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Messages - RavenOfRazgriz

2701
FFT: ASM'd /
October 17, 2009, 01:43:08 pm
Quote from: "philsov"You seem to misunderstand.  I look at Hex/ASM code and its complete gibberish.  I'm simply adding in a lot of ASM hacks others have done.  Counter Spin Fist is a function of fftpatcher.

1. lrn2base12?

2. Go make a code junky your bitch?

:p

Quote from: "philsov"How in the world would changing class growth make gaining experience any more or less tedious?

I'm not stuck leveling in 1 class ad-nauseum, and then grinding JP in a completely different class if I want anything resembling good stat growths.

I'm also not stuck grinding JP to unlock said Job to grind in without gaining too many levels.

And I further don't end up bawwing my eyes out because I can't get a late game Orlandu with good stats because he already came in at 50something.

Etc.

It remedies a lot more than it initially sounds.

Quote from: "philsov"Edit:  Distribute moving down to the priest tree sound good?  Maybe oracle.

Priest sounds cool beans.  Wouldn't make as much sense to be on Oracle, and Priest needs a bit more than just Magic Defense UP for people not intending to use White Magic to spend their JP on.  Granted, Oracle is similar in that regard, but Priest makes more sense for it imo.

At this rate, we'll have no good abilities left to put on Bards / Dancers in terms of R/S/M besides Move +2, but between 1.3 and all these cuts to Speed Growth, their skillsets just got a lot better anyway... which is honestly how I think I prefer it.  Less reason to killself trying to open it for almost every character, but still well worth doing since the classes have become far better in their own right.




Also, Sephirot24's post made me remember a simple solution to Sasuke Knife - make it PA +1 instead of Sp +1.  Means the same thing in terms of the damage formula, but no ridiculous Speed boosting and differentiates it from whatever we do to Daggers in the end.
2702
FFT: ASM'd /
October 17, 2009, 11:42:12 am
Also, for Daggers, I was thinking making them 100% accurate (sensible, considering Daggers are assassination weapons instead of melee weapons) with low damage and a medium proc (Poison, etc level status).  Makes them kind of similar to Flails, but those specialize in outputting rather sizable damage, whereas Daggers are mostly about consistent lower-end damage and status under this.  This would also make them different from Ninja Swords, meaning Spell Edge can keep its Don't Act and Ninja Swords can stay Two Swords-enabled.  Still no idea what to do with Sasuke Knife, but I feel it should have something... maybe +1 PA, or even making them 100% accurate with no proc so they follow the original 1.3 trend of being proc-less Dagger 2.0?

Or, another thought I was entertaining was making all Daggers have a 6.25% Dead attached to whatever other procs they already have (to simulate an assassination) instead of the 100% accuracy, but that'd probably be silly.
2703
FFT: ASM'd /
October 17, 2009, 10:58:25 am
I'd like to point out that you told me not to assume, but your evasion edits made a lot of my points about Shields and Mages correct, from what I can see from a quick skim.  :p

God, someone needs to find a way to do the whole Global evasion for Shields / Weapon Guard / Mantles (or, if already known, get motivated enough to make such ASMs).  We could do a lot of interesting things with evasion with those in place, imo.  It'd also make which position you attack from more important in general, instead of just against units with high C-EV and a "Am I behind the enemy, Y/N?", something that I think would make the vastly reduced movement ranges both more easily justified, and make finding the best use for that more restricted movement harder since there are more potentially viable options.

I had a really good idea, but I've forgotten it somehow typing the above paragraph.  @.@

Meanwhile... if we removed Jump +1, and moved Jump +2 and Jump +3 down to earlier Jobs (or, if Fly is going to be available on an early mage class, just remove them entirely besides *maybe* Jump +3?), could we add some new Movement abilities or something in their place?  If we're ASM'ing the hell out of this and making the Movement slot more than Teleport vs Move +3 anyway, seems sensible to toss some of the movements that never get used and make them into something more usable (see: Counter Tackle -> Counter Spin Fist).   Same for Supports / Reactions, but I can't think of as many "useless" abilities in those two areas to replace.  I was going to say that Cup of Life one or whatever, but with vastly neutered Move stats that ability actually becomes usable in its current form, save how hard it is to get to.

