Damned on September 27, 2012, 08:16:09 pm
(Thanks for getting this out so quickly. I figured you were still going to be working on it for a bit.)

As the eternal killjoy, I figure that I'll point out the few flaws I still saw in the Master Guide in a quick scan of it independent of opening up 138d in FFTPatcher before I forget (and before anyone else can comment with anything positive):

1. Chaos Blade's instance of Reraise is still slightly misspelled as "Reriase".

2. Mythril Helmet's instance of Immune is still slightly misspelled as "Immunel".

3. Angel Ring's colon after "Initial" is instead currently a semi-colon.


I think there was one more thing* in equipment, but like all of the above, it's very minor, especially compared to the issues from just the previous version. I didn't notice any problems in Abilities or RSMs this time. So congrats on getting most of that, especially since you even did the ability-description for procs that I kept nagging you about; if anyone blames you for Spears' section being kinda ugly looking now, then feel free to point them at me. Same with the Death Sentence stuff.

Thanks again.

*This of course isn't counting the "All or Nothing: Blind or Darkness" thing or "Ramia Harp" still being existent rather than "Lamia Harp", but both of those can still wait (as with "Headbands" and Hidden Knife).
Title: Re: FFT Arena Beta 138d Download
Post by: Ryason55 on October 04, 2012, 01:21:10 pm
Problem: Move-MP Up (and assumably Move-HP Up too) is broken. Absolutely no recovery after moving. Noticed this when my mage who had the ability ran out the MP required to perform even an MP recovery skill.
Title: Re: FFT Arena Beta 138d+Hotfix Download
Post by: FFMaster on October 04, 2012, 11:10:23 pm
Added a fix to Move HP/MP Up. Was a very small change, so I made it an xml.
Title: Re: FFT Arena Beta 138d+Hotfix Download
Post by: Barren on October 05, 2012, 05:40:29 am
what do you do with the xml once you download it?
Title: Re: FFT Arena Beta 138d+Hotfix Download
Post by: FFMaster on October 05, 2012, 06:31:53 am
Put it in the same folder as fftpatcher and open orgASM to patch.
Title: Re: FFT Arena Beta 138d+Hotfix Download
Post by: Malroth on October 14, 2012, 11:32:04 pm
what is this orgASM program and where do i find it, google has failed me.
Title: Re: FFT Arena Beta 138d+Hotfix Download
Post by: FFMaster on October 15, 2012, 03:25:21 am
http://ffhacktics.com/downloads.php?id=29
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: FFMaster on October 24, 2012, 09:17:47 pm
Added Hotfix 2, which fixed Projectile Guard. Hotfix 1 is included in hotfix 2.
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: Garland on July 02, 2013, 09:16:21 pm
I need some help getting Arena running, if anyone would be willing.  I've patched a clean ISO with 138d (using ppf-o-matic) but am at a loss from there with the memcard and xml stuff.  Is there a thread with a noob friendly step by step?  I'm not familiar with FFTpatcher or FFTorgASM etc.  TIA.
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: TrueLight on July 02, 2013, 09:31:13 pm
Go to this (http://ffhacktics.com/smf/index.php?topic=8947.0) and download the memory card. I believe you might need Excel to open it up. In here, there's a tutorial that should help you out.

If you're having trouble, go to this.  (http://ffhacktics.com/smf/index.php?topic=8044.0) It's almost 2 years old, but it's still quite helpful.

If you have more questions, don't be afraid to ask!  :)

Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: Garland on July 02, 2013, 09:32:50 pm
Thank you!  I'll have another go at it  :)
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: Garland on July 03, 2013, 12:49:24 am
Sweet, I got it running- thanks again for pointing me in the right direction.

