Final Fantasy Hacktics

Projects => Completed Mods => FFT Arena => Topic started by: FFMaster on December 30, 2011, 06:59:17 am

Title: Final check for bugs before tournament
Post by: FFMaster on December 30, 2011, 06:59:17 am
Current bugs fixed:

- Death proper X/Y values
- Raise 2 X fixed

If anything else pops up, tell me asap.
Title: Re: Final check for bugs before tournament
Post by: Barren on December 30, 2011, 10:00:19 am
Try checking to be sure that the ninjitsu skill names are displayed properly when being used in battle like suiton, meiton, ect...nothing wrong with being double sure.
Title: Re: Final check for bugs before tournament
Post by: FFMaster on December 31, 2011, 08:07:13 am
That's just currently impossible. Nothing can be done about it unfortunately, until someone works out why GSF doesn't work as it should for the AI.
Title: Re: Final check for bugs before tournament
Post by: Barren on December 31, 2011, 08:31:15 am
That is unfortunate...well i'll be uploading three more exhibition matches today or perhaps 3 matches in one video...so stay tuned for that
Title: Re: Final check for bugs before tournament
Post by: Melancthon on January 01, 2012, 04:50:01 pm
When's the tournament?  I haven't checked things out in a while and this might be a good time to jump back in.
Title: Re: Final check for bugs before tournament
Post by: Barren on January 01, 2012, 05:13:40 pm
We're not sure yet but by all means check out my marathon video I made Mel :)
Title: Re: Final check for bugs before tournament
Post by: SoySauceMaster on January 04, 2012, 02:10:14 am
Is it too late for me to join again? I want to have another go... I'll update my team just in case.
Title: Re: Final check for bugs before tournament
Post by: Barren on January 04, 2012, 07:58:55 am
Its not too late SSM, its just checking for any changes being made before the tournament date is announced
Title: Re: Final check for bugs before tournament
Post by: formerdeathcorps on January 07, 2012, 07:07:06 pm
Ultima is improperly flagged.  The AI still thinks faith affects the damage output.
Mad Science is improperly flagged.  The AI thinks faith does not affect the output (though at MA + 90%, I don't think it matters).
A unit with 2 Swords but only one weapon (and one fist) only attacks once.
Armor and Head Break, if successful twice, do not cause physical damage on the second hit.
Title: Re: Final check for bugs before tournament
Post by: RavenOfRazgriz on January 07, 2012, 07:49:20 pm
Quote from: formerdeathcorps on January 07, 2012, 07:07:06 pmA unit with 2 Swords but only one weapon (and one fist) only attacks once.


That's not a bug.  It happens in Vanilla too.  That was part of my strategy for being the team of Assassins in Colliery 3 in 1.3.
Title: Re: Final check for bugs before tournament
Post by: formerdeathcorps on January 07, 2012, 07:59:27 pm
Also, can we please check that the formula for Cover Fire given in the Master Guide is right?  In all my testing, I never was able to hit the maximum stated damage.
Title: Re: Final check for bugs before tournament
Post by: FFMaster on January 08, 2012, 05:16:27 pm
Ok, fixed Ultima and Mad Science. As Raven said, 2 Swords is not a bug, and happens in vanilla. No idea about Armor Break and Head Break, since all that was changed from vanilla was that it has CF flagged.