Random thought: Since we're cutting the Speed stat down quite a bit, how about simply making all growths equal and making the class multipliers the determining factor in stats?  Makes leveling characters far less tedious.  Less customizable, sure, but also less tedious, and tediousness is something I don't see the need for in anything meant to be called a "game", even if I am a slightly insane power grinder.
2704
FFT: ASM'd /
October 16, 2009, 03:18:08 pm
Quote from: "philsov"he could, yes.  In fact in earlier versions of 1.3 he had ignore height.  But I bitched about it a lot, and maybe others did to, because having said monk up in your face on the first turn was too much. So he got jump+2 which let him hop down to the gallows for a second round attack... but that hop requires 3 movement, which'll only happen if I give him move +1 and spike shoes.  Or I can do something like give him elemental, or equip gun + romanda gun, or something.  There's a lot of juggling possible.

Spike Shoes and Move +1 seems like it'd do since it seems a bit early to chuck Germinas Boots on him.

Elemental from a Monk seems like it would end up being weak (since MA affects the formula more than PA, iirc), so the only worry would be him landing multiple petrify procs if the units under the bridge aren't faster than him.   Seems kinda silly.

Equip Gun + Romanda Gun would be cool, but that seems to defeat the purpose of him being a Monk.

I'd say just go with either Spike Shoes and Move +1 or Ignore Height to let him get in range.  I almost want to say be a real dick, and give him Ignore Height, Concentrate, and Counter Spin Fist, but that'd be ridiculously douchebaggy even if quite lulz worthy.
2705
FFT: ASM'd /
October 16, 2009, 02:40:03 pm
Quote from: "philsov"But yes, I'm more interested in the range/movement ripple effect than anything else at this point.  Using golgarond as an example (4th gameplay video, featuring the best audio of all time), the time mages have ranged abilities so they're fine starting quite away from the group.  That monk on the top is a lame duck and needs to be altered -- either given a better equip/movement to make him more mobile or simply relocated to elsewhere on the map.  The female archers can swap between the lancer-type and archer-type for probably higher effectiveness.  Two monks on the ground should be fine, though the farther one might get a longer-range secondary.

Can't the upper Monk be given Ignore Height?

I didn't check him, but my one attempt at Golgorand so far on Easytype makes me think it was removed.

Also I can probably test this as well, if you like.
2706
FFT: ASM'd /
October 15, 2009, 10:18:50 pm
Lol @ the second one.  Definitely use that.

Like I said, mine was rough/quick.  It could keep Agrias' first line the same and probably work fine.  Though yours is better, I think.

I also realized I forgot to specify in my version that Lezales (Dome) was supposed to be a naked Martial Arts Knight and be killed by a first turn Chaos Blade / Holy Explosion for insolence and lulz.  Probably would've made it make more sense, damn.  

Yours work well, though.
2707
FFT: ASM'd /
October 15, 2009, 08:30:16 pm
This could probably get really polished up since I'm doing it rather quickly, but going in completely blind of what you want to do in terms of spoofing, I had this idea.

-Outside Orbonne Monastery, confronting "Lezales' Team"-

Agrias: The crest of Hacktics!? What's wrong with Zodiac!? He's such an idiot! Does he want to start another theism debate!?

Dome (Lezales): We will steal the princess and we doesnt afraid of anything!  Now do a barrel roll or my blade shall scar that... amazingly hot... noseless face...

[The black knight and the two squires comes out to help Agrias
and the others.]

Gafgarion: This is a pretty shitty idea dude. Play FFT, but with a bunch of no-names from the internet mary-sueing themselves into the game. WOOOO. I can't contain my excitement!

[Agrias steps forward.]

Agrias: Ugh... another fanboy... he probably looks up naughty pictures of me on Google too...

Gafgarion: Who would want to look up those kinds of pics of a stuck up bitch like you? Rad, Ramza! Follow me!! Kill all these weeaboo bastards!

Agrias: Nonsense! I need to kill them so I can send a message to these freaks! Else Zodiac will keep sanctioning these creepy bastards!

Gafgarion: Like I said... who would want to see racy pics of a bitch like this anyway?

