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Messages - CT5Holy

521
Always: Slow would make it unusable. End of story.

And obviously the teams would cure the Initial: Petrify. Why else would someone use it?
522
I actually wouldn't mind seeing Geomancy range back to 5 again. It's hardly used nowadays, and the only way to get decent damage is to fully optimize for it.

Geomancy should not be subject to magic evasion, since one of it's saving graces is that it's 100% hit.

Unrelated note, but Bio 2 and 3 JP costs could be lowered a bit IMO.

What do people think about Songs/Dances down to 150 JP?
523
The Lounge / Re: o/
April 22, 2012, 11:56:46 pm
I basically only draft now with my friends... haven't built a deck in years. I'm definitely proud of the last deck I did make, though. Lot of fun to play (though probably not to play against, since I take forever making decisions at times). Toolbox-y control kind of deck. Bit slow though.
524
Taichii, dacheat: next time use PM please

And yes, you can revise your teams.
525
Oversight, but even if you reserve a spot, if you don't submit your team by the deadline, you will not be in the tournament. So submit those teams. Less than a week remaining!
526
We tried 35% Hi-Potion before. Wasn't doing enough. Currently, both X-Potion and Hi-Potion are used frequently, and X-Potion costs a bit less JP to compensate for Hi-Potion being a bit better.

Chakra and Stigma Magic went through a similar evolution. It went from original, 1 AoE centered around self, to 2 range single target, to its current form. Single target made it pretty meh, but the range was nice, so we gave it the current AoE. And it's fine.

And magic pre-range buff? Far from impressive. Magic is a threat, and is actually being used now. I think that's good.

Auto Potion and Absorb MP trigger against Dances (Wiznaibus for AP). Faith Up also triggers. The Stat Save reactions trigger from HP Damage. It'd be pretty nuts if it triggered off everything. Also, the stat reduction dances have had their success rate lowered from 50% to 40%. I hardly consider them dropping stats "heavily." You basically need an incredibly defensive setup like Raven has to make it work.

Also, keep in mind that it's basically impossible to stop every single setup out there.
527
The Lounge / o/
April 17, 2012, 01:43:25 am
That's about all I say on chat, and that's just about all I'll say here.




Well, okay, I'll say a bit more. But just a bit.

I think everyone knows where I got my name from, so no need to explain that. Although, this is the first time I've used it, so if you see another CT5Holy anywhere else, it's not me.

I found this place by one day browsing the FFT message boards on GameFAQs and seeing a topic about 1.3. I got curious, tried it out, liked it, etc.
Then the first 1.3 AI Tournament rolled around. The idea in theory just sounded so awesome, and indeed it was awesome. And several tournaments later, we now have FFT Arena! Lots of fun, even though I don't even build or test teams that much nowadays. I commend fdc's knack for constantly coming up with new ideas and actually going back to refine his ten billion teams. I'm so lazy.
I basically only play Arena, haha. Well, Arena is what I'm most likely spending my time on here at FFH. I have played through CoP and PW, most of CCP, a good bit of LFT, and some EGCC. All fun stuff. Well, EGCC right now is kinda depressing. But hopefully I'll figure it out.

As for real life stuff, well, I'm just a college student right now. Planning on being a Psychology major. Not sure what to do after I graduate, but that's a ways away.

Other games I like to play are table tennis, Starcraft 2, and Magic: the Gathering.

And that's me. I actually wrote down a decent amount of stuff, it looks like? Huh. Anyways.

o/
528
FFT Arena / Re: Arena battle videos and discussion
April 15, 2012, 12:04:25 pm
You can certainly revise and update your team until the deadline. Just remember to resubmit your whole team.
529
Nameless Song should be 100% hit. This way you're guaranteed a buff, which is the reason one would use Nameless Song in the first place. The buff is still random, so you won't always get the most helpful buff, and you might get the same buff applied twice in a row.
530
Everyone, there is now a deadline for team submissions: April 28, 23:59 PST
531
I have no objections to it.
532
It's time, folks!

