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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - formerdeathcorps

1
FFT Arena / Re: Arena Team Battle
December 01, 2014, 08:46:53 pm
I count 11 submissions as of today.  We just need 5 more submissions and I'll give this thread one more week.  If not, we'll use the doubles-submission rules based off the first 12 entries.
2
FFT Arena / Re: Arena Team Battle
November 21, 2014, 02:08:47 am
You need a minimum of 8 players to have a 3 round game with one substitution per team.  If we allow 2 substitutions, we can have up to 5 rounds with just 8 players and 2 teams.  Ideally, though, we should have at least 6 teams or 24 players.

I'll give this thread a week from today.  If we don't have 8 members by then, we'll use the following rule modifications:
1) Each team will have four 2 players chosen at random from the eligible players.  Once a team has formed, the teammates will discuss amongst themselves their unit order.
2') Each player can submit only 1 2 Arena valid units.
4') The JP cap applies.  The 2-of-a-kind limit for equips and skills does not.  Each player must obey the 2-of-a-kind limit on equips, but each team does not have to obey the 2-of-a-kind limit on equips or skills because there is no way to enforce that without affecting the randomness of the team selection process.  (The alternative of selecting teammates first and then making units is too susceptible for collusion as stronger players can make units for more inexperienced teammates.)
6') WE need not include this rule, but I think it would be more fun if we did.  After each round, losing teams may choose one player on their team to modify 1 of their submitted unitsUnit substitutions can only be done once or twice per team per tournament.  (I'm not sure yet which would be better).  EAch player on each team is allowed one substitution per tournament.

Sixe
Male
Aquarius
70
40
Squire
Item
Abandon
Attack Up
Move-HP UP
Tactician's Blade
Genji Shield
Black Hood
Brigandine
Power Wrist

Accumulate, Bullrush, Throw Stone, Heal, Wish
Hi-Potion


We should get the RPers involved.  This really has the feel of a battle RP.
3
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 19, 2014, 12:01:28 pm
I think Stall's JP cost should be 200 or 250.  Stop < Sleep in terms of the AI (because the AI will not attack the sleeping unit, keeping it out of play for longer) and Mimic Daravon (also 300 JP) is AoE with only 5% less hit chance.
4
FFT Arena / Arena Team Battle
November 19, 2014, 10:25:21 am
RULES:
1) Each team will have 4 players chosen at random from the eligible players.  Once a team has formed, the teammates will discuss amongst themselves their unit order.
2) Each player can submit only 1 Arena valid unit.
3) After submissions are in, each participant is then randomly paired with 3 other participants to form a team.
4) The JP cap appies.  The 2-of-a-kind limit for equips and skills does not because there is no way to enforce that without affecting the randomness of the team selection process.  (The alternative of selecting teammates first and then making units is too susceptible for collusion as stronger players can make units for more inexperienced teammates.)
5) The tournament will be in round-robin style with 4-6 rounds.
6) WE need not include this rule, but I think it would be more fun if we did.  After each round, losing teams may choose one player on their team to modify their submitted unit.  Unit substitutions can only be done once or twice per team per tournament.  (I'm not sure yet which would be better).
5
FFT Arena / Re: Arena battle videos and discussion
November 19, 2014, 10:17:16 am
Losers was my most anti-metagame team in 137 even though when I tested my teams against themselves, the strongest teams were Heresy and then Broken (because both were explicit counters to Losers).  Good to see it still has its edge, though with the nerf to Bad Luck, it should no longer be dominating the metagame.  However, the Stall JP miscount leaves me with some things to fix on it and a few other teams.
As for luck, TrueLight's bad luck in R3 is simply payback for his exceptionally good luck in R2 (where he landed multiple 53% charms in a row) and R1 (where Mimic Daravon missed 4 people at 37-45% chance).


Barren had the initiative mostly throughout.  I think the gunner support and geo summoner on The Damned's team are too ineffective at their roles.  However, this gives me an idea: http://ffhacktics.com/smf/index.php?topic=10713.0.


The result was never in doubt, but how did silentkaster get his mages to use quickening despite having other MP-dependent spells?  Or do moves like esuna and raise2 that remove KO statii not count as "spells that use MP"?
6
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 26, 2014, 09:14:03 pm
By that definition, reinoe, teams like Losers or Y U SO DERP or Wiz's thieves should have their primary tactics nerfed because they exploit tanking to make low probability events certain over time.  I don't think that's appropriate either.