--------------------------------------------------

IDK, random and halfassed, but I think it can be made rather funny with a bit of elbow grease that I currently can't put into it.
2708
FFT: ASM'd /
October 15, 2009, 08:00:48 pm
Quote from: "philsov"
Quotewe doesnt afraid!!!

that quote is making it into this game when pigs soar, gracious and free, over the icy reaches of hell.

So you'll add that in if I can beat Altima with a Wildbow in my party?

Awesome.
2709
FFT: ASM'd /
October 15, 2009, 07:05:09 pm
Quote from: "philsov"Edit:  I do plan on breaking the 4th wall a few times, but this asmo quote IS making it into the game:

 "It's a pretty shitty idea dude. Play FFT, but with a bunch of no-names from the internet mary-sueing themselves into the game. WOOOO. I can't contain my excitement!"

Have Agrias say it during her argument with Gafgarion, and rename the entire Lezales team after FFH members.

For the lulz.

I can probably make that into a mock script if I can ass myself to go find exactly how the convo goes originally.
2710
FFT: ASM'd /
October 15, 2009, 05:11:45 pm
Quote from: "philsov"Lies.  Pure thief (highest sp growth) gets to 10 Sp at level 33.  :p  And thief hat at level 30?  how the hell did you swing that?

Might've been low 30s.  It was around Izlude so I don't remember my exact Level.  Or it might've been 14 Speed.  I did that part of the game a good time ago, and all I know is that I was almost literally twice everything's Speed.

Regular 1.3, the guy at the Goland Coal City fight (Mediator) had a Thief Hat, and one of the Ninjas had a pair of Assassin Daggers.

My eyes glistened, everything went red, and the next thing I knew my Thief was the most OP thing in Chapter 3.

Quote from: "philsov"either way, yes, it's something that does need to be addressed.  Probably give daggers a 25% for nasty status effect, and make sure to strip the spell edge from it's Don't Act proc (!).  Or prevent them from being dual-weld, despite thematic wtf-ness.  Thief hat will probably be toned down to 1 sp, with more HP to compensate, maybe even shift it's DA/DM immunity over to black hood.  Sasuke knives don't need to be +sp at all imo.  Secret clothes are rare, 2 speed is fine.

I think Spell Edge is fine, honestly.

Maybe make Daggers ignore evasion + 25% medium Level proc or something?

1 Speed Point, block Don't Move / Don't Act, high HP (about as much as Flash Hat, at least) Thief Hat seems good IMO.  I always though Black Hood should have some kind of effect to it.   Maybe have it half the three basic Elements (Fire, Ice Lightning) to contrast it to Black Robe?

Sasuke Knives need some kind of Proc unless all Ninja Swords are vanilla.  All Ninja Swords being vanilla would be silly, imo, so give it something.  Just not Speed +1.  No clue what, though.
2711
FFT: ASM'd /
October 15, 2009, 03:58:21 pm
Quote from: "philsov"
QuoteThe question is really "how much?", I suppose.

Short charge becomes near vital at... around 9 speed/mid chapter 3, correct?  Then speed growths will be altered to hit 8 Sp at level 70 or so with the 100 SPM classes.  Currently that point is level 35, so growths will be halved, or more specifically altered so their effects are halved.  

Note that some spells' CTRs are balanced under the different speed scheme, so some spells may actually get an increase in CTR.  Suimmon magic, I'm looking at you.

My main question now is, what about Daggers / Thief Hat (I would include Secret Clothes, but those are rare enough to leave at Speed +2 I think)?

I remember having a 15 Speed Thief via Two Swords Daggers / Thief Hat / Sprint Shoes before Level 30, when everyone else was around ~8 Speed.

Since you're halving Speed growths, will the amount of items that give bonus Speed points also be reduced to compensate for stuff like the above?

Namely, I'm looking at Daggers / Sasuke Knives / second Thief Hat Speed Point.  I love them in regular 1.3, but in this version with lowered base Speeds, I'd think they may need to go in trade for something else to still keep them good.
2712
FFT: ASM'd /
October 15, 2009, 02:33:00 pm
I don't like the one that deals damage.  It's an interesting idea but I still feel it Item is already good enough to not need it.