Register by PMing me your teams (one team per player), following the same rules and format we all know and love:

If you would like to revise your team, please re-submit your whole team. Do not just list changes.

-Any Zodiac, including Serpentarius, is legal
-State which palettes you want your team in
#0 Black
#1 Blue
#2 Red
#3 Green
#4 White
#5 Purple
#6 Yellow
#7 Brown

RULES:
  • Teams will consist of 4 generic humans at Level 35, controlled by enemy AI routines.

  • Fury and Faith range is between 40 and 70. There is no minimum or maximum for Team Fury/Faith

  • Each unit has 3000 JP to spend on various abilities. It costs 250 JP to unlock ANY job.(includes Squire/Chemist) For example, to unlock Ninja, you only have to spend 250 JP(the 250 JP is lost forever). You do not need to unlock Squire/Knight/etc to unlock Ninja.

  • Only two units can buy any individual ability. Innates do not count towards this. (i.e. four units could have the Punch Art skillset, but only two could have purchased Earth Slash; conversely, you can have two Chemists and a Knight with Throw Item)

  • Only two units can equip any individual item.



REGISTRATION FORMAT:
Name
Gender
Zodiac
Fury
Faith
Primary Class
Secondary
Reaction
Support
Movement
Right Hand
Left Hand
Head
Body
Accessory

Primary abilities known
Second abilities known

For example
Cirno
Female
Sagittarius
60
70
Wizard
Item
Counter Magic
Magic Attack Up
Float
Wizard Rod

Flash Hat
Black Robe
Sprint Shoes

Ice, Ice 2, Ice 3, Frog
X-Potion, Ether, Remedy



  • All fields are case-insensitive. (You'll probably want to capitalize names, though)

  • Name can only be a maximum of 16 characters.

  • Sex is male or female ONLY.

  • Skillset action abilities have no limit on writing style, though the briefer yet more understandable it is, the better. Refrain from writing JP costs, though.

  • Leave any blank slots empty. DO NOT write "blank", "---", etc.

  • Don't forget proper spelling. Whilst it will probably be corrected when received, it will save people from a bit of extra work. For example, Magic AttackUP is "Magic Attack UP", Move HP UP is "Move-HP UP", H-Bag is "H Bag", etc.


VERY IMPORTANT: Based on map placement:
• Unit #1 will be on highest panel and Unit #4 will stand on lowest panel
IF the panels heights are about the same:
• Unit #1 will be the nearest unit to access a high leveled area.
IF there is no high leveled area:
• Unit #1 will be in front of the others.
Note that I used constantly "Unit #1". But in fact if we'd have 4 units on different heights, for example #1 would be placed on height 7, #2 on height 5, #3 on height 4, and #4 on height 2.

Check the Master Guide for all the information you'll need to build your teams!
Also take a look at the very handy Team Design Helper by Gaignun
And the Arena patch itself so you can actually test!

Registration deadline: April 28th, 23:59 PST

Registered competitors:
AeroGP
Angelus
Avalanche
Barren
Celdia
CT5Holy
dacheat
Dol
DomieV
Dynablade
Eternal248
Fanatic
Fantactic1316
iamBQB
jansported
Kagebunji
Leif1991
LordBobBree
Otabo
Reks
Ryason55
Shade
Shadowstrike
skiploom188
Squidgy
Taichii
the frisky dingo
TrueLight
Vigilanti
Wiz
Xeno
mucus
Pierce
Kihaku_FTW
Dome
FFMaster
fattyzila
Havermayer
LightningHax

Reserved slots:
The Damned
FDC
secondadvent
Pride
Odal
Star
Alaris
dinosaur
533
Quote from: Panda_Tar on March 25, 2012, 07:23:33 am
thank God, because having a uribo named Lightning Bolt was too lame.


