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Messages - philsov

41
hm.  I know you said you'd do the translation, but screw that.  Taking a few simplifying shortcuts with the CT system, feel free to adjust some of the numbers.

In the tick system, all units get a turn every X ticks, which is their Speed stat divided by 100 and then rounded.

8 speed unit gets a turn every 12 ticks
9 is 11
10 is 10
11 is 9
7 is 14
6 is 17

Once their turn it up, they are able to both move and act, in either order.  If they choose to not do either of these actions, their subsequent turn will occur 2 ticks faster than previous.  If a unit is hasted, that's 3 less ticks in between actions and slow is 3 more ticks inbetween actions.  Conversely, you can be a bit harder with the numbers and use the traditional 20% boon via not moving or action, and with haste/slow you can divide their current speed rate by 1.5 and round down for haste (a 12-tick unit now gets a turn every 8 ticks), with slow as the opposite; multiple their ticks per turn by 1.5 and round up; 12 becomes 18.  If you have a wide range of speeds the % thing is better, but if you hover around 8-10 speed it'd be much easier to keep the ticks while leaving the CT out imo.

Charge-time actions (Jump, spells) will always occur before units are able to act (ie, Fire resolves on tick 16, and Jill the squire also gets a turn on tick 16, Fire always happens first).  Quick is quirky in this manner.  Since it resolves before character action, a Quicked unit will act before the other charge-time reactions resolve.  Haste and slow are a bit tricky because of their mid-turn effects -- perhaps make it +/- 1 tick on effect and wearing off, and then with the +/- 3 modifier on their actions while hasted/slowed*?

Status effects always tick down and last until the end of a tick. A unit with protect will keep it through his action + getting countered.

Mimes will mimic actions after a unit is done with both moving and acting.

~

Should suffice?

*Jill is an 8 speed unit, so for the battle she gets a turn every 12 ticks.  On her first turn she doesn't act but does move, so her next turn is on tick 20.  She gets slow cast on her at tick 14, so she gets immediately pushed back to tick 21.  On tick 21 she acts and moves again, and now her next action will occur on tick 36.  Tick 36 is similar; she fights and moves, slated to act again on tick 51.  However, slow wears off on tick 40, so she immediately gains a tick and will act again on tick 50.  

~

Barring that:

Start new tick.
At the start of every tick, all charge-time actions resolve
Then all units gain CT equal to their speed, potentially modifed by haste/slow/quick (yes, even when haste/slow/quick JUST occurred)
If a unit's CT is 100 or greater, they can act and move, in either order.  Opting out of one or both is a boon of 20 CT (40 CT for both).  Afterwards, they lose 100 CT.  CT does rollover, so a 105 CT who doesn't move will have 25 CT prior to the next tick
At the end of the tick, status effects countdown and expire
Start new tick.

Acting, moving, and buffs/debuffs should be rather self-explanatory.

Edit: Introducing counters/evasion choices is a good idea, too.  Countering = 2 additional ticks before your next turn, for example, while an evade attempt (successful or not) = 1 additional tick.  For even more realism you can give a unit a 2 tick penalty whenever it gets damaged, but that might be going too far and abuseable (stunlocking via lots of mass light AoE)
42
Help! / Re: Stat growth and multipliers
June 02, 2011, 11:54:39 pm
no, that's pretty much it.

When a unit gains a level, they gain additional values to their "raw stats."  Each job's different multiplier transposes this raw stat value into an effective value, which is the thing that you actually see in-game.  However, it isn't something as simple as "5 growth = +5 HP at level up".  The level up equation takes into account the unit's level and current raw value, and has the growth value in the denominator.  This causes jobs with a lower growth value to, in fact, have higher growth.  Additionally this means your early-game level growths (1-20) matter more than your late-game ones (80-99)

A spreadsheet is here if you want to plug some numbers in and doodle for a spell.
http://ffhacktics.com/smf/index.php?topic=1737.0

Ye olde Holy BMG:
http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/3876
43
4x comments:

13 - Impressive AoE out of the draw out + summon combo from Aquilae.  Wow O.o.

14 - MOAR CLOPS.  Was round 2 a record for quickest kill yet?