The other three, even though I was initially opposed to them, seem okay since they're very double-edged.  The first one I would say depends a lot on how you're altering Speed growth, though, since a Haste status means far less on lower speed units in terms of how many extra turns they get... an Item giving haste with current 1.3 Speed potential would be silly imo, but I know you said you're lowering Speeds to some degree.  The question is really "how much?", I suppose.
2713
Spam /
October 15, 2009, 12:18:14 am
Quote from: "Zodiac"Raisin Bran is shit.

I'd cry "HEATHEN", but I'm sure plenty other people will do that for me even before I bring up your blasphemous hate of Raisin Bran, you blasphemer.

Also, Frosted Flakes tie Raisin Bran.  Followed by Life and (iirc) Kix, I think it was?
2714
Bugs and Suggestions /
October 13, 2009, 04:33:09 am
Your unit was wearing a Judo Outfit, Chamelion Robe, or Angel Ring, most likely.

Anything that has Cancel: Dead will cause Death Sentence to "wear off" when it hits 0 instead of killing the character.  However, that character loses their turn for when Death Sentence wears off, so they don't get off entirely free.
2715
Spam /
October 12, 2009, 10:18:55 pm
Quote from: "LastingDawn"Was this an FFT form of the... (I want to say "Bandersnatch", but I'm pretty sure that's not the name of it.)

That old poen with Vorpal Blades, and Snicker-snacks, that starts with "Beware the ?Bandersnatch? my son..."?

Yes, it was Bandersnatch.

You even spelled it correctly, regardless of the lies Firefox wants you to think.
2716
FFT: ASM'd /
October 12, 2009, 05:58:17 pm
Quote from: "philsov"I actually think AP is a broken reaction ability, in terms of human/AI discrepancy and its power.  Plus removing all potions from stock and only having x-pots is really... counter-intuitive.

Agreed here.  It's not as broken late game, but definitely agree nonetheless.

Hamedo too, imo.

Quote from: "philsov"knight with move +1 gets in range.  3 movement, 3 range ability.  Slowed gunner, knight gets double turn, proceeds to hack and slash.

I thought the idea was to get away from people always using Move +X?

Quote from: "philsov"I give all my mage-types equip shield through mid-game, until short charge becomes necessary.  And... elemental shields aren't all that hot because they also sport an elemental weakness.  Unless you're rocking fire shield + magic ring or ice shield + rubber shoes, it's a two-way street.  I learned this the hard way when the colliery engineer one-shot me with bolt1.

Ice Shield has that big weakness, yes.  Flame Shield is weak to lolwater though, which doesn't appear often.

I've never used Equip Shield.  I found Magic Attack UP more useful and more in-the-way, most of the time.  Though early on you do need to get closer and Robes / Hats leave you a lot more fragile than they do later, so I suppose its a bit more useful then.

Quote from: "philsov"Everyone is -already- getting 10-20% evasion.  Giving them all 10-20 more (or even MORE) basically requires all melee to have concentrate.

Hm.

I would again say lolAbandon, but you said you're (rightly) killing that pile of shit.  

Odd idea:  Allow Shields, and make the way C-EV is globalized apply also to Shields Physical Evasion and Weapon Guard?

That seems cool, as it makes side attacks worth something (as Weapon Guard currently covers side and front 100%, which kind of honestly doesn't make sense as it's harder to guard from the side than from the front), and makes universal Shields a potential option without the whole omgevasionstack issue (which late game I can see happening, now that I sit and think a bit on it).

Thoughts?  I really like that kind of idea, as I've never understood how Shields and Weapon Guard even logically can block the front and sides equally.

Quote from: "philsov"Possibly.  I can brew up a video sometime this week about that.

Okay.

Quote from: "philsov"remember what I said about assumptions?

Wow.  For some reason I remembered Rods and Sticks as having a lot less W-EV.  Meh.  I'm half right, mages aren't C-EV monsters like physical classes are.  P=
2717
FFT: ASM'd /
October 12, 2009, 05:12:17 pm
Quote from: "philsov"That shields kick ass and if a class that can't equip shields wants to they can use up their support slot.

Except that never happens unless you're outright negating something with an absorbing Shield, usually.  Seems like a stupid waste of a Support Ability in general, especially when you want to make an Equip Robe.

