• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Panda_Tar

21
Quote from: darkholypl on November 02, 2016, 01:58:34 pm
First try, and I'm not sure if you didn't overtune the summons. Cyclops did about ~30 damage and Ramuh did 40something. Laughable.


In his last changelog, he explained that Cyclops was nerfed a lot, possibly now being the weakest damaging summoning.

Kudos, Eternal. My apologies not sending any news for so long.

I'd like, then, to point out something after re-reading the changelog and see if my reasoning suffice to explain it and see if you agree:

Both Excalibur and Ragnarok (? the one that gives starting regen, dunno which one now). I was thinking that, in the hope they stopped being too strong (always haste, always regen), you could consider a critical reaction or a different approach for them.

For example: given Excalibur is told to be a holy blade or a cleansing blade, its strike could have a dispelling ability, dispelling anything (buffs or debuffs); or almost anything, for balance (although given that it has a high PA, using to cleanse your own troops from ailments would mean damaging them hard; so it could balance itself in this situation). Or it could trigger Haste effect when wielder got in critical condition. So this ability would feel more active than 'starting haste', which gives a boost initially, then it goes unused thereon in.

Same for the other blade with the initial regen effect. It could also trigger in a critical condition, which feels much more useful in a battle. Most of times you start away from harm anyway, so the blade would show its prowess at the most dire moments. Or so I reckon.

Same for any other item (except the Transparent one) with initial effects, in which a reaction-like effect could feel more useful for longer battles, aside the crude and pure PA/MA.

I'll see if I play this new version the next weeks to comment more about it.
22
Ah, it feels like returning and replaying it after a couple of years, I guess. Nice to see that it's still flowing like a river of fluffy dreams full of fluffy pandas gamboling about fluffy ... stuff.  :mrgreen:
23
Quote from: Eternal248 on April 17, 2012, 12:46:41 am
EDIT: I should note that only Ramza can learn Dark/Night Swords, and only in his base job.


And here I was lamenting that I couldn't learn that from Gaffgarion.
24
Completed Mods / Re: Final Fantasy Tactics: Kind Of
April 12, 2012, 11:10:14 pm
Quote from: Criss on April 12, 2012, 04:41:01 pm
ETE!!!
What have you done to my favorite class.....
Look into her eyes and tell her you havn't committed an injustice?



Told you, Eternal. ^^
25
Ambiance was cool.
26
That battle against that horde of tonberries was so annoying, mainly because I had to watch all of them cast haste on themselves, not to mention karma having that almighty range. Lucky that my Rafa was so baddass.
27
Completed Mods / Re: Final Fantasy Tactics: Kind Of
April 01, 2012, 08:00:09 am
Quote from: Eternal248 on April 01, 2012, 07:56:10 am
Chaos Blade still inflicts Petrify. :D

*floating in heavens*

Quote from: Eternal248 on April 01, 2012, 07:56:10 am
If an enemy absorbs Ice, but is weak to Fire, the enemy will Absorb 2x the damage from the attack.



Naughty.
28
Completed Mods / Re: Final Fantasy Tactics: Kind Of
April 01, 2012, 07:52:53 am
Oh, regarding the Chaos blade, I was mainly referring the Stone strike it had. I completely forgot that it had regen to start with. lol Silly me. Does it still petrify target or was nerfed?