As for Cover Fire, patcher has it as what is listed in the master guide, while you have maintained that it's {1...X} * [PA + (PA + Y) / 2]. Try checking against your formula.
Title: Re: Final check for bugs before tournament
Post by: Barren on January 11, 2012, 08:02:35 am
If anyone has any requests for matches or would just like to see their teams in combat before the tournament begins feel free to PM me. If you do I will get started on videos of your team tomorrow
Title: Re: Final check for bugs before tournament
Post by: Dol on January 11, 2012, 09:46:06 am
I'm assuming its going to be 1 team per person and then filling in with alternates to fill up the bracket?  Is it going to be single or double elimination?  If its double elim, do alternate teams automatically "lose" to primarys in the first round and go into the losers bracket?
Title: Re: Final check for bugs before tournament
Post by: doriantoki on January 11, 2012, 02:46:48 pm
Are we doing a team (multiple board members) vs. other teams type of thing?  Or just a basic single free for all?
Title: Re: Final check for bugs before tournament
Post by: Gaignun on January 13, 2012, 02:26:20 am
Petrify's success rate seems to be Hit_F(MA + 75).  Do you want to tone that down for the tounament?
Title: Re: Final check for bugs before tournament
Post by: Barren on January 13, 2012, 01:22:52 pm
Maybe lower it to Hit_F(MA + 55) would be a fair way to do it
Title: Re: Final check for bugs before tournament
Post by: formerdeathcorps on January 13, 2012, 03:07:00 pm
I thought it said MA + 50 in the Master Guide.  Did FFM forget to fix this one too?
Title: Re: Final check for bugs before tournament
Post by: FFMaster on January 13, 2012, 04:50:35 pm
Ok, fixed up Petrify, Blind and Poison to what's listed in the current Master Guide. I've checked through all the spells, and nothing else appears to be wrong. If nothing else major appears, I'll release a c version tomorrow.
Title: Re: Final check for bugs before tournament
Post by: Gaignun on January 15, 2012, 04:39:39 pm
Have hosts been decided for S6?
Title: Re: Final check for bugs before tournament
Post by: formerdeathcorps on January 15, 2012, 04:49:28 pm
I know I can't do it this time because I have class starting soon.  I'd love to see Kokojo do it again though.
Title: Re: Final check for bugs before tournament
Post by: Barren on January 15, 2012, 07:30:14 pm
I could host again I suppose but I would need some help hosting depending on how many teams we're allowing. For you fdc I'll contact Kokojo and see if he's interested
Title: Re: Final check for bugs before tournament
Post by: doriantoki on January 16, 2012, 04:16:59 pm
As I mentioned earlier, I can upload match videos.  Depending on how busy I am though, they may or may not contain commentary.
Title: Re: Final check for bugs before tournament
Post by: Barren on January 21, 2012, 12:39:28 pm
Well considering so far for hosts me and doriantoki had thrown our names in the hat. If we do end doing the tourney should we include the loser's bracket?

I can probably handle the winner's or loser's bracket like before. I know I haven't been pumping out Arena vids over the last week but my schedule should be less hectic after this weekend so I can probably host again but I wouldn't mind if either doriantoki, Gaignun or even FFMaster have the spotlight in this one.

I'll still host in case my help is needed but just figuring that someone else should mainly have the ball. I can this time pick the maps for the brackets in whatever order. Do we all want to do large/medium/small, small/large medium, small/medium/large, or medium/large/small? Either way I'm all for it
Title: Re: Final check for bugs before tournament
Post by: RavenOfRazgriz on January 21, 2012, 02:15:44 pm
Map order has to be Small/Large/Medium or Large/Small/Medium, personally.  Anything else is more prone to give unfair advantages to one team or the other than those setups are.
Title: Re: Final check for bugs before tournament
Post by: Dol on January 21, 2012, 07:45:02 pm
Its probably time to revisit the Problem Maps thread (http://ffhacktics.com/smf/index.php?topic=7646.0).  If nothing else to pick some maps to eliminate from the pool for the tourney.  My vote would be to kick due to chokes and/or unit placement.
6, 10, 19, 33, 36, 38, 43, 50, 54, 57, 65, 81, 83, 93, 107, 112, 117, 118, 119


Of course I'll go with the flow since I'm not the one doing the actual work  :)
Title: Re: Final check for bugs before tournament
Post by: FFMaster on January 27, 2012, 01:46:45 am
A lot of those maps are pretty bad. It's debatable whether maps with chokepoints are actually bad or not. fdc iirc doesn't believe they should be banned, as do a few others. - teams should have a way to counter the chokepoint, which isn't really hard at this point in time. The only map I would question from your kicked maps list is 19, which I did a quick location fix and terrain fix. It's got camera issues though, like in vanilla. No real chokepoint, and the fight is mainly on the ground with Archers usually running up the boxes to fight on the roof. Check the map out yourself.