Quote from: "philsov"Speed ruin, the fact that you already start out near a wall in the first place, and enemies with ranged abilities for starters.

Speed Ruin requires them getting in range of me, when I can pop them and run back.  By the time they do, they've probably taken massive damage.  They can be healed, sure, but for every extra unit they have on their side supporting, I would (logically) have another supporting Chemist since I made the Chemist SCC comparison.  5 Guns, especially once Elemental Guns become possible, seems like they could start tearing things apart from afar in a player's hand and really leave the computer no way to fight back besides Elixirspam or high ground with Archers (assuming I don't just equip Arrow Guard or Auto Potion and lulz the Archer out).  It just seems like a really easy way to cheese the game.

Maybe the computer can fight back if they have their own equal power Guns and Auto Potion, but when you're fighting high power Guns and Auto Potion with high power Guns and Auto Potion, seems like a really big overcentralization problem.  Especially if you stick with the whole "Equip Gun also allows Robes" thing.  

I'd actually see this as another reason to allow universal shields, since if the CPU can be given Elemental absorbing Shields on key units without needing to become underpowered from having no Support command, this problem is curbed, especially since I also suggested making Guns Two Hands only so Shield + Gun is impossible.

Quote from: "philsov"That's max Weapon Guard + Mid level (?) Shield + current Wizard Mantle + Moderate C-EV

mmm... more lowerish shield, but it works out the same.  Either way odds are abandon is going the way of the dodo anyways, because everyone is getting handed ~10-20% evasion between class, weapons, and far fewer backstabs.[/quote]

I was assuming a debuffed Shield like I would see in this hack, but it may still be a bit lower end.

Abandon definitely needs to go.  Even in standard 1.3 I'd say it needs to go because it can easily make non-100% moves into a joke with a single item slot use, and no Br dependency.

Quote from: "philsov"Because item is a single target, restorative skillset and having its only heal (neglecting special use elixirs) 30% is a bit... lackluster.  Having something do absolutely more, especially when battle skill/steal rear their ugly head, is welcome imo.  And 50% is too much, imo.  Turns AP into a poor man's damage split. I'll see if I can tinker with any of the Items, maybe I can turn x-potion into a neato ability (fire bomb!) instead :).

I wouldn't make offensive Items, personally.  That seems like its stepping on the toes of Oracle / Ninja, depending on what kind of offense the Item is doing (raw damage or status).  Giving it offense makes it very "all-in-one", which both steps on the toes of the two previous job abilities, and completely retcons a major part of the use White Magic has (damage in addition to healing).  That, and regular 1.3 already proves it's one of the best secondaries you can throw on since it can let you recover from just about any bad situation with some good CT manipulation.  And Chemists get Guns and innate Throw Item, so even they don't need their primary skillset more flexible.  I don't think that it needs random ways of having offensive capabilities.

So.  Maybe make Potion 30 or 40(?)%, Hi-Potion 70, and X-Potion 150.  40% makes Potion heal more than Hi-Potion and X-Potion on high-HP units (the ones the CPU will probably be using Auto Potion on the most), while making X-Potion better on the lower HP ones (who will probably be using Item or Magic to heal instead of the reaction command).  Hi-Potion's just kind of there for the mid-game, but this makes Auto Potion far more useful for the CPU and a bit harder for the player to just slap on all 5 units without any regard as to what they are to try and tank everything, due to the fact Potion and X-Potion can beat each other out on what they're healing depending.

I'd be in favor of nuking all the status-healing Items besides Remedy and Holy Water (they never get used anyway), but I have no clue what to put in their place.  Would you be able to use the ability slots nuking those frees up to make an Equip Robe as a separate ability?  They're useless, and unlike stuff like Blind, they can't be buffed without being made into Throw 2.0 abilities anyway, so if you can kill them and use their space to make some nifty new abilities (like Equip Robe), that'd seem like the best solution, imo.