One follow up question, I tried a screen recorder (Camtasia?) out to tape the matches I simmed but the files were ridiculously big.  Any tips on a program/settings for doing that..?
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: Dokurider on July 03, 2013, 12:53:33 am
You've got to compress them. Virtuadub's one such program and can do that for free.
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: Garland on July 03, 2013, 09:18:31 am
Great, thank you.
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: Torgo on August 16, 2013, 05:14:12 am
Is there any alternatives to Excel 2007 to use the memory card generator? Or any alternatives at all to getting games set up? I'd like to get Arena up and running on my own system, and I try to avoid the pirate hat when I can.
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: Barren on August 16, 2013, 07:04:57 am
I believe that Excel 2007 or later is the only program to open up the memory card generator. Then you can load and save the generated memory card using fftastic
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: Zotis on October 29, 2013, 05:27:33 pm
This is pretty confusing.  Okay, I figured out that I needed ppf-o-matic to patch my iso by google searching, but how do I use the xml?  My searches are making me even more confused...
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: vhatever on January 06, 2014, 05:21:17 pm
If you are having problems and your luck is as bad as mine, I wouldn't bother trying to get it working. I've spent like a week trying and nothing works. The stupid XML is corrupted or something and my excel won't let it load properly. In only loads if i let it repair/delete the vbaproject.bin.part , which then it won't work correctly anyway. The people who made this should know that excel is a total PITA with anything and everything. it's the nazi Microsoft programs.  so everything done in it should be as simple as possible. Obviously there as not enough testing of the code on various versions of systems and/excel versions. Really disappointing and wish I had not wasted any of my time on it.
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: HalfGodBro on February 05, 2014, 02:28:24 am
Theres some problem when using your FFT Arena and Controling the units....Draw Out and Item so far doesnt work, but when the AI use them, its working, any idea on how to fix that?
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: Dokurider on February 05, 2014, 05:19:20 pm
Tsuzumasuku doesn't work because FFM didn't flag it for AI use, you goof.
Title: Re: FFT Arena Beta 138d+Hotfix 2 Download
Post by: FFMaster on October 04, 2014, 11:14:09 pm
139 has been released. A few comments:
- I did not implement any scholar changes. I felt the magnitude of this patch was huge already, and knew that the new Scholar skills would be far too strong, and so scrapped the idea until next version.
- Mimes I believe are slightly overpowered. However, I wish for the players to make their own decision, and maybe show that my testing was wrong again.
- The Oil change was supposed to come with a change to Weak/Half/Absorb. However, I felt it unnecessary. This way, Oil becomes super strong only against people who were trying to defend from the element in the first place. We'll see with time, as with all controversial balance changes.

As usual, Master Guide tables will be updated within a day.

EDIT: Tables updated.

EDIT2: There have been some stupid changes to photobucket. This will take more time.

EDIT3: Updated finally.
Title: Re: FFT Arena Beta 139
Post by: Barren on October 05, 2014, 05:14:44 am
Just a quick question, the Arena.fftpatch file came along with the 1.39 download. Is there any purpose to it?
Title: Re: FFT Arena Beta 139
Post by: FFMaster on October 05, 2014, 05:41:27 am
It's for people to take a look at the data and check everything themselves since you can't open the ISO anymore. I know people have found problems before, and I know people use all the data available, not just what's in the MG.
Title: Re: FFT Arena Beta 139
Post by: Barren on October 05, 2014, 05:44:42 am
Also I noticed on the MemCard Generator that it doesn't show or highlight any stat changes to a class for armor and accessories anyways (by that I mean any PA or MA stat changes or status immunity). Is that a bug or does it have to with something else?
Title: Re: FFT Arena Beta 139
Post by: FFMaster on October 05, 2014, 06:02:47 am
The problem is that the memcard generator doesn't know where the new item attributes are. I need to ask Xif to help me with that. Just ignore the errors. It will work fine ingame.
Title: Re: FFT Arena Beta 139
Post by: Dokurider on October 05, 2014, 10:28:09 am
Bug List
Negative Attributes do not work properly. When extra speed is applied/overcomes the negative value in battle, it will overflow unless an speed boosting equipment is worn!
Platina Shield is neither Absorbing Holy or Weak against Dark. Diamond Shield is fine.
Defender is Always: Don't Act instead of Immune: Don't Act
Atheist, not Atheist Bow has 0% chance of Innocent
Spell Edge's Faith proc not working correctly.
Genji Helmet is not Initial: Berserk
Masamune does add: Haste

All Map Lores should be unmimeable.
Title: Re: FFT Arena Beta 139
Post by: Barren on October 05, 2014, 10:34:40 am
Also for some reason on the mem card generator while it didn't apply in game but on the spread sheet the phoenix blade (at least I think its the phoenix blade on a thief) gave it 256 speed. I cannot make this up
Title: Re: FFT Arena Beta 139
Post by: Dokurider on October 05, 2014, 10:48:00 am
Quote from: Barren on October 05, 2014, 10:34:40 am
Also for some reason on the mem card generator while it didn't apply in game but on the spread sheet the phoenix blade (at least I think its the phoenix blade on a thief) gave it 256 speed. I cannot make this up

