Its price isn't zero now, yet people drive cars that require it. Electricity isn't free, either.
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Quote from: formerdeathcorps on April 27, 2012, 01:16:10 amStatus:
Oil should add weak to more (possibly all) elements. Of course, this means it will be dispelled by attacks of all elements.
Quote from: FFMasterPeople need to stop using theorycraft. As I've said a bunch of times, if you want to show something is OP, abuse it to hell and back until people agree with you. That's the only way to get changes to happen around here.
Quote from: FFMasterBuff Y some more, expect maybe +10/20ish damage
Quote from: formerdeathcorps on April 09, 2012, 09:45:07 pm
Gaignun, the way I coded oil makes your suggestions to oil rather impractical: you'd either have to single out fire weakness induced by oil as 1.5x weakness or change elemental weakness as a whole to 1.5x.
Quote from: formerdeathcorps on April 15, 2012, 05:44:45 pm
People have been saying Wizard has no unique role among the mage classes.
Quote from: formerdeathcorpsRight now, the only current means of turning high SPD into a weakness is to use 8/9 SPD units with Jump, but this runs into a host of problems. Not only are such teams locked at such low SPD, they usually have to devote much of the entire squad to evasion tanking to compensate for the opponent's double attacks. Also, if the SPD squad can boost their speed, it still may be for naught. This is why I proposed that Ninja skill; it would allow squads that aren't specially built for jump to deliver far more exacting counterattacks to fast units (who usually are pretty squishy).
Quote from: Fantactic1316Priests and Wizards as they are now are just begging to be loaded with MA gear and nothing else.
Quote from: Wiz on April 11, 2012, 10:55:39 pmIf people are just throwing random ideas out for post-tourney, then I've got no quarrels with that.
Quote from: dinosaur on April 12, 2012, 04:37:49 am
This has been said and I agree with it so much I made a meme:
QuoteYou misread what I meant. I meant that only stall teams can currently use kiyomori the Samurai spell. Or do you mean the weapon?
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... the Grand Cross user will retaliate by healing himself while damaging AND blinding the melee attacker. The blind makes the melee attacker's future attacks very uncertain while the Grand Cross user just erased most of the damage.
Quote from: formerdeathcorps on April 09, 2012, 09:45:07 pm
Gaignun, the way I coded oil makes your suggestions to oil rather impractical: you'd either have to single out fire weakness induced by oil as 1.5x weakness or change elemental weakness as a whole to 1.5x.
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As for decreasing the range on spells like holy / flare, I have to disagree. There should exist spells as long-ranged as guns, especially since holy and flare aren't AoE. The huge JP / MP costs are more than worth 6 range.
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As for Kiyomori, it currently only works on teams with very defensive / evasive units with long-term strategies (zombie / death sentence / stat reduction). Increasing the AoE will not increase use because the AI thinks poison is HP damage, and thus, will use poison over attacking.
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...what exactly do you mean by [1,3] or [2,3] for Koutetsu? I do understand that the current AoE is kind of strong, but I'm not too sure what you are trying to suggest.
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Personally, I'd rather break the consistency and subject ninjitsu to shell and M-EV (as well as reflect). If you think about all the other broken attacks currently dominating the metagame (grand cross and kagesougi), they are also blocked by protect and P-EV. Adding ninjitsu to this pile makes it too easy to counter, just run a team like Losers (high evasion) or spam Cherche (which incidentally stops so many other threats). In short, by making all the strong physical attacks evadable by P-EV and reducible by protect, you guarantee the existence of an obvious hard counter, which can create a rock-paper-scissors metagame.
Part of the reason why shell/reflect/M-EV is underused is because unlike physicals, there exists far more variety in undercutting M-EV (summons), reflect (summons and Tier 4 spells), or shell (status magic). However, if ninjitsus were also blocked by this (and if we make Draw Out more attractive an offensive option), there would be much more reason to run shell/M-EV.
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Replacing Confusion with MP Regen would require some AI hacking. I don't mind doing it though.
Quote from: Wiz on April 04, 2012, 03:45:34 pm@ Gaignun - Sweet! You wouldn't mind generating a bracket as well and assigning the commentators their sections to record too would you (Given the fact that you'll have the maps generated for each match)?
Quote from: Wiz on April 03, 2012, 11:36:46 pm
I'm curious to see how far Gaignun's come along generating the maps for each match, since that's a variable which should be accounted when making an official deadline.
Quote from: Dol on March 22, 2012, 10:41:50 am
I can also help with little crap like map rngs and the like, just let me know.
Quote from: CT5Holy on March 18, 2012, 10:09:22 pm
EDIT: I'm also giving a frowny face to Bervenia Volcano (75). Lava makes for awkward movement.
Quote from: Barren on March 18, 2012, 10:36:32 am
If you want to you can pick the maps for the brackets in the tournament after registration is done. You seem to have a pretty good idea what maps are good and what aren't so good.
Quote from: CT5Holy on March 18, 2012, 01:43:29 pm
Is the team split on maps like 95 and 26 a problem in your opinion because the team that's split might need say 2 casts of Haste 2 to get the whole party hasted vs 1 for the team that isn't split up?
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Banished Fort (115): have the teams start in the two other corners. Granted, there may still be some splitting up, but it won't be the huge extreme that possibly leads to quick 4v3/4v2s that we have now.
Bed Desert (82): Have team 2 start towards the middle, i.e. around where Ramza and co. would start against Balk.
Inside Castle Gate in Lesalia (97): both teams starting placement should be closer together. Current placement leads to 2 2v2s.
Underground Book Storage First Floor (57): Have all units start on the bigger half of the map? This map plays out ok for the most part I think.
Zarghidas Trade City (47): Have both teams start in the middle of the row instead of in the corner. (Keep current distance, just place units in the middle, so the fighting is more likely to happen on the ground) (I hope the wording is clear >_>)
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...I think the following maps are all worthy of inclusion:
At the Gate of Limberry Castle (2) (19): This map is fine. It's not super tight, and you'll get the classic melee guys fighting in front, mages casting from far back image.
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Chapel of Orbonne Monastery (62): I think it's ok, if flying/teleporting units are the only concern. Those units will likely fly/port back up at some point. The (slightly) bigger concern is if a unit without fly/teleport gets knocked off the main stage. But even with that possibility I think it's fine.
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Outside Castle Gate in Lesalia (98): This map is fine, aside from the map being incomplete and targeting issues. Very playable though.
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And a map I disagree with:
UBS3 (59): Absolutely needs to go. I'm surprised you've even considered it - bottlenecks and the limited movement for 3 jump units, as you've mentioned, make this map pretty lame. Especially the bottlenecks! That's like the whole map. XD
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Also, what about Arena (116)? =P
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