Though I'm still not seeing the problem with everything having Shield access regardless.  Everything that can equip Shields now is melee, meaning they're the ones who'll probably have the best C-EV and W-EV, so the benefit the classes who can't equip Shields currently would gain is far less than classes who can already equip them, save for Thief and maybe Ninja.  But I don't see why a Ninja would use a Shield besides for the niche things like blocking Element X anyway.
2718
FFT: ASM'd /
October 12, 2009, 04:04:09 pm
Wow, last time I post late at night unless heavily proofreading and cross referencing of Wikipedia occur.

Ass covering time.  Hopefully I've read through this and made sure my information is correct this time, rofl.

Quote from: "philsov"Well, this topic exploded overnight.

FF1 = only thing mages got was Buckler.  
FF2 = no class system
FF3 = dual-weilding shields!
FF4 = big negative
FF5 = big negative
FF6 = yes

Sorry, no precedent here.[/quote]

I only quote this part because I said "before FFT" and "that has a Shield slot", which pretty much puts us looking at the NES days.

I would say II doesn't matter either, because as you said there's no class system, so there's no comparison.  But I can't believe I forgot FFIV / FFV.  I feel kinda retarded now.  I blame streaming Kaizo Mario World last night.  /bad excuse

So it's 2.5 to 2.5.  I still doesn't seem unreasonable to me, as Equip Shield is incredibly niche and the classes that would get a buff from a Shield are the ones who probably wouldn't be getting the best Weapon Guard ratings anyway (Mages, as pretty much every physical class besides Monk / Samurai / Ninja can use Shields, and only one of the three would even want too).

Though still.  You corrected me and never actually gave your thoughts on the matter.

What are they?

Quote from: "philsov"The same can be said for squires, geomancers and knights, regrettably.  Imo, they still are -- no other class has the speed and the PA, save maybe ninja, but a ninja with jump is paying for it with the skillset overlap.

There's one problem with this.

Many classes get to use clothes and hats.  Lancers do not.

This means while they're slow initially, slapping on a Thief Hat and a Power Sleeve or something leaves their stats right up their with Lancers, whereas Lancers really only get rare equipment and Carabini Mail to buff their stats up with.

+PA to Spears would be a cool way to compensate for this too, if you don't want to try doing the other thing.  Until I got Javelin II, I actually noticed my Oracle doing more Two Hands Stick damage than my Lancer did with its equivalent Two Hands Spear, which struck me as silly.

Quote from: "philsov"But cure/raise/esuna are still 3 range, and holy is 4.  I really don't see a problem with it.

I just don't see a reason to debuff stuff like Protect and Shell.  The guys casting those aren't going to be very mobile anymore unless they're sporting Rubber Costumes with Move +2 (unless you're removing the Move +1 from Rubber Costume as well), so that'd make them hard-pressed to keep up and get those Spells off once the melee's started.  Which, with lowered move making it take longer for the melees to start, is far more important than it was before.

I just realized how silly Meteor is going to be under these new circumstances, unless its getting Holy-like treatment.  Big AoE, but it almost hits the caster and the caster is *still* going to be midcharged by whatever it targeted most likely.  xD;

Quote from: "philsov"Until Jav II katanas keep a steady ~30% higher WP over spears, so the benefits of attack up match equip spear.  Weird thing to note, though... never thought of that combo.

And again.  Doesn't that seem silly?  That obviously makes Equip Spear > Attack UP since you get the same benefits and an extra panel range.  On a class you wanted to take the innate away from because of Attack UP.  Similar to my whole problem with Jump being 3/2 straight, I think it's silly that a class' best weapon is from another class, and the other class using its innate (Two Hands) is probably better than them with it anyway.  It really devalues the physical Samurai unless you want to give up some HP (a rather noticeable amount, iirc) and (I think?) some PA (may be even, I forget) for some of the supporting Draw Outs instead of using Jump, which I honestly feel is a terrible shame.  Which is why I think these Katanas need a buff to a better formula.

Or elements.

Or some procs.

Or something.

I can't think of a single goddamn reason to ever use a Katana as a melee weapon over something else unless I'm using a male Samurai mage... which makes no goddamn sense, imo.

Quote from: "philsov"Were the chemist human-controlled, yes, that'd be an issue.  However the AI is not that clever.  You'll be fine.  But 6 does work.

Your comparison just proves that Guns would be broke.

For the player.

Something doesn't need to be broke for the computer for it to be broke.  What's the point in playing if a bunch of human controlled Chemists can pretend this is vanilla all over again?