Like I said, the main problem was that Phoenix Blade either was awsome or awful.  There was no middle ground.
7
Final Fantasy Tactics / Re: Final Fantasy Fractics
October 21, 2014, 10:24:58 pm
Cloud, Luso, Balthier even being IN the game.  They don't belong and are simply an example of shameless promotion by Square.
8
FFT Arena / Re: Arena battle videos and discussion
October 17, 2014, 09:01:41 pm
AI Report (Mime Debrief):

1) If your mime has MP dependent skills, you entire team will not use quickening unless the entire enemy party is asleep or charmed or death sentenced.
2) Last Song will be mimicked ONLY IF no other action was mimicked after last song was cast.  In other words, if last song causes any unit (including the mime) to get a turn and make an action, the mime will "forget" to mimic last song.
3) If your mime is charging a spell and mimicks anything before completing the spell, the mime will not complete his spell because the act of mimicking deletes the charged spell's data while retaining "Charging" status.  I think this is why Square didn't let mimes have secondaries.
9
FFT Arena / Re: Arena battle videos and discussion
October 17, 2014, 05:55:53 pm
That mystery attack you saw was Tsuzumakuzu.
10
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 16, 2014, 01:46:24 am
1) Armor break has a ~65% chance to land on max PA setup for Bow Gun before considering target evasion (average around 20% or so).  Thus, we're looking at 52% chance to break armor on top of a 50% proc rate or a total of around 25% armor break.
2) Damage to maxHP does not affect currentHP.
3) Once the target's armor is broken, due to a bug in my ASM (that FFM doesn't want to fix), consecutive triggers of armor break WILL DO NOTHING.

Honestly, to make the Bow Gun proc "second hit" rather than armor break actually makes it stronger because an extra hit > armor break in terms of damage.

As for your cloth suggestions, Init: Haste is arguably no better than Init: Reflect.  The former favors more offensive teams, the latter more defensive ones.  Init: Haste should exist on its own cloth (rather than steal the slot from Ryozan).
50% Cancel Perform / Cast is not a good idea for a dancer exclusive weapon.  For that weapon to be effective, you must midcharge with it, but midcharging means either a really fast dancer (10 / 11 speed + haste) or a dancer that goes last in your formation order (meaning her dances become suboptimal because she's not casting witch hunt or polka polka before enemy 8 SPD units get their turns).
WEV is typically bad on dancers because while performing, they have no evasion.
As for 50% Knockback, it may create glitches where characters are knocked off the map's boundaries, freezing the game.  It's possible to code without more ASM, but it requires some trickery.
11
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 16, 2014, 12:00:04 am
I think crossbows are fine.  Now that Ultimus bow has been nerfed, I think gastrofitis will see more use once the metagame stabilizes.  The only slight problems I currently see are long bows:

A) Atheist Bow can still be range boosted by terrain.  Its effect should be swapped with Bow Gun.  In other words, change Atheist Bow to Heavy Shot: 12 WP, 5 Range, 50% Armor Break, 10 W-EV and Bow Gun to 8 WP, 4 Range, 100% Innocent or 10 WP, 4 Range, 50% Innocent (both at 0 W-EV).
B) Silver Bow is too strong.  It should be 13 WP, 5 Range, +2 MA, everything else stays the same.
C) Drop the MA boosts on Ice and Lightning Bows.

Otherwise, the flexibility of the crossbows (ability to use shields, native PA * WP so there's no need to have a ninja subclass) should easily compensate for the extra WP and range on longbows.  Southern cross and kagesougi won't be used consistently even on gastrofitis because the regular attack outranges southern cross and the AI cannot tell the difference between kagesougi and a normal attack (because it doesn't see the status effects being added) and thus will use the two interchangeably.

Damned, turning the veils to "Always" would likely break the game.  Wiz used it to create unstoppable dancers a while back.  Instead, I suggest:
Persia: 12 WP, 2 Range, 10 W-EV, Init: Haste
Cashmere: 12 WP, 2 Range, 10 W-EV, Init: Prot/Shell
Ryozan: 12 WP, 2 Range, 10 W-EV, Init: Reflect

I suspect Phoenix Blade is currently too good.  It could stand to lose all the W-EV or the fire elemental, but I want to see the metagame pan out first.

Thief's skillset simply needs an overhaul because like you noticed, there's really only two useful skills (SH and Quickening).
A) Heretic belongs on ninja.  And honestly, I'd rather it be (PA + 70)% Innocent, 3 Range / 3 Vert so it'd be an actual threat.  Remove Solution from mediator.
B) Bad Luck is awful now.  It currently is worth only 2 CT / 5 MP.  The point of it, like the decap axe or the climhazzard dagger, is to threaten even tanks with disaster.  The chances may not be high, but they're not supposed to be easy to avoid.  If you really wish to keep the CT / MP costs, then delete kagesougi from ninja and make Bad Luck 100% Random: DM, DA, Stop, Blind, Silence.
C) Spellbreaker should be the magical version of Kagesougi.  In other words, weapon range / elemental / 50% RemoveBuffs / 5 MP.  I suspect being MA-based (and not adding DA) would make it more balanced than Kagesougi.
D) Quickening is balanced by AI behavior.  It will only use quickening if your character has no other MP dependent skill.  Thus, a quickening thief cannot use spellbreaker, heretic, bad luck, or any of the ruins and cannot be used on a mage.
E) If Thief really needs to be nerfed (I doubt it), then we can give Steal Heart an MP cost so Quickening thieves can't use it.
F) Steal Accessory and Speed Ruin are fine.
G) Magic Ruin is not an efficient spell.  Steal Heart and HEretic are both better ways to interrupt spells.  Even if the effect connects, the MP reduction often isn't enough to stop the target from using her spell.  Thus, I suggest (assuming we delete Kagesougi) that Magic Ruin be changed to Master RUin:
[PA/2] * WP to HP
[PA/2] * WP to MP
Weapon Elemental, P-EVable
12 MP
1 Range, 3 Vert
Off a dedicated physical attacker, the MP damage will be significant enough to cancel spells while also dealing damage.  The low range keeps it balanced.  Of course, the Monster Dictionary now needs a new proc.  Maybe 50% bizen boat?
H) Power and Mind Ruin I have no idea how to fix.