15 - Decent back and forth with Jaakl and I.  Redirected spells suck, and on round 3 my people keep on charming and paralyzing the frog?  Bleh.  Happy to see the team in action though; squire was an untested addition and he worked out rather well.   

16 - Impressive numbers out of both teams.  Marlboro is my hero <3
44
Quoteif anyone wants to see my half of the winners bracket while we wait


I'm willing to wait a day or two to keep things in an organized fashion. 

I'm proud of your commitment wiz <3
45
The Lounge / Re: Music Thread
May 29, 2011, 08:35:10 pm
buuuuuuuump!

Ministry of Sound Mashup: Breakage - Fighting Fire vs. Twin Atlantic - What is Light? Where is Laughter?
Individually these songs are decent in their own respect... Fighting Fire is a decent trance diddy and Twin Atlantic is pop-rock with a scottish singer.  But combined?  Oh, lawd, the synergy, the magic... /drool



Other tracks that I've been listening to far too much of recently:

Iron Horse - Hero of the Day (bluegrass Metallica cover)



Justice - Waters of Nazereth -- French House music.  Think Daft Punk only a little harder/rougher.



Dispatch - Walk with You.  Awesome acoustic piece.  First two minutes is filler flute/piccolo/something.  I'm just a sucker for vocal harmony :3

46
Presenting... stats!

A small shout-out goes to Lizovs, a 0-post registered member who PMed me half of these numbers at about 3 am XD.  Thanks dude, shaved off a lot of time for me.

Note that some of the numbers don't flat add up.  I got distracted by shiny stuff several times and lost my place on the list several times.  Enjoy the 95% accuracy :D

Gender - Males trumped the females.  Once again.  
Male 134
Female 102
Monster 20


Zodiac - What's with the Aquarius and Leo hate?  Capricorn outnumbers them combined.
Aqua 11
Aries 19
Can 31
Capr 33
Gem 18
Leo 11
Libra 21
Pisc 20
Sag 17
Scorp 22
Taurus 27
Virgo 25


Brave - 40 Brave making a popular choice to meet the team Br cap thanks to the availability of Abandon.  Most of the 51-60 are 60's to boot.
70              88
61-69           47
51-60           53
41-50           19
40              49


Faith - 40 Faithers are more abundant this season than last, iirc.  A predictiable valley is seen in the 61-69 range, but otherwise standard distribution via support casters vs. rest of the team.
70              87
61-69           10
51-60           69
41-50           62
40              28


Primaries - Squire... actually had a better showing than expected.  Knights are the leader thanks to their tanky stats and several teams (and Odal...) having multiple knight mains.
Squire          3
Chemist         10
Knight          46
Marksman        9
Monk            12
Priest          12
Wizard          15
Time Mage       17
Summoner        9
Thief           8
Mediator        1
Oracle          7
Geomancer       8
Lancer          19
Samurai         16
Ninja           33
Sage            4
Bard            6
Dancer          0


Secondaries
- Defensive (read: jobs that can revive) reigned supreme.  Basic skill again making a rise, but with ability restrictions Wish became popular by proxy.  Past that was Time Magic for Haste support, and then an even mix of all the rest.  
Basic Skill     14
Item            50
Battle Skill    9
Precision       4
Punch Art       25
White Magic     42
Black Magic     0
Time Magic      19
Summon Magic    9
Steal           8
Talk Skill      11
Yin Yang Magic  6
Elemental       10
Jump            5
Draw Out        11
Throw           4
Planar Magic    3
Sing            3
Dance           0
None        3


Total: A much more varied spread than previous, but thats to be expected without the JP cap holding back many classes.  There is a notable, complete lack of Dancers.  In fact, some people submitted (or were forced?) into blank secondaries.  Given the option between doing absolutely nothing and dancing, they chose absolutely nothing.
Squire          17
Chemist         60
Knight          55
Marksman        13
Monk            37
Priest          54
Wizard          15
Time Mage       36
Summoner        18
Thief           16
Mediator        12
Oracle          13
Geomancer       18
Lancer          24
Samurai         27
Ninja           37
Sage            7
Bard            9
Dancer          0

 
Monsters - Cows and pigs and tentacle monsters, mostly.  