EDIT: As for hosting, I'm not sure if I can do it. Slow video upload speeds are my main problems, as well as new session for uni starting soon.
Title: Re: Final check for bugs before tournament
Post by: Barren on January 27, 2012, 08:15:21 am
Well Like i said from before if i am needed for hosting I can do it
Title: Re: Final check for bugs before tournament
Post by: Fanatic on February 03, 2012, 11:33:23 pm
Upload speeds are a problem for me, but I can host a few battles if you need help. New laptop means I can finally screen capture AND run an emulator! Just don't hate me if you think my commentary stinks!
Title: Re: Final check for bugs before tournament
Post by: Barren on February 04, 2012, 07:57:33 am
I actually just watched your video and you're commentary isn't bad at all. sure you get caught up in the excitement at times but when I post some more battles today you'll learn that when you do commentary try to compose yourself so you don't talk way too fast. Plus also note Fanatic that I did do a match with your team before you updated it, so hope you don't mind it
Title: Re: Final check for bugs before tournament
Post by: Gaignun on February 10, 2012, 04:32:42 am
This isn't so much of a bug report as a list of suggestions for 1.38:



Also, do guns and magic guns belong to different categories?  If people are not pleased with the use of magic guns for PA*WP skills, you could prevent high-PA classes (namely archers) from having access to magic guns.
Title: Re: Final check for bugs before tournament
Post by: FFMaster on February 10, 2012, 11:36:30 pm
Sorry about not being around the past week. It was a bad time for my internet to die. Anyway, I want to set everything in stone now. Anyway, here is a draft of the rules.

Rules
0) Tournament will be run on the latest 137, whatever it may be. Only bug fix versions from here.
1) Teams. Teams submitted must follow the rules stated here: http://ffhacktics.com/smf/index.php?topic=6179.0 and will be sent to FFMaster. No edits are allowed to be made after the deadline, but changes before the deadline are allowed.
2) Matches. Best two out of three advances into the next round. Initial bracket placement will be randomized(I actually want to seed a few people, up for debate). The first map will be chosen from a list of SMALL MAPS. The second map will be chosen from a list of LARGE MAPS. The final map will be chosen from a list of MEDIUM MAPS. (Rule still up for debate, especially what defines as a small/medium/large map. We need to set up a time where we can discuss on IRC, or just post here).
3) Elimination. The tournament will be double elimination. This means that for your first Match loss, you will be placed in the losers bracket. After losing in the losers bracket, you will be eliminated from the tournament. For the finals, the winner from the Winners Bracket and the winner from the Losers Bracket will play. The winner in that final game will be deemed Champion(up for debate, some groups like Team Spooky allow for a bracket reset when the losers bracket player wins, which means they play one final game to determine the champion. Once again, come on IRC or post here to discuss)
EDIT
Rule 4) THE COLOUR PALETTE PURPLE (05) IS BANNED DUE TO BUGS. Wow, that sounds so stupid when I read it.
Title: Re: Final check for bugs before tournament
Post by: Barren on February 11, 2012, 01:05:07 pm
I'm all for the current rules for this tournament but do you think for the next version release for the tourney you can re-balance the WP of the magical guns and make them 16 WP so its even enough as it is.
Title: Re: Final check for bugs before tournament
Post by: Dol on February 11, 2012, 01:34:32 pm
1)  I'm assuming its 1 team per person?  Or will more be allowed as filler for the brackets?  If more are allowed, I'd be all for the Primary Team automatically advancing regardless of the outcome of the match if paired against a filler team in round 1. 

2)  I've already said my piece on maps.  I'll go with whatever, but there are a handful of maps that at least need to be considered for bans.  My main objection for choke point maps is if you run a team with Petrify, that can really screw you over on some maps.  There are other instances where it can really hurt as well, like if there is a corpse between you and the enemy on the choke.

3)  One suggestion I'd have as far as seeds go would be to seed the match casters so they wont have to cast their own teams.  It makes the tournament more fun to watch when the caster doesnt have an obvious bias as far as who they want to win.