That's actually intentional-ish. Understandable? Anyways, it's how negative attributes are understood by the game. It does indeed add negative speed if you try it out. Because Memgen has yet to be updated to comprehend negative numbers, it'll just barf out that number, so don't worry about that, at least. Just keep testing!
Title: Re: FFT Arena Beta 139
Post by: Barren on October 05, 2014, 10:53:29 am
Quote from: Dokurider on October 05, 2014, 10:48:00 am
That's actually intentional-ish. Understandable? Anyways, it's how negative attributes are understood by the game. It does indeed add negative speed if you try it out. Because Memgen has yet to be updated to comprehend negative numbers, it'll just barf out that number, so don't worry about that, at least. Just keep testing!


I tested out the phoenix blade and it does work in game. the attributes just caught me off guard is all. I will eventually test out for more....once I get home from work. I'm sure you'll find more before I do
Title: Re: FFT Arena Beta 139
Post by: silentkaster on October 05, 2014, 12:38:19 pm
Master Guide Error...Wish Range is still 1 in the Master Guide.

Edit: Secret Clothes still reads 60 HP. Earth Clothes still reads 10 MP.
Title: Re: FFT Arena Beta 139
Post by: Dokurider on October 05, 2014, 01:22:42 pm
This should fix that negative attribute overflow error:

Battle.bin
0018d5f4: 80a30003 lb r3,0x0003(r5)
Title: Re: FFT Arena Beta 139b
Post by: FFMaster on October 05, 2014, 06:02:04 pm
Ok, updated to 139b. The SCEAP.DAT says 138, I did this as quickly as I could.
Title: Re: FFT Arena Beta 139b
Post by: silentkaster on October 05, 2014, 06:32:02 pm
Also, one thing I noticed about Geomancers...whenever they're loaded, their base stats are PA: 10 MA: 8 (and Vice Versa for females) but the Master Guide says 9/7 and Vice Versa...which one is accurate? (Or maybe it was already corrected in the patch?)
Title: Re: FFT Arena Beta 139b
Post by: FFMaster on October 05, 2014, 06:40:31 pm
It's supposed to be 9/7 but I screwed up. Mime will have the same problem too =/
Title: Re: FFT Arena Beta 139b
Post by: silentkaster on October 05, 2014, 07:53:14 pm
Oh, and two other things...

1. The ability Heal was not curing Stop in 1.38 even though the Master Guide said it should. Is this still the case? (I think it might be more relevant with the boost to stop and the addition of "Stall.")

2. Silk Robe was not raised to 40 MP in the Master Guide
Title: Re: FFT Arena Beta 139b
Post by: FFMaster on October 05, 2014, 08:06:11 pm
Heal now does cure Stop status.

And thanks for noting all the inconsistencies. I'll update robes in MG now.
Title: Re: FFT Arena Beta 139b
Post by: Barren on October 06, 2014, 07:03:48 am
Just a quick note the mem card generator doesn't know zephyr shield has changed to swift plate. It comes up as unknown value. But as long as you jot down zephyr shield in the spreadsheet then you'll get the speed +1 as the swift plate would give you

Also the spread sheet thinks that mimes can't equip anything while in the master's guide it says it can
Title: Re: FFT Arena Beta 139c
Post by: FFMaster on October 11, 2014, 08:30:28 pm
Arena 139c uploaded. Only bug fixes, but important ones.
Title: Re: FFT Arena Beta 139c
Post by: silentkaster on October 27, 2014, 10:03:39 pm
Master Guide Inconsistency: Chakra Band is supposed to prevent Petrify (according to the Master Guide) but doesn't seem to be in game. This is a big one since most Monks use Chakra Band. I don't mind either way, but want to know before I change my team :D
Title: Re: FFT Arena Beta 139c
Post by: silentkaster on November 27, 2014, 04:57:58 pm
Mime error? I tried a Mime with Equip Polearm Octagon Rod but whenever another team member used their melee weapon, the mime's weapon disappeared permanently off of her.

