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Messages - Barren

1461
FFT Arena / Re: FFT Arena: Balance Discussion Thread
January 30, 2013, 07:02:58 pm
I personally don't mind the proc rate being low as long as its implemented. But like you say, FFM is the judge
1462
Here are my thoughts on every team that competed

First off congrats to you for winning this tournament by basically firing shot after shot after shot after shot. What made it work here was constant double turning with quickening and masamune especially when going up against a slow team. This also had a variety ways of healing and no charging or MP cost necessary. Good against High Faith teams or teams with undead units. However they did not use a blaze gun which can be a blessing at the same time a curse considering that item does not one shot a undead unit, fire does most of the time. They had however limited resurrection power, because all they had was phoenix down. And if the female chemists were to go down then there goes their sandbag power. But otherwise the pros outweighed the cons considerably. So it shouldn't be surprised that he won due to sheer power of Magic Attack UP + High Faith + 108 Gems + Pilgrimage coming at you. So again congratulations to you AeroGP


This scholar team was interesting to say the least considering this is a all out lore team. Earth Dragon and Shadow Shade sounded like a good idea in theory in terms of offense and healing at the same time. The best compatibility healing did help at times but the teams he went up against had a good counter against him. Auto Potion is a good counter to Lore. The other problem was this team had was facing Spell guns, and tank teams that has a long term strategy such as x saves. Plus being under 300 HP didn't help matters either. They tend to be OHKO'd sooner or later. Considering his record, while he didn't do bad, but could have done better


A geomancer team with a short fuse was a good idea initially considering the damage and AoE is certainly there. No flaws in their offense with geomancy and draw out. Everyone can do over 140 damage worth and can hit multiple opponents at once. But what what gave them trouble was that they had limited resurrection and low MP. MP is needed to cast multiple raise 2s or esunas in order to stay in the fight. Plus they had defense against magic. Magic evasion and shell yes but it didn't keep them alive long enough to keep the counter flood and MA save triggering enough times. What got Avalanche eliminated to me was high magic gun damage with out fail and lack of elemental defense. Great offense, but questionable setup and lack of defense overall


Her squire squad ran with luck in some ways as far as using death and surprisingly worked well for her. For a team that had mid stats starting off, she sure took advantage of the fact that squires are well rounded and can do well at almost anything. Black and White magic was used plenty by this team and used very well. And she did beat Vigilanti's team before falling to him in the tie breaker. But she deserves credit for making her team effective at defeating teams decisively  up until that point. She was no match for dancers with witch unit considering that slowed down her offense. Still this was a team to be taken seriously enough. Good job Celdia


His wizard team while didn't run with elemental defense which looking back now they probably should have, but what he doesn't lack is offense and AoE. This was a team that took out a all lancer team. Draw Out, Summon Magic and White Magic were good compliments to the wizard's naturally high MA. However here, low HP and vulnerable to spell guns stopped CTHoly's momentum in this tournament. But overall this wizard team didn't do so terrible, it just went up against harder hitting and in someways faster opponents.


His thief team was nothing short of vicious. For him to make it all the way to the finals should be something for him to be proud of (and I assure you, he is proud of his efforts). What got him this far was high speed, and high damage output up close. This team also had some curve balls in terms of charm and death sentence. This team had ways to counter pretty much almost every team he fought. What was a gamble for him however was again status, the double-edged sword so-to-speak. Charm and Talk Skill had a chance to miss and it would turn the tide for any team. But still, Doku kicked ass up until the end and pulled out a lot of memorable matches. Even in a loss he deserved a medal for some of the best matches in the tournament IMO


This was a interesting idea on paper considering he was playing for a long game. And that he did. MA and PA saves were there with a purpose in mind, and that was to eventually wipe out the entire opposition with Draw Out and Ultima Weapon. Projectile Guard also proved to be pretty useful, at least against AeroGP. Unfortunately for him it was not helpful for the rest of his tourney matches. Plus the team was pretty slow so a team that is significantly faster can take them out. Still Dol at least should be given props for the idea falling into place, at least from a strategy standpoint.


