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April 19, 2024, 02:39:59 pm

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Messages - Tskidless

1
Sorry for the long post ahead of time.  I've been working on a few jobs and buffs to various jobs as well.  It's really late as well so I'll probably post stats tomorrow.

Priest now has two new spells that replace Protect and Shell 2.  They are called Banish and Purge, both of them use the standard Black Magic formula of Dmg_F(MA*Y) ME with Banish costing 150 JP to learn and having a Y of 16, a CT of 5, MP cost of 9, and it isn't an AoE.  Purge costs 250 JP to learn and it is AoE with a Y of 20, a CT of 6, and an MP cost of 16.  Both are holy element as well.  It also got Preach as well.

Knight has been changed to Paladin and gets Stasis Sword, Split Punch, Lightning Stab, Shock, Faith, Cure 2, Raise, Wall, Despair, and Don't Act.  Damage Split has replaced Weapon Guard since everyone has it in my mod.  All "Sword" abilities now cost mp now as well.  They have had their speed multiplier lowered to make up for increased stats in just about everywhere else.  Requirements are level 4 Squire and 3 Priest.  Any class that needed Knight now needs at least one extra level of Squire which was also buffed.

Archer has been renamed to Ranger and can now use Guns.  All Charges after 3 have been removed and the ones that were kept have been buffed.  Change 1 now has a CT and power of 3, 2 has a power and CT of 5, and 3 has a CT and power of 7.  They also have Aim Arm, Aim Leg, and Equip Gun.  Requirements are level 3 Squire.

Thief lost Steal Heart but gained Insult and the ability to Blind foes along with gaining Ninja's old speed and Crossbows which also have been buffed.  I'm debating on whether or not I should give them Bows or not due to their new found speed.

Mediator got fused with Bard losing a lot of it's original abilities but gaining a lot in return.  All songs no longer perform and are stronger / more accurate, and out side of Last Song are AoE with an effect area of one, but now cost MP to confiscate for the buffs they got expect Angel Song.  Speaking of Angel Song it is a real pain to balance, it heals MP = to MA*Y which means that it is either too strong or too weak.  Right now the Y is at 6 and I'm going to play around with it some more.  Life Song is Holy now and can hit enemies as well and uses the same formula as Angel Song just for HP instead of MP, and the Y is 10 and it doesn't use Faith.  All the stat buffs have a 70% chance to hit, and Nameless no longer gives Regen.  Last Song has a 50% chance to hit and as stated before is not an AoE.  The class has kept Invite, Praise, Mimic Daravon, and gained Steal Heart, all of these also have increased accuracy as well, and gained a magical attack called Shout which does damage equal to MA*15 in a line ahead of the Bard. The Classes stats have been buffed to be much more magical inclined as well.  Weapons are Knives, and Instruments now.  Requirements are the same for Mediator.  Also does anyone know how to get Praise to hit more than one person at a time?

Geomancer has been changed to a new class I call Adventurer.  It's stats are largely the same as before but it's abilities are a lot different.  Weapons are Knives, Swords, Axes, and Bows.  Abilities are Home made Potion which heals 20% of the targets HP and grants Regen, along with Home made Ether which heals MP equip to the Adventurer's MA * 2, a better name is also pending. Quick Hit (Deals damage based on Speed and weapon power (Speed*WP).  Uses weapon range.) and Killing Blow (Deals damage based on the difference between target's current HP and max HP.  Uses weapon range.) from my Commander class have been moved here and function the same as before, and they gained an ability called Molotov which does Fire damage at long range and uses ((PA+4)/2*MA) as it's damage formula along with Ultima Strike ((PA*Brave/100)*MA) and Hide which simply grants invisibility.  Requirements are level 3 Square and Chemist.

Ninja has lost all Throws but Shuriken, but gained elemental Ninjutsu which do the same thing has my old Elementalist abilities but now they do (MA+10)/2*MA, they're also not AoE now.  Ninja has had it's stats changed to better use these abilities as well.  They also can't use Flails now.  Ninja no longer needs Knight or Geomancer to be unlocked but it does need level 3 Squire along with 3 Archer, 3 Monk, and 4 Thief.

Calculator has been changed to Red Mage and it's stats are balanced in the Jack of all trades way.  They can use Swords, Knives, Rods, Staffs, Poles, Shields, Clothing, Robes, and Hats.  Spells are Cure 1 and 2, Raise, Fire, Ice, Bolt 1 and 2, Slow, Blind, Spell Absorb, and Silence Song.  Requirements are the same as Calculator except you need one less level for each of them.

Bard has been changed to Dark Knight which is a glass cannon class with high power (PA Growth is 35 and it's Multiplier is 120, MA Growth is 45 and it's Multiplier is 105) but low health (13 Growth and 65 Multiplier) even with armor equipped.  Abilities are Dark Sword, Night Sword, Dark Holy, Bio (Darkness), Bio 3 (Death), and Souleater.  Souleater does damage equal to PA*23 but you take half of that in return.  Weapons are Swords, and Knight Swords, and the class can wear Armor and Helms.