As for Tornado / Quake, 3 CT and being reflectable should suffice.

If the Asura change proves popular, can we have other underused draw outs like muramasa and heaven's cloud be PA * 9 and 7, respectively?
12
FFTA/FFTA2 Hacking / Re: Reflex or Strikeback
October 13, 2014, 10:33:46 pm
Reflex = all physical attacks designating your unit as the target has 0% accuracy
Strikeback = all physical attacks within weapon range designating your unit as the target are preempted by your weapon's attack
REturn Fire = all ranged physical attacks designating your unit as the target are shot back at the attacker
13
FFT Arena / Re: Arena battle videos and discussion
October 11, 2014, 01:16:10 pm
Now you know why I changed up that team entirely.  It couldn't beat anyone.
14
FFT Arena / Re: FFT Arena Stream day
October 07, 2014, 07:44:48 pm
Count me in!
15
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 04, 2014, 02:55:27 pm
These changes seem to be make things more balanced.  I may actually play again.

However, there are a few things from the last few seasons that we didn't fix.  Not every status proc is equal.  Due to how the AI works, the actual value of procs in this game is different than how human players will value such procs.  In order of lethality:
1) Charm (makes the enemy unit work for you temporariliy, during which your team will not target)
2) Sleep (takes an enemy unit out of the battle for 60 CT, during which your team will not target)
3) Petrify (makes an enemy unit unable to battle by KOing it)
4) Frog (makes an enemy unit unable to battle, BUT your team will easily kill the target)
5) Stop (takes an enemy unit out of the battle, BUT your team will target)
6) Don't Act (makes an enemy unit unable to battle, BUT your team is able to target)

Notice the difference between 1-3 and 4-6.  In the first 3, the enemy unit will always be incapacitated long-term because they will not be targeted; in the latter 3, the enemy unit is incapacitated BUT can be targeted.  As a result, incapacitation in the latter cases may not always "stick" (because if the incapacitated unit is immediately targeted and killed, the proc then has no long-term value).  This mismatch was used by Avalanche in S6 (first place) and S7 (second place) to brutal effect because he was able to wield both a sleep sword and an ancient sword on the same unit.  Thus, I suggest:
1) Remove Sleep Sword
2) Remove Ancient Sword
3) Remove Moonlight
...in exchange for
I) Zombie Lance (13 WP, +1 SP, 33% Zombie) replaces Spear
II) Stone Spear (12 WP, +1 SP, 20% Petrify) replaces Mythril Spear
III) Luna Spear (11 WP, +1 SP, 50% Proc: Moonlight) replaces Partisan
IV) Holy Lance update (10 WP, +1 SP, 25% Sleep, Holy Element)

The Moonlight suggestion is because Lancer is the base class for dragon spirit (and thus, can best exploit the Moonlight proc).
Overall, this suggestion will further balance the game as lances cannot be mixed with 2S (which is how Avalanche won) and lancer currently does not have enough offensive options.  (It won't further empower already powerful classes because lances can only be natively used by lancers.)
16
Archives / Re: Enforced Generic Class Challenge
July 09, 2014, 04:40:35 pm
Good to see you're actually interested in this "counterintuitive" patch.  Currently, I'm working on a much bigger project that shares much of EGCC's core mechanics (meaning I likely won't update EGCC until I finish that patch's mechanics).  Expect an update by September 1st.
17
Dome, I like the idea, but it would take forever if monsters only did 1 damage to the shaman.  Maybe it would work better if it was 25% normal damage?

CONMAN, check your PMs.
18
The Lounge / Re: Houses of a yet un-named world
April 03, 2014, 12:21:24 pm
Your latest one is the most detailed one yet.  Are all of these going to be used in that game you are making?  Has there been any updates?
19
I know nothing about the game's lore, but I do like fiddling around with geography (and I do know quite a bit).  If you all want to discuss this further, I'll relay the details over PM.
20
Quote from: Jack of All Trades on March 14, 2014, 11:28:49 am
Dorter Trade City comes up on you pretty quick in your first Vanilla playthrough. How many people got through that battle on their first try without losing a unit?


I'm pretty sure I did, but then again, I didn't know how to change jobs or learn abilities during my first play-through until Chapter II.