He had a team that got people talking because of his Time Magic Paladin having Balance. And just tanking in general. This team had good evasion, but lacked movement and speed which can hurt them to some degree. But going up against a outright physical team with warpath wasn't good for them either. Yes DomieV had raise and phoenix down, but perhaps could have had better offense. 2 decap procs and a Ice 2 procs didn't come as often as he would like but that's why there's such a thing as taking chances. Maybe if he switched up his offense a little bit, he could have probably bull dozed his way through but otherwise did enough to leave an impression in this tourney


Mediators with guns are scary indeed. Those walking talking sniping mediators crushed opponents with magic guns (you're about to see a recurring theme here) and of course talk skill. Eternal seemingly had no trouble in the tourney until he ran into Dokurider of course. Charm and high damage. But don't sell this team short, it could have gone either way in that match. Eternal still did well considering his record and making it to the tie breaker of his block


His monk team had every advantage they needed to out do other opponents to do damage but unfortunately first half of the tournament started off bad for him. They had pretty much the worse of luck but did get some wins afterwards, but considering how he did in the beginning it wasn't enough to keep him in the tournament. Not sure why he had two units with 55 faith unless he was preparing for ninjitsu users (which there wasn't any of surprisingly). Perhaps he could have benefited with Reflect to ward off some magic but it was what it is


His dancer team was versatile in terms of offense. Nameless Dance (oil) + Earth Slash/Titan = PAIN. Plus the dancer team did look good in its outing but doesn't do well against teams with evasion. But the way they were setup up, these dancers can either hit you hard or befuddle you with wicth hunt, especially if you're a mage team. However what denied Jumza the victory to me was a lack of variety in dance, perhaps slow dance on maybe the talk skill dancer could have helped because then he can take full advantage pretty much every time but otherwise good showing


A archer team that had potential to win but fell short in the semi finals. This was a team that didn't use Pilgrimage interestingly enough but still did some heavy offense with their magic guns and cover fire. What stopped Malroth's roll here was that Cover Fire did low damage and the RNG just was not kind to him at all. Plus I would also think a lack of short charge might have hindered his chances a little considering that he had a white magic and time magic archer on hand. But I suppose having extra defense is okay too, just that to me if you're going to run a team that uses demi or raise 2 of that sort short charge is your friend. But still Malroth deserves his credit for making it very far in this tournament


His priest team was pretty lackluster because of the fact that his setups were pretty questionable. I don't think he took full advantage at the fact that having raise and raise 2 would have helped tremendously and that he lacked MP healing. A priest with southern cross wasn't that hot of a idea either considering the low PA. And if you were going to have a martial arts priest I would have used a full PA gear setup or perhaps just a priest with stigma magic and secret fist to take advantage of their good MA stat that they had. But hey, this is a new comer we're talking about so let's give him a break


His geomancer team had a lot of damage packing with geomancy, punch art and summon magic. But in his case they weren't evasive enough for counter flood to matter. While yes damage is good but damage and evasion have to go hand in hand especially if counter flood can proc something useful like stop or petrify or even dead if lucky. But still Otabo did quite well for himself and I think he deserves credit for using a very good geomancer team. A team that didn't need draw out or white magic in this one.


His priest team was a little bit better than NinjaWeazel's but were way too squishy to sustain any types of damage. These priests might as well been glass cannons but they can actually do damage. Unfortunately for him I don't think this team was used correctly, I think he could have added more defense than he could offense and that's what kind of cost him some wins I think. But to be fair he wasn't around for a long time to keep up with the updates for Arena but I still thank him very much for participating nonetheless


A fun lancer team he submitted in this one, but it didn't deliver the goods to his liking. Part of the reason why I think is because he wasn't able to fully cover those lancer's weakness such as a cursed ring unit not having crystal shield or a lancer with no resistance to lightning weakness. But these lancers were fun to watch because of their ability to redirect spells with Jump and avoid damage at the same time. I think again for Raven here is bad luck like fdc had in this tournament


This oracle team was certainly unique to see. I think this had a lot more going against them rather than for them. Because bags aren't really a good choice for offense especially since oracles has access to books or poles. While they did use necronomicon, I think he could have also used octagon rod or even madlegmen for other useful procs. Plus summon magic oracles aren't really the best thing to be using especially since oracles don't have that high of MA to begin with. I think he didn't take full enough advantage of the amount of statuses they can inflict to annoy and surprise his opponents. They just weren't sadistic enough with the status plus lack of staying power is what also hurt them in this one and the record clearly shows. Better luck next time reinoe


His bard team was another team of glass cannons, but should have been treated as such because no strong offense on these bards cost him considerably his chances to win. While there was nothing wrong with using White Magic because of their naturally high MA, they could use something more productive like Elemental or Draw Out. Even charm could have worked if he wanted a speed building bard with reraise for example. But again his mistake to me was not taking full advantage of their stats and mixing them with Yin Yang Magic and or Lore didn't really help either because of no short charge. Better luck next time Reks


Another scholar team that had some interesting things going on here. But having a team without full silence protection hurt Taichii there and of course while scholars have naturally high MA they have naturally low HP which did hurt him in the long run especially against Celdia. Great effort on his part but just fell short. Plus having two mages with twist headband didn't make much sense, perhaps he could have used holy miter or green beret, or if he wanted high HP Black Hood.