Edit: It was with all weapons...on some maps the Repel Knife stayed but on all maps tested both Air Knife and Octagon Rod would not stay equipped even with the proper support.
Title: Re: FFT Arena Beta 139c
Post by: Shintroy on November 28, 2014, 01:48:00 am
In the most recent 139, FFMaster patched a Mime bug where Mimes would keep weapons they mimicked permanently. And if I'm not mistaken, he posted about the weapon unequipping bug some two to three weeks ago. Tried to find the post earlier today, but got caught up cooking. I don't have arena to test for myself right now, but make sure you have the latest patch. I couldn't redo the latter weapon bug with Reinoe's test the waters team after 139b came out.

Could always ask mime expert, The Damned though.

Hope everyone had a great thanksgiving and wasn't trampled during black Friday.
Title: Re: FFT Arena Beta 139c
Post by: silentkaster on November 28, 2014, 09:16:40 am
I do have the latest patch as it is in a laptop I bought well after 1.39c came out. What happens is the mime starts with the weapon and then loses it when someone on the team attacks with a melee attack. It is possible I missed a hot fix or something so if that's the case and someone knows, please IM me. Thanks!

Also, my free trial with camtasia is ending soon so if anyone knows another recording software or a less expensive software from camtasia let me know. Barren did suggest a couple so I will look into his suggestions also.
Title: Re: FFT Arena Beta 139c
Post by: Kurosabes on March 28, 2015, 08:59:42 pm
Equip Clothes doesn't seem to be functional.

04/15 edit:
The Purple team female summoner is Yellow, and Yellow team female Summoner is Purple.

07/05 edit:
AI does not know that Reraise can follow the target, and will target panel instead.
Title: Re: FFT Arena Beta 139c
Post by: Hyraldelita on July 08, 2015, 05:00:26 am
thanks, i did watch the first post, but i didn't notice the red link at the end which was the download, my bad
Title: Re: FFT Arena Beta 139c
Post by: SweetCherryBoyJp on December 31, 2015, 01:07:36 pm
Quote from: silentkaster on November 28, 2014, 09:16:40 am
I do have the latest patch as it is in a laptop I bought well after 1.39c came out. What happens is the mime starts with the weapon and then loses it when someone on the team attacks with a melee attack. It is possible I missed a hot fix or something so if that's the case and someone knows, please IM me. Thanks!

Also, my free trial with camtasia is ending soon so if anyone knows another recording software or a less expensive software from camtasia let me know. Barren did suggest a couple so I will look into his suggestions also.


Just came across this issue. Mime kept losing his Chaos Blade. Was there ever a fix for this?
Title: Re: FFT Arena Beta 139c
Post by: silentkaster on December 31, 2015, 01:54:54 pm
Unfortunately, no. It is with any weapon, and there are more glitches that just that. Sometimes ALL mimes in a fight will acquire a weapon and sometimes they will all lose any weapon they have equipped.
Title: Re: FFT Arena Beta 139c
Post by: SweetCherryBoyJp on December 31, 2015, 02:20:15 pm
It also seems that if a Mime is charging a spell, then mimics an ability, the spell will disappear from the Turn Order/AT sometimes. This will leave the Mime in a charging state till the Mime acts next (so a "Don't Act'd" Mime with this is stuck charging with no evasion till DA wears off. Yeah, that actually happened during some team testing). Just making sure this is reported and going to try to avoid these in the meantime.
Title: Re: FFT Arena Beta 139c
Post by: dw6561 on December 31, 2015, 04:40:38 pm
Yeah mimes have a lot of issues, probably because they were never meant to be used that way in the first place. Perhaps they can be fixed in the future though.
Title: Re: FFT Arena Beta 139c
Post by: Shintroy on December 31, 2015, 06:46:19 pm
Read The Damned's post if you want to know more about mime.
http://ffhacktics.com/smf/index.php?topic=7896.0

Mime positioning is crucial for most abilities to be mimicked correctly. Have your mime and other units abilities have about the same range.

70 Brave Mime - Will use attack when in range
Secret Fist


Talk Skill - Has 3 range so the AI will easily use the mime's position.
Steal - Steal Heart, Speed Ruin also have 3 range.
Draw Out - Koutetsu
Snipe - Cover Fire


Having the  mime go before the units you want it to mimic is best. You can get a mime to 9-10 speed easily with equip shield for zephyr shield with sprint shoes. Also yes mimes can use shields without unequipping.