*vaguely used overexaggeration, sure, but it gets the point across I think*

This issue needs to be resolved in some way.  6 range may do it, but I was going to be more in favor of 5.  Testing would be needed, I suppose.

Quote from: "philsov"Possibly, but then Fly(!) would become the movement ability of choice, due to its ability to bypass enemy units/obstacles. It's tweedledee to tweedledum.  Under the current scheme Fly and Move+2 have equal footing, and both are only found on the bard and dancer trees... meaning under non-grind circumstance the player won't access them until at least middle chapter 3.

I honestly wouldn't use Fly under the current system that much.

It lets me get behind people, but so does Move +2.  It lets me ignore obstacles (which is admittedly a huge deal in this), but things with 4 Move are going to be outrunning my 2 Move Flier most of the time.

Maybe I'm wrong, but I don't think I'd be using Fly in this hack unless on a mage.  And I used Fly quite a few times in 1.3 on my non-Teleporting units, so that's saying something for me.

With Base 3 Move, Fly indeed becomes better than Move +1, but units are mobile enough to keep gaps open for a good deal of time, meaning things such as Move-HP UP and etc are still somewhat viable.

IDK.  2 Move just leaves me seeing Move +X still being the move of choice in most cases, which seems to defeat the entire purpose of lowering move besides making it easy to rush into their formation and make shit die turn 1.  I could say get rid of Fly, but then we're getting silly excessive.  That, and Fly just looks too awesome and silly to remove.

Quote from: "philsov"Global evasion:
100% effectiveness on the front
50% effectiveness on the sides
25% effectiveness from behind

In order to make your 20% C.Ev effectively 10%, from the front, is if you're already rocking 50% evasion.

Note to self: l2r.

Though I actually think that makes my case better, unless posting when I first wake up is just as bad as at night.  O.o

Quote from: "philsov"15 is mediocre, no?

15% weapon + 15% shield + 15% mantle + 15% C.Ev = 48% chance to be hit.  

edit:  15 is probably going to be the MAX amount of W.Ev present on any 1-handed item.

If Weapon Guard caps at 15% for non-Knight Swords (and I would also petition non-Katanas), then that 15% can't be a mediocre value since mediocre is relative to other possibilities, right?

That's max Weapon Guard + Mid level (?) Shield + current Wizard Mantle + Moderate C-EV, from what I can see.  Unless you intend to lower overall C-EV values, which is what I suspect, which could also push that into the higher level areas.  And since the concerns I was debating with him on stemmed from Mages with Shields, I don't think its unreasonable to say that the C-EV will generally not be a giant number for the classes that would benefit from this.  Except Thief, I suppose.   But we could deny Shields to just Thieves if it were really an issue, since that's one class vs an entire side of the job tree, but even then I've found Two Swords far better than chucking a Shield on anyway, as it usually is.  The computer always wins RNG battles because it's lucky as balls.

Compare this to Abandon + Elf Mantle, which nets you 50% straight Physical Evasion (2% more) and 50% M-EV, without even factoring your class in.  That was my point.  The original game lets you do retarded levels of evasion with a single item and a reaction command, so how is that less broken than an entire equipment stack that doesn't even protect your back beyond a Mantle and global C-EV, or even Blade Grasp (save the two things I noted before, but those are compensated for with monster M-EV potential)?

Quote from: "philsov"Theoretically, yes.  For the purpose of this project?  Not likely, unless someone else steps up as I'll have my hands full with event editing.  I know the tentative name is ASM'D, but I'm just using the hacks others have made up to this point.

I would see if you can get someone to do it then, honestly.  That seems like a really nice ASM hack to make Jump better for all and still give Equip Spear a place in the game on something other than Samurais... which, if my hopes come true, it'll be losing anyway because its place there is just stupid.

Quote from: "philsov"I'd rather have some fun with this and make sure I ASM potion for the sake of the AI and auto-potion.  Heck, I can make potion the highest % healing and leave hi-pot/x-pot lower and thus absolutes instead.