Sacred 3
Wildbow 3
G Morbol 2
Cocatoris 2
Dark Behemoth 2
Morbol 1
Explosive 1
Uribo 1
Black Choco 1
Revnant 1
Mindflare 1



Reactions - Damage Split numero uno.  Anyone surprised?  At all?  Defensives reigned supreme, with the most popular offensive (Counter Flood) being present in only about a quarter of the teams.

Damage Split 53
Abandon        35
Speed Save 33
HP Restore 28
Dragon Spirit 25
Counter Flood 15
Counter        12
Counter Magic 6
MP Switch 6
Weapon Guard 6
Crit Quick 3
Regenerator 2
Sunken State 2
Absorb MP 1
Arrow Guard 1
Catch        1
Distribute 1
MA Save        1
Meatbone Slash 1


Supports - Short Charge was neck-and-neck with Damage Split for a decent stretch of the stats.  Good mix of offensive and defensive supports, but most supports are grey in those regards anyways.  There are several equip spear + 108 Gem Holy Lance Samurais, who trump Ice Brand Samus by spear range.  Only one Train, and no secret hunt.  Turns out we never officially banned them.  Whoops!
Short Charge 45
Defense Up 31
Attack Up 26
Eq Armor 25
Concentrate 21
Throw Item 15
Eq Shield 12
Magic Attack 10
Two Hands 8
Eq Spear 7
Martial Arts 6
Two Swords 6
Magic Def Up 6
Eq Crossbow 4
Eq Axe        2
Eq Gun        2
Eq Katana 2
Eq Sword 2
Half MP   2
Train        1


Movements - Move HP Up is the most popular one?  Meh, those are the numbers.  Move+3 passed over by many people to prevent team separation, I suppose.  
Move HP Up 51
Move +2       44
Move +3       30
Teleport 30
Move +1       26
Float        14
Fly        13
Ignore Height 10
Move MP Up 7
None        2
Walk on Water 2
Jump +3         2


Accessories - Sprint Shoes were oddly popular, but with other speed-boosting gear out of the pool it kind of makes sense.  108 gems is a popular choice among both fighters (3 weapons are boosted) and casters alike.  Some foolish people picked power wrist when they didn't even select diamond armlet O.o.
Angel Ring 38
Feather Mantle 34
Sprint Shoes 32
108 Gems 22
Magic Ring 19
Elf Mantle 15
Magic Gauntlet 15
Red Shoes 11
Diamond Armlet 10
Dracula Mantle 7
Germinas Boots 6
Feather Boots 4
N-Kai Armlet 4
Power Wrist 4
Defense Armlet 2
Reflect Ring 2
Rubber Shoes 2
Wizard Mantle 2
Defense Ring 1


Speed - Weighted average unit speed is 9.35 which is... very close to last season, despite less speed gear available.  People are wising up?  There's a bell curve around 9, which is the base for many classes or very easy to achieve with an 8 sp unit.
8 61
9 79
10 48
11 22
12 7
13 3
14 3
15 0


Revivers - Total number of units that can revive on a given team.  Three appears to be the sweet spot.
0 1
1 2
2 18
3 30
4 9


Haste? - Not as necessary as previously thought.  We'll see once we're at the final 8 or so.
Y 30
N 29


Random notes:
- PXTimeforDeath's team has 0 revival abilities.  Let us all point and laugh at him.
- Odal is the only person to rock the Quad (knight) setup.  Fight the good fight.
- Veliuz is the only player to have his entire team be single-gendered (male)
- Pokeytax vs. Dinosaur is a fight I would love to see.  Double 3x Monster + 1x Nanny!
- I think my favorite concept unit is the "Eastern Invader", an Equip Katana Ninja.  Katanas, although Br-dependant, have a 25% double shot proc ability.  A ninja who connects 3 blows (44% chance) will likely kill whatever he touches.
- Other favorite oddballers are anything that has Move MP-Up and Casters with empty primaries, Draw Out, MP Switch, and Equip Shield/Aegis.
47
Quoteso I can just re-enter all that cut of info,


I'm pretty sure if you just go to edit the post all the stuff is there.  It just fails to display on formal post.  Should make for easier c/p :)
48
Best of luck to all!