Just my thoughts, I'll go with the flow  :)
Title: Re: Final check for bugs before tournament
Post by: RavenOfRazgriz on February 14, 2012, 11:13:11 am
Quote from: Barren on February 11, 2012, 01:05:07 pm
I'm all for the current rules for this tournament but do you think for the next version release for the tourney you can re-balance the WP of the magical guns and make them 16 WP so its even enough as it is.


Each Magic Gun fires Spells of different Y values.  Giving them all the same Y value just makes the Blast Gun the best one.  They're probably a bit too far apart, (Blast Gun and Glacier Gun might be able to gain 1 WP each well enough) but roughly where they should be, because Fire is both weakest in terms of the Ys of the Spells fired and suffers the most in various weather effects whereas Blast Gun can do nothing but benefit from random elements.

Remember: Magic Guns don't have cardcoded Y values, they fire the actual Fire, Bolt, and Ice Spells, as written on the Master Guide's front page.

Quote from: Gaignun on February 10, 2012, 04:32:42 amAlso, do guns and magic guns belong to different categories?  If people are not pleased with the use of magic guns for PA*WP skills, you could prevent high-PA classes (namely archers) from having access to magic guns.


No, they're all the same weapon type.  Magic Guns are just set to a different Attack formula than Non-Magic Guns.

Why would you even want to prevent that anyway?  There's nothing wrong with an Archer/Paladin with a Blaze Gun.  On average it was only an okay idea at best, or at least was every time I tested it.
Title: Re: Final check for bugs before tournament
Post by: FFMaster on February 16, 2012, 03:35:40 am
@guns: If the worst happens and nobody is happy with the balance, unique spells can be made for it but that's kind of a last resort for me.

Xif has suggested that matches should instead be best 3 of 5. We never decided how we would choose maps but this was my idea:

Both teams have a "Home" field and will play on those for Rounds 1 and 2. Rounds 3/4/5 will be on Medium/Large/Small.

Tell me what you think about having best of 5 matches.
Title: Re: Final check for bugs before tournament
Post by: Wiz on February 16, 2012, 02:56:05 pm
I'd say no to a Bo5 and for two reasons:

1. It'd get redundant watching one out of the two teams participating on the same map over and over throughout the tourney especially if it favors them considerably like a sniping themed team getting a large map as their "Home Field" according to the RNG selection process.

2. There's a chance that we'd see two small, two medium, or two large maps in a row for rounds 1 and 2, and that alone would most likely give some teams an automatic two wins in a row, which is completely unfair.

One other thing I'd like to add is that the order should imo be "L/S/M" or "S/L/M" since L-S/S-L will obviously vary the meta-game more so than L-M/M-L or S-M/M-S.

Now in regards to bugs (Not necessarily a bug, but rather a discovery I made a while back and never bothered to report it), the Female Summoner for palette 5 is listed as yellow and should instead be purple :)
Title: Re: Final check for bugs before tournament
Post by: RavenOfRazgriz on February 16, 2012, 03:06:52 pm
Also no to Best of 5.

"Home Fields" reduce randomization and can easily skew matches.  It also becomes very boring to watch, and if it's not entertaining to watch, why bother?

What makes a team great is not only winning best of, but winning best of regardless of the randomization as lot as the randomization is divided in a generally fair way (L/S/M or S/L/M).  Having "Home Fields" doesn't prove your team is the best - it just proves your team is able to metagame a certain map the best and has a decent level of stability to scrape by two more wins.  The whole idea of "Home Fields" also defeats the purpose of a Best of 5.  We can assume that each team /should/ win on its "Home Field" by default... so they're 1 and 1... and now need to win 2 more to get the Match Win... so why not cut out the "Home Field" rounds because the end result is the exact same thing?  All it does is provide to embarrass really shitty teams that'll get embarrassed anyway.

Tl;dr: Best of 5 - No, No, No, Fuck No, and Dear Sweet Merciful God No.  That's a terrible, awful, no good, very bad, and very unfair idea that also becomes very boring to watch.  Just no.  Best of 3 is fair and concise, let's stick to it.
Title: Re: Final check for bugs before tournament
Post by: CT5Holy on February 16, 2012, 04:42:17 pm
Quote from: RavenOfRazgriz on February 16, 2012, 03:06:52 pm
Also no to Best of 5.