But that's hilarious :o

And to make this post not completely irrelevant, there needs to be a way to make guests join without spending their JP.
534
I'm in.
535
FFT Arena / Re: Season 6 Map Selection
March 23, 2012, 12:33:48 am
Oh. In that case reserved set of 5 for finals sounds good.
536
FFT Arena / Re: Season 6 Map Selection
March 22, 2012, 02:25:30 pm
Bervenia Volcano: Geomancers aren't used that much right now though. Overall it still hurts teams a lot IMO.

Gates of Limberry 2: Fair enough.

Agree on best of five for finals, but disagree on reserving maps. That's -5 good maps for all the other rounds.
537
FFT Arena / Re: Volunteers for Hosting
March 22, 2012, 02:15:53 pm
I can help check teams again, too. That's about the best I can do =P
538
FFT Arena / Re: Season 6 Map Selection
March 18, 2012, 10:09:22 pm
Oh, I should also mention that I am in favor of including Weapon Storage of Yardow (26), because the map plays fine and I don't have a big problem with the split height thing.

For Arena (116), we could just line them up in the middle, like my proposed change for Zarghidas (47).

EDIT: I'm also giving a frowny face to Bervenia Volcano (75). Lava makes for awkward movement.
539
FFT Arena / Re: Season 6 Map Selection
March 18, 2012, 01:43:29 pm
Is the team split on maps like 95 and 26 a problem in your opinion because the team that's split might need say 2 casts of Haste 2 to get the whole party hasted vs 1 for the team that isn't split up?
I ask because I think those two maps are fine - when the fighting actually starts, there isn't this huge separation of units like with 4+ jump units on Banished Fort (115).

Speaking of Banished Fort, I think that map, and some others in your 'Cut' category, can be salvaged if we change the starting locations a bit. Some possible changes, if people are willing to make them:

Banished Fort (115): have the teams start in the two other corners. Granted, there may still be some splitting up, but it won't be the huge extreme that possibly leads to quick 4v3/4v2s that we have now.
Bed Desert (82): Have team 2 start towards the middle, i.e. around where Ramza and co. would start against Balk.
Inside Castle Gate in Lesalia (97): both teams starting placement should be closer together. Current placement leads to 2 2v2s.
Underground Book Storage First Floor (57): Have all units start on the bigger half of the map? This map plays out ok for the most part I think.
Zarghidas Trade City (47): Have both teams start in the middle of the row instead of in the corner. (Keep current distance, just place units in the middle, so the fighting is more likely to happen on the ground) (I hope the wording is clear >_>)

Of course, if we make changes to the starting placement, it might lead to unforeseen problems, which would be bad. And it'd take time, and I think most people want a tournament to go underway as soon as possible. So maybe these will be things to consider for the future.

That being said, I think the following maps are all worthy of inclusion:
At the Gate of Limberry Castle (2) (19): This map is fine. It's not super tight, and you'll get the classic melee guys fighting in front, mages casting from far back image.
Besrodio's House (41): I agree with you, if the golden contraption is gone, it's a playable map.
Chapel of Orbonne Monastery (62): I think it's ok, if flying/teleporting units are the only concern. Those units will likely fly/port back up at some point. The (slightly) bigger concern is if a unit without fly/teleport gets knocked off the main stage. But even with that possibility I think it's fine.
Outside Castle Gate in Lesalia (98): This map is fine, aside from the map being incomplete and targeting issues. Very playable though.

And a map I disagree with:
UBS3 (59): Absolutely needs to go. I'm surprised you've even considered it - bottlenecks and the limited movement for 3 jump units, as you've mentioned, make this map pretty lame. Especially the bottlenecks! That's like the whole map. XD

Everything else I think looks good.

Also, what about Arena (116)? =P
540
FFT Arena / Re: Arena battle videos and discussion
February 27, 2012, 11:24:32 pm
Ah no prob, Barren. Considering the frequency and consistency of your vids, these mistakes are minor. Especially since it's just exhibition matches!

Thanks for all the vids, Barren.