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Messages - CT5Holy

641
FFT Arena / Re: BETA 129 planned changes *DISCUSSION*
December 15, 2010, 10:14:43 pm
Quote from: "FFMaster"Abandon can easily become 50% evasion boost instead of 100%

I think we have a winning solution here. Shouldn't make no Concentrate too bad. Go FFM!
642
Overworld
643
FFT Arena / Re: BETA 129 planned changes *DISCUSSION*
December 15, 2010, 01:04:26 am
Squidgy: I think we tried something like that before, and it slowed down the pace of the fight because the AI would stall trying to figure out what the unit was charging.

I think we can wait on tweaking W-Ev for now. However, I do think min. faith could go up to 45 or 50. The increased magic damage would slightly obviate the potentially insane P-Ev.
644
Day 3 (Match 3):

Those Who are Shining
645
FFT Arena / Re: BETA 129 planned changes *DISCUSSION*
December 13, 2010, 07:37:02 pm
Bad Luck and Quickening both seem quite strong. Hawk's Eye is 100% accuracy? I suppose that might be a bit powerful....

But yeah, everything else seems fine.
646
Damned: I think Grand Cross is actually weapon element still.

Pokeytax: I don't like Heart Aim, assuming that it's meant to be an unevadable attack. I say we keep current Execute, and have your Execute renamed to something like Wound Aim (or something better, of course). That way you get instant kill on a critical unit, or a kill on someone with <= 50% max HP at the cost of 4 CT (maybe 5 CT? seems quite strong).
647
FFT Arena / Re: FFT Arena: Item Discussion Thread
December 09, 2010, 12:25:59 am
I think Katanas could use +1 or 2 WP across the board. The Brave portion of the damage formula really hurts its damage, especially with no innate Two Hands.
648
I like it. Can already start stitching a team together with it.

Include Harps, too? Both Books and Harps are 3 range, so if Books get the range increase, it would make sense for Harps to get it too.

EDIT: Cheer Song and Slow Dance up to 25%? At 20% hit rate, there's a 41% chance that it will do nothing. At 25%, there's only a 31% chance that it will do nothing. Yes, minor fluctuations in speed can make a difference, but if the speed isn't even altered in the first place... =/
649
So many tough choices =x. Well, here's my two:

Xenogears (Creid) - Balto (Bonds of Sea and Fire)

Radiata Stories - Song of Freedom Fighters
650
Eternal
651
I also think Grand Cross could stay as is. The only way to use it is to absorb the element, anyway. Now you're just restricting it to absorb Holy.

Equip X to movement is a great idea.
652
Demi per turn? That's ridiculous. Up to 1/6 Max HP seems more reasonable.
653
The problem if we reduce the X, then low MA units suffer even more from using these skills (Steal Heart, Talk Skills). Old formula of MA+X is probably the way to go.
654
FFT Arena / Re: Arena battle topic
November 13, 2010, 04:46:23 pm
Don't Act/Sleeping only
Cut
Male
Gemini
70
40
Ninja
Charge
Speed Save
Defense UP
Move-HP UP
Hidden Knife
Hidden Knife
Black Hood
Brigandine
Chantage


Arm Aim, Execute

Boring
Female
Sagittarius
50
70
Priest
Talk Skill
Speed Save
Unyielding

Scorpion Tail

Golden Hairpin
Wizard Outfit
Magic Gauntlet

Raise 2, Esuna
Mimic Daravon, Blackmail, Praise

Copy
Male
Gemini
70
40
Mime

Paste
Male
Gemini
70
40
Bard
Item
Auto Potion
Defense UP
Move-HP UP
Fairy Harp

Black Hood
Brigandine
Chantage

Cheer Song
Hi-Potion, Phoenix Down

PX: Fixed that spoiler for you.

EDIT: small change in abilities
655
Spam / Re: Don't F*CK with me.
November 13, 2010, 01:36:37 am
Quote from: "FFMaster"I don't get why CT5 would say no to 025. A lot of skills are overpowered and battles overall weren't very hard. You wanted to see differences between patches, and I've suggested the ones which I think are different enough to affect gameplay/balance.

Well, he was originally asking for the hardest, and 100% Shadow Stitch and 999 Blood Suck made a lot of battles rather easy, so... =P
But if you now want to see all the different versions, then yeah, go ahead and try out 13025.
656
FFT Arena / Re: Base mechanics changes: POLL
October 30, 2010, 01:57:16 am
Question 1
Should we change the minimum Fury/Faith?
[] - Yes (if yes, what to?)
[X] - No

Comments: I don't think it's a big deal. Low faith teams won't have access to Raise/Raise 2 -> sandbagging efforts are easily countered.

Question 2
What should be done to absorb/weak?
[] - Go back to base mechanics from vanilla
[X] - Make it always neutral absorb(absorb, weak, and half element all in one)
[] - Keep as is(Absorb and Half)

Comments: Seems like the best compromise.

Question 3
Should the JP limit be removed altogether?
[] - Yes
[X] - No

Comments: JP limit forces creativity/wise purchases of skills. Priests, for example, would probably all have Cure 3/Raise/Raise 2/Wall/Esuna/Holy, a setup that currently costs 2280 JP including job unlock. With no Raise, that's still 2130 JP. Monks would also likely all have Revive/Chakra/Stigma Magic/Spin Fist/Repeating Fist/Earth Slash/Wave Fist (ok, some Punch Art users will only get Revive, Stigma, and Secret Fist. But for the damage oriented Punch Art users, they'd all buy most of the skillset).
Yes, more options become available, but I feel that all units could have the best R/S/M available and skillsets full of excellent action abilities, instead of only a choice few with the JP limit.

Question 4
Should the limits on skills be removed(the max 2 limit)?
[X] - Yes
[] - No

Comments: I don't see anything wrong with this. I prefer diversity, anyway.
Although, 4 DefUP 40 Faith units with strong weapons could be pretty deadly.

Question 5
Should the limits on items be removed(the max 2 limit)?
[X] - Yes
[] - No

Comments: I don't really run into this problem, so I'm fine with removing it. Someday, I might want 3 or 4 copies of the same equip.

Question 6
Should items be completely remade?
[] - Yes
[X] - No

Comments: I think our current items are fine.
657
I assume the new Equip X abilities will be moved around (where appropriate) and JP costs adjusted?
Either way, it looks good.
658
FFT Arena / Re: FFT Arena PPF download BETA 123
October 02, 2010, 03:49:47 pm
Using the CLF you provided, the HP and MP values for humans are lower than the charts in the stats/abilities thread.
659
FFT Arena / Re: FFT Arena: Stats/Ability Discussion Thread
September 20, 2010, 09:05:36 pm
Well, the general argument still stands. =/
I'll also admit that 40 Faith teams can use element absorb as another way to heal, but that requires a lot of specialization, and mages are quite useful in that regard (better DO damage/healing, Black Magic)
660
FFT Arena / Re: FFT Arena: Stats/Ability Discussion Thread
September 20, 2010, 08:58:30 pm
I never set the standard of targeting 70 faith units. I will point out, however, that there is usually one unit on a team with high faith -> this unit is easily shut down.
In my opinion, what's stopping people from running all 40 faith guys are the following:
Revival limited to PD, wish, and revive, all easily negated
Healing isn't too great - 120 with Hi-Potion, ~140ish with X-Potion, Chakra needs a monk/someone with Martial Arts to heal for a relevant amount
No buffs - Haste, Wall, etc
Not many ways to have AoE damage - Draw Out, Elemental, that's basically it.
No status infliction

Now, even if there was a Yin-Yang user up against a team of 40 faith guys, they still have their other skillset - they're not useless.