Initially his Time Mage team to me had something going for them but I think part of the problem for him was the way he aligned his units speed. And the fact that his shadow shades didn't do enough damage to matter. And I also think that these Time Mages could have benefited with auto shell rather than magic evasion because with auto potion they should in theory be able to take enough punishment to linger in their fights. But he didn't do to bad overall just low HP and low damage didn't really contribute much. His strengths however were the timely uses of Don't Move and Stop. Stop is very useful for him especially for the Demi 2s and Comets to land without fail.


Her ninja team was also fun to watch considering that she made it to the tie breaker as well. 13 speed ninja wasn't exactly the hottest thing she had going on but double turning is cool when it happens. Perhaps of that unit had Ninja Knife and warpath she could have been a wrecking machine. But still for a semi-joke team this was actually good. As long as you had fun Toshiko is all that counts


A much more serious ninja team in comparison but a team that had its issues too. Being separated was one considering that no one on the squad had reraise in case they die. Reraise on a loner unit would have been a bit more beneficial to him especially with the high movement ninjas do have or can have. The damage was solid though, 2x Kagesougi is always better than one.


For a summoner team going this far, they left a lasting impression. These gals don't play around with their massive AoE and the timely uses of Death and Frog. I think the summoners did very well here. But again, close up melee combat and charm is what got him in the end. But what these summoners packed was nothing short of good AoE damage considering how versatile his offense was. And his elemental defense was definitely there too. Just against a pure high damage fast team like Dokurider was his true weakness. But Vigilanti still deserves credit for making it very far and made good use of his undead summoner being his key unit at resurrecting and procs going off at the right time


Another new comer on the horizon but unfortunately for him his Samurai team was riddled with errors. Like a crossbow samurai for instance. If you wanted a samu to equip something with reach, a polearm like spear or stick would have been more of a better choice considering their innate two hands. Plus while koutetsu knife is still a good weapon, I think he could have benefitted with perhaps masamune for initial haste plsu dispel procs or perhaps chirijiraden so he can switch up his offense with heaven's cloud or kiku. But he didn't go for that. That to me is what cost him some important wins here


Everyone might have a different opinion or observation on how they did but those are just things I noticed during the matches. Overall, hosting this tournament was a lot of fun but a lot of work too. Hopefully we'll do it again sometime down the road.

Conclusion: Magic Guns are damn strong!
1463
FFT Arena / Re: FFT Arena: Balance Discussion Thread
January 30, 2013, 09:45:42 am
So no go on my faith gun idea?
1464
Well I suppose I can. Once I review the matches again on how in my opinion each team did. all winners and losers will definitely have things worth noting
1465
I'm actually looking forward to your review damned. I was thinking for a while also on my review but i'll let you go first
1466
FFT Arena / Re: FFT Arena: Balance Discussion Thread
January 25, 2013, 02:01:41 pm
Maybe we can do a gun that inflicts faith by chance like Tetragrammation.

If you all know the anime Chrono Crusade, its a gun with high power against demons with low backlash developed by "Elder" Hamilton for the final confrontation against Aion, is given to Rosette by the Father Remington and later used by Chrono.

That can replace the mythril gun I think. It doesn't need 2 MA really
1467
FFT Arena / Re: FFT Arena: Balance Discussion Thread
January 24, 2013, 09:22:07 pm
do you think it should be considering that it would help an undead unit with innocent or would it be too much evasion
1468
FFT Arena / Re: FFT Arena: Balance Discussion Thread
January 24, 2013, 07:58:28 pm
I was thinking about the innocent status. Let's say we have a cursed ring unit with flash hat, does that lower the chances of raise 2 hitting? because even when equipped with a aegis shield which gives 30% M-EV Raise 2 can still hit at a high rate (at least that's what I remember)
1469
The end is here!!!

FFT Arena SCC AI Tournament Finals

I hope everyone enjoyed this tournament! Thank you very much for watching  :mrgreen:
1470
FFT Arena / Re: FFT Arena: Balance Discussion Thread
January 24, 2013, 06:06:07 pm
I don't know if anyone said this already but the other night me and FFMaster were talking the other night about changing the magic guns to nether guns where they shoot nether fire/bolt/ice. Formula can be same as the nether spells for wizards, less brave = more damage

And perhaps a status gun as well. If anything that can replace mythril gun it can be a gun that inflicts status.
1472
With the semi finals upon us now it's time to analyze the top four teams in the SCC AI Tournament right now and how they managed to get to this point.