Why not just remove Hi-Potion and X-Potion and make Potion a 30 HP minimum, 30-50% maximum heal?  Keeps it useful early game while allowing a sort of scaling later on.  The price point on Potions (being essentially free after Chapter 1) shouldn't matter, since the AI also gets infinity Potions.

Quote from: "philsov"I can rework speed growth to make the gap less of a disparity throughout the game.  In fact I probably will.

Please do.  I hate not being able to use magic end-game.
2719
FFT: ASM'd /
October 11, 2009, 11:29:55 pm
Quote from: "Sephirot24"My concern is that, if evasion is getting buffed, magic gets better because WG doesn't give M-ev and C-ev doesn't have M-ev either. And the only decent M-ev shield is Aegis, which you get later in the game.

He's making those numbers SMALLER, not LARGER.  Direct opposite of buffing.  More is stacking, but those numbers are on the whole smaller.  It just means everything can at least kind-of evade.

Magic is kind of why I want Shields on everything.

A physical class can throw on Concentrate if it really wants to and hit all the time, or pour on tons of power and swing two or three times to break evasion and oneshot the evading bastard.

Magic can't do either, but seems a lot better with highly slashed move stats.  Shields on everything means everything has the option to have some kind of M-EV without using a mantle.  Buff the M-EVs some (maybe, I don't know the exact M-EV values on Shields obviously), and lower P-EV to come in line with innate Weapon Guard and his new C-EV setup.  Tada!  Evadable magic.

Plus, it makes Shields a lot better by making them more widely available.  Equip Shield is hard to justify unless you're outright negating something with Ice Shield or Flame Shield oftentimes, and I actually found myself using a Two Hand only weapon or the ability Two Hands on anything that naturally equipped Shields in the original 1.3, unless using Maintenance, outright negating an element, or using lolbrokeAbandon.

Plus, if I'm remembering how evasion in FFT stacks properly, four mediocre numbers will generally be less evasion than Elf Mantle + Abandon.

Quote from: "Sephirot24"Also, I forgot to say that I totally agree with you about Hamedo being as broken (if not more in a lot of situations) as Blade Grasp.

I find Hamedo broke since it essentially gives free turns and allows exploitation of the AI, and I don't see AI exploitation as something the word "Tactics" should embody outside of a hardcore difficulty hack.

Blade Grasp and Abandon I find are broken for the exact same reasons, they allow monstrous evasion.  I'm surprised Abandon lasted this long, honestly, because it makes even a couple small evasion boosts pretty significant.  And again, high-tier Mantle + Abandon or high-tier Shield + Abandon equals essentially what Blade Grasp would be capable of in 1.3, except unable to block Jumps or Guns.



...This reminds me.

Philsov.  Is it possible to make Jump evadable when not using a Spear, but 100% accurate when you are?  That'd be perfect imo, giving Lancers the advantage of always hitting while making Jump more useful for other classes and making Equip Spear like a pseudo-Concentrate for Jump.
2720
FFT: ASM'd /
October 11, 2009, 11:06:53 pm
Quote from: "Sephirot24"Well... recently in 1.3 SQUIRES have been given the ability to equip shields... SQUIRES!!!

If you're giving mages the ability to equip shields, you have to give every other class the ability to do so. That + base move revamp + Global evasion + innate weapong guard = melee units missing 3/4 of their attacks because every damn unit has crazy evasion.

Also, nice thought about base move revamp. Removing move+2 and move+3 and leaving the other stuff as it is may also be useful... but let's see what Philsov thinks.

Squires not being able to use Shields never made sense either.

I said EVERY class should be allowed to use a Shield.

Weapon Guard numbers are already getting fairly slashed because everything gets it innate.

Unless C-EVs are buffed a good deal, Global Evasion means that stat stacks on the evasion chain far less per attack, as a 20% C-EV only covers 10% of frontal hits, etc.  

Shields are getting their evasion rates cut due to innate Weapon Guard as well, Philsov said.  As are mantles.

So, shittier number + shittier number + shittier number + shittier number = not a godlike evasion stat.

Currently, Abandon + Elf Mantle probably generates more evasion in current 1.3 than a full stack of evasion equipment + Weapon Guard + C-EV would under philsov's setup due to all the slashed numbers.  I mean, just those two things, and you have 50% Physical Evasion and Magic Evasion!