What makes a team great is not only winning best of, but winning best of regardless of the randomization

Best of 3 is fair and concise, let's stick to it.
Title: Re: Final check for bugs before tournament
Post by: TrueLight on February 16, 2012, 06:13:30 pm
Going to agree with everyone here, no to Bo5.

Matches are going to take forever to end & we don't want to make the commentator's life miserable by making them record/upload 1-2 hour long matches daily. 

Home court sounded good at first, but it would get repetitive to see the same map over and over. Let's give the edited/improved maps a try :D
Title: Re: Final check for bugs before tournament
Post by: Avalanche on February 16, 2012, 06:21:20 pm
I would like to see the final and maybe the semifinals in Bo5 though
Title: Re: Final check for bugs before tournament
Post by: Barren on February 16, 2012, 07:59:45 pm
Best of 5 is too long anyways. Let's keep it 2 out of 3
Title: Re: Final check for bugs before tournament
Post by: Gaignun on February 17, 2012, 02:31:21 pm
Quote from: FFMaster on February 10, 2012, 11:36:30 pmRule 4) THE COLOUR PALETTE PURPLE (05) IS BANNED DUE TO BUGS. Wow, that sounds so stupid when I read it.


I'm curious: how is the purple palette bugged?
Title: Re: Final check for bugs before tournament
Post by: RavenOfRazgriz on February 17, 2012, 02:33:27 pm
Quote from: Gaignun on February 17, 2012, 02:31:21 pm
I'm curious: how is the purple palette bugged?


Game sometimes freezes when a Palette 5 Crystal is picked up by a unit.
Title: Re: Final check for bugs before tournament
Post by: doriantoki on February 17, 2012, 05:20:08 pm
I agree that best of 5 is too long.  I concur on the best of 3.

Also, no one seems to be making use of my post in the problem maps thread!  I understand if you disagree with it, but I spent a lot of time counting squares between unit starting positions, and at the very lest, it seems to be a good starting point for utilizing a system that organizes maps between small/medium/large.  At the very lest, for large maps, which are genuinely large.

http://ffhacktics.com/smf/index.php?topic=7646.0
Title: Re: Final check for bugs before tournament
Post by: Avalanche on February 23, 2012, 04:06:49 pm
i would like to have a bo5 in the final, i already thought about that in tha last tournament. That would make the final a lot more entertaining. i think : )


And i have a bug report, doesnt seems to be a great propblem, dualsword wielding breaking skills seem to be buggy. At least the Headbreak. I saw i twice now in my battles.
I just want to know if its just headbreak or does it effect all breaking techniques?
Title: Re: Final check for bugs before tournament
Post by: FFMaster on February 23, 2012, 07:08:50 pm
It's working as intended. That's how it used to be in vanilla.
Title: Re: Final check for bugs before tournament
Post by: Barren on February 26, 2012, 08:34:40 pm
If anyone wants to get the tournament started then what I can do to get the ball rolling is start a registration page March 1st 8:00 AM EST. We still need to go over who will help hosting it besides myself and if we are having a loser's bracket.
Title: Re: Final check for bugs before tournament
Post by: Barren on March 03, 2012, 09:05:16 am
In the description during game play, the diamond armor only states cancels berserk, darkness and poison. Doesn't say anything about don't move unlike the master's guide. You might wanna fix that FFM when you get the chance
Title: Re: Final check for bugs before tournament
Post by: Gaignun on March 04, 2012, 02:34:25 am
One other thing:  Priest's Esuna doesn't cure the Berserk status in-game.
Title: Re: Final check for bugs before tournament
Post by: TrueLight on March 04, 2012, 09:36:20 am
Quote from: Gaignun on March 04, 2012, 02:34:25 am
One other thing:  Priest's Esuna doesn't cure the Berserk status in-game.