Commander replaces Dancer and she has lost Quick Hit, Killing Blow, and Ethion but gained Marching Order with is Quick with a 50%+MA chance of hitting an ally.  Shield Oath which grants Regen, Protect, and Shell.  Defiant Strike (Uses weapon range with a damage formula of ((PA+2)/2*PA) that can cause the following status effects randomly, Confusion, Silence, Berserk, Chicken, Stop, Charm, Don't Move, Don't Act, and Death Sentence.  Along with the other abilities I've already posted.  She cannot target herself however with any of her abilities.
2
More or less right now.  If I could change Geomancer I would but I'm pretty sure it's hard coded.  That being said I'll probably nerf the attacks to only hit a single target and lower the damage but add buffs to the class.  I also buffed Geomancer's abilities already.

Edit:  I'm changing the class once again to but this time to Scholar and giving him the tier 2 and 3 spells from Priest and Wizard along with a few non elemental spells.
3
I'll keep that in mind if I decide to make a class like that.  I did make two new jobs that I call Elementalist and Commander which replace Bard and Dancer respectively.

Elementalist - Men who are in tune with the elements.  Uses "Elemental" magic to damage and debilitate foes.

Stats

HP: 10 Growth, 85 Multiplier
MP: 9 Growth, 10 Multiplier
Speed: 100 for both Growth and Multiplier
PA: 50 Growth, 100 Multiplier
MA: 45 Growth, 115 Multiplier
Move: 4
Jump: 3
C-Ev%: 10

Weapons are Poles and Flails.  They can wear clothing, robes and hats.

The "Elemental" abilities all have the same range (5), effect area (1), vertical (3), cost 7 mp with no charge, and cost 150 JP to learn.  Damage formula is (MA+21)/2*MA.

Hazy Flames - Deals fire damage and has a chance to inflict Confuse.
Shock Storm - Deals lightning damage and has a chance to inflict Don't Act.
Snow Fall - Deals ice damage and has a chance to inflict Slow.
Storm Gust - Deals wind damage and has a chance to inflict Silence.
Earth's Fury - Deals earth damage and has a chance to inflict Petrify.
Toad Time - Deals water damage and has a chance to inflict Frog.
Dark Embrace - Deals dark damage and has a chance to inflict Darkness.
Night Light - Deals light damage and has a chance to inflict Sleep.

All of the Reaction, Support, and Movement are the same as Bard's minus Fly.

Commander - Warrior women who have risen through the ranks.  Uses "Authority" in battle support allies and defeat foes.

Stats

HP: 10 Growth 80 Multiplier
MP: 15 Growth 75 Multiplier
Speed: 90 Growth 110 Multiplier
PA: 40 Growth 110 Multiplier
MA: 50 Growth 100 Multiplier
Move: 4
Jump: 3
C-Ev%: 15

Weapons are Knives, Swords, Axes, Crossbows, Bows, and Guns.  They can only wear clothing and hats.

"Authority" abilities are the following.

Ethion - Heals HP and MP.  Range 3, Vertical 2.  Formula is PA*4 for HP and PA*4/2 for MP.  200 JP to learn.
Quick Hit - Deals damage based on Speed and weapon power (Speed*WP).  Uses weapon range.  250 JP to learn.
Killing Blow - Deals damage based on the difference between target's current HP and max HP.  Uses weapon range.  400 JP to learn.
Overwhelm - Deals damage based on PA*(WP+3).  Only hits a single target next to you.  300 JP to learn.
Rebuke - Lowers enemy stats by one with a 60%+PA chance to hit.  Uses weapon range.  300 JP to learn.
Encourage - Raises Brave by 12.  Range 4, Vertical 1.  Doesn't miss.  350 JP to learn.
Rally Cry - Plus one to all stats.  Range 4, Vertical 2.  Doesn't miss.  500 JP to learn.

Reaction, Support, and Movement abilities are the same as Dancer's except Fly which has been removed.

Sorry for the long post.
4
I had an idea for a class based on items like the Chemist but each "item" would have it's on pros and cons.  I'll list some examples below.

Healing Hypnotics - A sleep aid used by doctors to treat patients.  Add: Regen and Sleep.

Psychotic Burst - A lethal concoction that gives the recipient an adrenaline rush however it also causes the recipient to go berserk.  Add: Haste, Berserk, Death Sentence.

Booster - A fetid tonic that is sure to liven anyone who smells it.  Side effects are lethargy, loss of appetite, and increased anger to the person who made you smell it.  Effect: Quick  Add: Slow

Oily Ointment - This slimy ointment made from monster extract helps protect against most kinds of magic.  Add: Shell and Oil

These are just a few ideas I had but as for what class to give them to I have no idea.
5
I'll keep that in mind if / when I start modding War of the Lions.  I have ran into another issue where sprites glitch out during battle.  So far it has only happened at the Sand rats nest and the final battle of chapter 1 but I'm assuming that it is because I changed the classes of the knights that show up since I didn't want the early game to be too hard since I buffed Knight a lot.  I also changed the bosses weapon to be random since he level scales with the party in my mod.  The glitch sprite looks like a that thing you see on your computer before it blue screens and sometimes it looks like the nearby terrain.
6
I had a feeling that it was something like that.  I guess I'll give the abilities to Bard then.  Thank you for your time.
7
I've been working on a mod of this game and I've ran into a wall.  For whatever reason I can't get these new abilities to work on my Ninja.  They work fine when I put them on other skill sets but on Ninja for whatever reason a random weapon's name comes up and she swings her weapons with a zero chance to hit when I use it.  I've changed Throw on the action menu to default, and I've tried to place these skills on other skill sets and give them to the Ninja but it doesn't work.  Changing classes and setting it as a sub doesn't work either.  I've put a picture of what the skill looks like below.