- Stats are coming... soonish.
- Wiz, Fanatic's team got cut off in the OP.  Suggest migrating several teams onto the 2nd post, really, because they'll get swallowed as you pump more info into the OP
- Hi-fives are in order for LordBobBree, Mel, and throwaway for their masterful use of the Frog2 spell.  However, we are dreadfully scattered across the bracket!  Lord Bob and I might be facing each other in round 2, but otherwise the only way for us to clash like the awesome powerful gentlemen that we are is the like... semi-finals/finals.  MAKE IT THERE.  MAKE IT EPIC.  I WANNA SEE RIBBITFESTS.

And of course massive thanks to the refs and coordinators.  This takes a lot of time to run well.  I'm happy to hear Piercewise's sultry voice again! 
49
QuoteI'm planning on helping out big time when I get done with S5


Speaking of which, Wiz redid positions on several of the crappier maps.  They're worth adopting here imo.
50
Spam / Re: Paint war - REvamped
May 24, 2011, 10:49:56 pm
anybody got some Doritos?  Maybe some captain crunch...

51
The Lounge / Re: Battle of the VGM v2.0
May 22, 2011, 11:29:02 pm
Arcana - Prologue.  Done by the same guy from HAL Labs who also did all the Kirby music.  If you browse through the catalog the similarities are pretty damn striking (this is touch darker)



aaaaaand, may as well go with another SNES cult classic that starts with an A:

Actraiser - Birth of a People




Edit:  Actraiser - Birth of a People Symphonic Suite.  This is awesome classical music.  Obviously invalid, but I just wanted to share it <3
http://www.youtube.com/watch?v=ddNPREozKF8
53
Help! / Re: Some custom skillset doesn't work
May 19, 2011, 06:40:19 pm
1) You are testing these with enemies, right?  The AI is simply able to access things a human-controlled unit does not.  See:  Sword Spirit. 

2) These skillsets are flagged correctly in the action menu tab, no?
54
The Lounge / Re: Best OPs/EDs ever
May 18, 2011, 07:05:14 pm
opinion / editorial? O.o
55
The Lounge / Re: zalbag as a playable character
May 18, 2011, 03:47:15 pm
the most fitting way is with andramelk, largely because of Zalbag overhearing Dycegarg and Rofel, and the mosfungus chemist scene. 

Prior to that the next best meetup location would be after Zalmo I in chapter 3.  But then you'd need to somehow force the event at Igros in late chapter 4...

At which point I'd probably not change much, really.  After Elmdor/Zalera I'd go "your sister is in another castle!  lulz!" which should prompt Igros to be the hotspot. Only to, of course, upon Ramza's arrival (minus Zalbag's chocobo~) his sister is once again at another castle, but Dycegarg is waiting for Ramza/Zalbag to kill them in the name of being an evil zodiac dude.
56
Archives / Re: How the fuck????
May 17, 2011, 09:28:28 pm
Because it's still pretty easy (still harder than vanilla, but that's not saying much).  Which is understandable, since when you have 5 units with cross-talent abilities in a game tuned for SCCs... you'll get some lulzy moments.

Edit:  And many people played the patch immediately after beating 1.3.  So.. battle hardened and thirsting for more, the player base descended upon LFT and ripped it to shreds, more or less >_>
57
Archives / Re: How the fuck????
May 17, 2011, 08:14:59 pm
QuoteBut why does it get it's own forum? I mean, there's a lot of changes, but none of them seem particularly difficult to make


So... 1.3 shouldn't get its own forum?

LFT has a decent player base for what its worth, it completed what it set out to do (which is a lot more than can be said for a lot of projects floating around here).  It's an FFT rework where SCCs are the near-primary way to playthrough.  It passes all the QC checks, and it is ultimately the player to... well... choose to play or not play the patch.  Considering this is a hacking website and its a completed patch, there is therefore no reason why FFH as a site shouldn't at least link to it and provide a brief description.  I support it being here <3
58
Spam / Re: LOLOLOLOLOLOL
May 16, 2011, 11:00:15 pm
Welcome back gojoe!~
59
The Lounge / Re: Good morning or whatever
May 15, 2011, 12:20:18 pm
you're not imaginary, brother BP.

WELCOME back TO FFH, WHERE ALL YOUR DREAMS COME TRUE
60
Help! / Re: ePSXe Issues
May 12, 2011, 12:34:53 pm
hit escape.
File -> Exit

If you just close the window it won't shut down the program.