Esuna is not meant to cure Berserk. Some people like using Salty Rage and its a hassle if the healer takes the status off early when the player wants the unit to go on the offense.
Title: Re: Final check for bugs before tournament
Post by: SoySauceMaster on March 04, 2012, 09:57:09 am
1) Best of 5 is way too long.
2) There's more to maps than starting distance and positioning. There's also elevation, weather, and terrain; all of which greatly effects mobility.
3) Sorry, but I can't host for technical reasons.
4) Will all teams participate, or is each contestant limited to a number of teams that can be enlisted?
Title: Re: Final check for bugs before tournament
Post by: TrueLight on March 04, 2012, 10:10:01 am
Quote from: SoySauceMaster on March 04, 2012, 09:57:09 am
4) Will all teams participate, or is each contestant limited to a number of teams that can be enlisted?

One team per person.
Title: Re: Final check for bugs before tournament
Post by: Avalanche on March 04, 2012, 10:28:30 am
maybe i could host a few matches, but i lack the know how.


I see that noone likes the Idea of Bo5, still  i want to ask again, what you think of doing the Final Match of the tournament a bo5?
I think that would make it special somehow ; )
Title: Re: Final check for bugs before tournament
Post by: Barren on March 04, 2012, 11:25:45 am
Quote from: Avalanche on March 04, 2012, 10:28:30 am
maybe i could host a few matches, but i lack the know how.


I see that noone likes the Idea of Bo5, still  i want to ask again, what you think of doing the Final Match of the tournament a bo5?
I think that would make it special somehow ; )


I have a video made on how to set up FFT Arena. As far as recording software, try getting Camtasia Studio. If you need any tips you can PM me Avalanche
Title: Re: Final check for bugs before tournament
Post by: Gaignun on March 04, 2012, 11:10:02 pm
Quote from: TrueLight on March 04, 2012, 09:36:20 am

Esuna is not meant to cure Berserk. Some people like using Salty Rage and its a hassle if the healer takes the status off early when the player wants the unit to go on the offense.


Then the master's guide is out of date.  The small fix gets smaller.

As for hosting, I am willing to fill in for people who cannot host a match due to circumstance.  This question is best posed in its own thread so a list of potential hosts can be kept for all to see.

Quote from: Avalanche on March 04, 2012, 10:28:30 am
...still  i want to ask again, what you think of doing the Final Match of the tournament a bo5?


I think that's accommodable.  The final match usually lacks commentary, so it takes less effort to throw together.  I'll do it myself if nobody else is willing to.
Title: Re: Final check for bugs before tournament
Post by: Barren on March 05, 2012, 04:43:54 am
Quote from: Gaignun on March 04, 2012, 11:10:02 pm
Then the master's guide is out of date.  The small fix gets smaller.

As for hosting, I am willing to fill in for people who cannot host a match due to circumstance.  This question is best posed in its own thread so a list of potential hosts can be kept for all to see.

I think that's accommodable.  The final match usually lacks commentary, so it takes less effort to throw together.  I'll do it myself if nobody else is willing to.


Well I know I can host for sure. When FFM releases a format of some sort we can see who will host what part of a bracket and go from there
Title: Re: Final check for bugs before tournament
Post by: Barren on March 14, 2012, 07:39:04 am
If you check out Annoying III vs Naturalists you'll notice somewhere in the video that Sinkhole might be bugged....still cancels charging/performance but the priest absorbs it like it was an element....might want to check that out...Dol mentioned it in my video
Title: Re: Final check for bugs before tournament
Post by: Avalanche on March 14, 2012, 08:13:30 am
i thought it was intended that undead units absorb sinkhole.
due to the reverse healing/damage effect.


So when do you think the tournament will start? I could host some matches now.
Title: Re: Final check for bugs before tournament
Post by: Barren on March 14, 2012, 09:41:35 am
Quote from: Avalanche on March 14, 2012, 08:13:30 am
i thought it was intended that undead units absorb sinkhole.
due to the reverse healing/damage effect.


So when do you think the tournament will start? I could host some matches now.