His summoner team without question is pretty strong with some minor issues because of the fact that this mage team can cover a lot of ground with their AoE attacks such as Lich, Cyclops and Odin. Of course Flare being their strongest attack, this team seemingly can't go wrong on offense. However they do have low HP and because of them being a high faith team any opponent that can get any OHKO in can put them under pressure.

But we have seen that Vigilanti's sandbag power had been effective with his fairy and raise 2. Not to mention that his undead summoner had been the key unit per say for his team because of the fact that she's the fastest on the team and that her death and frog spells are potential methods for convincing tide turners that can lead to victory. It's weakness I would think be that if it went up against a physical heavy team with mid to high move then they are in trouble because they cannot withstand powerful attacks up close. the further away these summoners are the better off they are.

Vigilanti's chances to win are good but not great overall because his opponent Dokurider has several tricks up his sleeve with his thieves two of them being undead and talk skill and punch art both inflicting death sentence can dismantle these summoners one by one. But we will have to see. Good luck Vigilanti.


His team of thieves are indeed cunning for the most part. The combination of speed, power and status allowed him to gain several advantages over his opponents. The thief team also has been in predicaments where they seemed to be on the verge of losing but his team has certainly proven that all it takes is one move to turn the whole match around like charm for instance and swing the momentum back in his favor. And with the record he has right now I expect his team to have little trouble advancing further.

However, the one flaw in his team would be the RNG. Let's face it, it likes to be fickle at times. Any false move on his part could cost him victory. Talk skill is another roll-the-dice type tactic where he's banking on them to hit. If they don't then at the right moment, he's very likely to lose. But otherwise I like his chances to win from here on out. Good luck Dokurider.


Here's a veteran that knows how make the best out of the classes he picks, or tries to anyways, but certainly did a effective job making chemist killers. The combination of magic guns + 108 gems + magic attack up + pilgrimage = over 250 magic projectile damage instantly. Simple as that. His team also has the speed advantage and has several means of healing including using magic guns themselves as healing. Aero has done a great job picking off opponent after opponent with guns. Simple philosophy: "Just stay back and take pot shots all day."

A couple of issues with this team however is first off, this team is vulnerable to projectile guard which we have seen in his encounter with Dol. Second there are setups that can withstand gun shots no matter how powerful they are (and we've only really seen that with again; his match with Dol). And last but not least, while they do have masamune and quickening to accelerate the speed advantage, he doesn't have reraise or any means of reraise which means once his chemists drop, it'll eventually become very hard to stay alive with their death clock going faster than normal.

My feelings on Aero's chances is at least above average because considering his opponent in the second semi final round while similar in some ways, is a lot more versatile than any other team in this tournament. Good luck AeroGP.


This archer team here while looks kind of silly on paper actually turned out to be a lot better than I'm sure some people thought; except for Malroth because he knew that this would be the setup that would work well for him. His archers are enough means of attacking and healing. Some of its strengths would be the use of haste 2 and cover fire because you can haste the entire squad and have cover fire do highest amount of damage it can (assuming that the RNG is being nice to him).

His ways of resurrection is also note worthy because his team runs best compat between the guys and girls because raise 2 and demi heals are very accurate which allows him to survive most onslaughts. Again some issues would be going up against a team with projectile guard and sometimes cover fire doing lower damage than it should. Or even blocking an element such as fire or ice. Plus also going up against teams that have pilgrimage can also be troublesome for his archers unless he can KO them quickly.

But otherwise considering his record, his team shouldn't have too many issues going further into the tournament. One last thing to note is his item bot archer can also can fight off undead units that blocks arrows or fire so he's not coming to any fight unarmed. Good luck Malroth.


It's anybody's guess but if I had to pick a winner in this tournament the favorite to me is Malroth. I might be right, I might be wrong but I do hope everyone enjoys the rest of the tournament. Thank you all for watching and again best of luck to the final 4 participants!
1475
FFT Arena / Re: Arena battle videos and discussion
January 20, 2013, 09:38:47 pm
I would prefer at this point to see my updated teams in action so yes hold back on it for now until you can get your issue with excel fixed Damned.
1476
FFT Arena / Re: Arena battle videos and discussion
January 20, 2013, 08:21:35 pm
Dokurider or Damned, I just updated all of my current teams. If you want, you may use any of my teams against anyone
1480
FFT Arena / Re: Arena battle videos and discussion
January 16, 2013, 01:54:47 pm
Nice job on the video Dokurider. And don't worry about no music. This is actually a good match