I guess its whenever FFM provides us a Tournament Sheet. Hopefully it will be soon
Title: Re: Final check for bugs before tournament
Post by: Avalanche on March 15, 2012, 06:53:12 am
Today when i was running some testings with arena i noticed a very funy bug (not sure if actualy a real bug)

i had a oracle with beguile charming a mime. After the Mime got charmed he copied the beguile and charmed the oracle. So my Oracle was charmed but stil acting as if she wasnt charmed. Because she was charmed by a unit on her own team.
Title: Re: Final check for bugs before tournament
Post by: Celdia on March 17, 2012, 09:00:45 am
...I can't think of any way to describe that phenomenon that isn't confusing to read and I just tried to type it out like 5 different ways. So I'll just go with this:

That is perfectly normal.

You should try to find a patch that lets you Charm your own units. The AI just takes them over like you'd charmed an enemy. Since this is already all AI controlled you won't see any difference in how THEY act. (Oh..that wasn't so confusing sounding...) No idea if your ally units will treat them differently though. Only thing I can think of it that your ally units will go further to avoid hitting them with damage-effects because they won't want to break the Charm effect but the AI should already be trying to avoid hitting ally units with damage. Of course, sometimes it judges the ends to justify the means on that...all in all, its probably such a rare occurrence that it doesn't need to be addressed.
Title: Re: Final check for bugs before tournament
Post by: Wiz on March 22, 2012, 03:07:49 am
Too lazy to point it out until now, but the descriptions for Esuna and Stigma Magic shouldn't list Berserk since Berserk's now only cured by Refute.
Title: Re: Final check for bugs before tournament
Post by: Fanatic on March 27, 2012, 09:28:21 pm
I think the description for Sunken State needs to be fixed. It says HP damage. This is not so.

I am testing a prototype team that use the Lore skill to deliberately hit its own members in order to trigger reactions. Alas, Sunken State does not trigger [even when brave and faith are set to 100] (although Speed Save, PA Save, and MA Save do). Is this intentional to prevent just such a team concept?
Title: Re: Final check for bugs before tournament
Post by: formerdeathcorps on April 15, 2012, 06:52:51 am
Sunken State is triggered by Countergrasp.

A real bug would be that awareness negates the evasion bonus on the second weapon.
Title: Re: Final check for bugs before tournament
Post by: Fanatic on April 16, 2012, 01:01:33 am
Cheerfully withdrawn. I'm just never sure what is changed and what is. Wasn't sure I could entirely rely on the BMG.

...So, short of mimes, no self-triggering sunken state.
...Mimes...
Title: Re: Final check for bugs before tournament
Post by: Barren on April 18, 2012, 11:04:37 am
Another bug Dol and I just talked about is that Refute cancels casting/performing. It shouldn't be doing that
Title: Re: Final check for bugs before tournament
Post by: formerdeathcorps on April 18, 2012, 03:04:31 pm
Quote from: Barren on April 18, 2012, 11:04:37 am
Another bug Dol and I just talked about is that Refute cancels casting/performing. It shouldn't be doing that


Are you sure that's even a bug?  To be honest, I kind of like that effect.
Title: Re: Final check for bugs before tournament
Post by: Fanatic on April 18, 2012, 03:11:12 pm
Its only fair. After all, Charm cancels it, why not do the same for something that cancels Charm?
Title: Re: Final check for bugs before tournament
Post by: Barren on April 18, 2012, 03:19:42 pm
Quote from: formerdeathcorps on April 18, 2012, 03:04:31 pm
Are you sure that's even a bug?  To be honest, I kind of like that effect.


yea but we already have sinkhole and throw stone for it. You sure having refute doing the same is a good idea?
Title: Re: Final check for bugs before tournament
Post by: Fantactic1316 on April 22, 2012, 02:30:17 am
Magic Guns seem to bypass the "Unyielding" support skill. The damage prediction window displays 20% reduced damage, but even when a Tier 1 spell fires, it does regular damage, higher than the prediction. (Note: This may only be with the Blaze Gun.)
Title: Re: Final check for bugs before tournament
Post by: formerdeathcorps on April 22, 2012, 02:39:00 am
Just like Overwhelm messes up Geomancy, Unyielding messes up the display.  I'm sure it's bugged somewhere, but I'm not quite sure why.
Title: Re: Final check for bugs before tournament
Post by: Avalanche on April 22, 2012, 12:34:05 pm
i have a Ninja with quickening, he has enough mana, but he never uses it, in no situation.
Title: Re: Final check for bugs before tournament
Post by: Dynablade on April 22, 2012, 01:49:44 pm
even on maps where you're really far away from the enemy initially?
if so that's weird, but i'm pretty sure that if they can take an action that could kill an enemy on the first turn they'll do that over buffing/restoring a petrify (as that recent battle with mucus' team showed)
Title: Re: Final check for bugs before tournament
Post by: AeroGP on April 22, 2012, 03:13:03 pm
As Barren mentioned to me once in chat, it may be that AI is trying to preserve CT. It especially makes sense when the AI is hasted and wants to quickly reach a target it can easily KO.
Title: Re: Final check for bugs before tournament
Post by: Avalanche on April 22, 2012, 03:31:33 pm
No this is no ct issue, i have 2 units with quickening one always uses it when it has time to do, my second is NEVER using it, and i tested it alot
in 10 matches unit one used it 30 times.
in 10 matches unit two used it 0 times.
Title: Re: Final check for bugs before tournament
Post by: Fantactic1316 on April 22, 2012, 04:49:15 pm
Remove unit two's gear, any movement abilities, and any ranged attacks, then test him again. Quickening takes a pretty low priority if the unit has other options available. This is especially true when the AI sees anything available that it classes a kill shot (high damage, dead, petrify, death sentence). If he sees a squishy that he can OHKO, he's probably gonna do everything he can to get to that squishy as fast as possible. The AI would rather pass a turn without an action, so that it starts with more CT, making the next turn happen sooner. In the short term, this is more effective than using Quickening. It can receive one additional CT on each tick, or it can start the immediate next round with a ~two-tick lead. If there's anything the unit is in a hurry to do (typically kill shots), it will choose Wait over Quickening, as the action that will make the next turn happen faster.

tl;dr - Nerf his strength, nerf his move, put him on a large map. If he still doesn't use Quickening, then it's a bug. If he does use Quickening, then it's AI priorities.
Title: Re: Final check for bugs before tournament
Post by: Avalanche on April 23, 2012, 06:18:04 pm
I pretty sure its a bug.
I tested it on big maps where he needs 3 turns to reach enemy.
I tested in situation where the only remaining units was charmed.
I tested it in situations where the ninja was in critical.

and i think i remember once my draw out bard had the same problem, he didnt use muramasa (the healing draw out [i tend to get confused with all the mura/masa/same/mune]. I dont know how i fixed it but at some point it worked again.
Title: Re: Final check for bugs before tournament
Post by: Fanatic on April 23, 2012, 11:26:14 pm
I experienced an ACTUAL bug, so I thought I'd post it.

The in game help for the Chaos Blade wouldn't display. Further, when I backed out to the main formation screen after trying to see it, all text on the formation screen was really wonky, and stayed that way until I went back to the world map and re entered the formation screen. As bugs go, this is minor, but I'd thought I let you all know.
Title: Re: Final check for bugs before tournament
Post by: Eternal on April 24, 2012, 12:42:06 am
It probably broke the text limit. Same thing happened with the Night Killer in Kind Of.
Title: Re: Final check for bugs before tournament
Post by: formerdeathcorps on April 26, 2012, 09:14:53 pm
The correct formula for cover fire is

{1...3} * [PA * Modifiers + (PA + Y) / 2], ignoring fury.
Title: Re: Final check for bugs before tournament
Post by: Barren on April 28, 2012, 09:58:25 am
is it me or does the cross bow gives 1 PA but doesn't say so in the description?
Title: Re: Final check for bugs before tournament
Post by: Fantactic1316 on April 28, 2012, 02:40:29 pm
Quote from: Barren on April 28, 2012, 09:58:25 am
is it me or does the cross bow gives 1 PA but doesn't say so in the description?


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