Woohoo, enemies using Masamune would be just outright alarming. :D

Ah, got it. So, if it's a three elemental attack, it'll always consider the WEAK/ABSORB relation in priority to the VULNERABLE stance. And what happens when you use that on a unit that absorbs ICE but it's weak to FIRE? Will it absorb as well? oO
29
I see. I might have considered more my play-style than the current use of a chemist (I personally didn't use them past 'auto-potion' mastering). Seeing that this way, yes, sounds fairer having more jobs with raising abilities. Still, would keep reraise, as auto-life or auto-phoenix, more directed for enemy usage. Although I STRONGLY agree that in 1.3 it was rather annoying all monsters having means to return/cure, making battles too long without really any good explanation. I recall a battle where I entered a loop of heal that I couldn't stop...(I had a fire-based sword, with a fire proof shield, against a fire eating dragon against fire eating bombs, so I could never kill them and they couldn't kill me either...)
30
The Lounge / Re: Late Introduction
March 31, 2012, 07:55:51 pm
Welcome, then, to FFH, where all your dreams come true. *I'm so happy to have said that the first time!* (although must of your dreams might need some heavy ASM hack to become true...) :twisted:
31
I wasn't really bothered by the healing action. What I saw is that they are just too busy trying to heal and they don't attack, so it was just a matter of time, until they MP was gone, you see, then they would die. Anyway, Bethla has also been dealt with. I was in a kinda hurry, then I picked dragon Reis who simply killed half enemies on her own, while the other side was being treated by my other characters.

I ended up fighting more battles and lost against Mind Flares. lol I didn't actually pay attention on the fight until I realized my only character without berserk was Mustadio and he couldn't heal anyone, so my Psion became crystal and I gave up. *sigh* The problem was that my last save was before rescuing Orlandu...
32
The Lounge / Re: Anyone from Brazil?
March 31, 2012, 01:48:43 pm
Me too. (Hello there, Strife, btw)

Series of viral comics took place throughout the internet due that action, the guy spraying the face of this, of that, on the wall, and so on. As my countryman said, it's a sad thing that the Law is not strong enough to punish this stupidity. The problem is that our Law has many gaps that covers misdeeds in N sort of ways, and there's always a way around this and that, so things are not properly taken care until many years have passed, while other things just are led into oblivion.
33
Voted on your pool that it offers strategies to be used, so keep it.

Mainly to help on your AI battles, I just thought, as innate abilities of certain monsters or bosses, so you cannot abuse using on your team, and you boost AI with a new mechanism of battle. Perhaps use it on the last equip you get, as a very, very rare thing. Another option that comes in mind is that you bring this ability into the depths of REACTION ability, if possible of course, entitled AUTO-PHOENIX, to work as reraise, but spending phoenix downs, perhaps? So you don't have a spell that can bring one from death with random HP, but just a small thing, and also spends your phoenix-down supply. But differently from Reraise, it's a reaction ability, so the character will return immediately, which means that one can be killed again in a row if there are others to take action (differently from Reraise that's always one's turn), or that the reaction might not come at all. So if the fallen target hasn't reacted with auto-phoenix, he won't return anyway.

This is more that I don't fancy the idea of having many classes being able to revive fallen enemies, because imho, it's a very delicate and powerful ability which shall not be spammed, thus given proper value in the ranks of certain specialized jobs. It gives much more meaning also to use items, so if you want backup, carry someone that can use items, or you might end up not using your chemist skills that much. I think this suggestion may help you balance the usefulness throughout the gameplay for some jobs you spoke earlier in this topic. Giving many jobs the ability to revive is either trying to help AI but also helps player, so it's hard to tell appart if Reraise was the problem after all.
34
Everything went ok on the battles that followed until Zeltennia. A note here, though:

The fight against Zalmo, it has become a rather boring fight, ihmo. Why? Because all enemies can heal each other, everything heal, and they keep healing, healing, healing. So, there's this situation when they don't attack us because they are buffing themselves...and then, if you use things like dispel or else, that's it. Besides, Delita was completely useless, because his main attack healed the foes, his lack of movement points made him stuck behind everyone (*healing, healing, healing*), and even the fight not being hard, it took too long to finish. Zalmo could have 'Holy' to be a threat or come berserked, because when I cast berserk on him, he was many times harder to deal with, which was fun. :) He was just too busy casting Haste, Regen, and then I debuffed them, and so it went.

The fight against the machinist was ok...then I could break the south entrance for Bethla and the battle to destroy the sluice I actually failed, because I picked up the wrong party and sent my performer into 5 enemies trying to charm them all. lol The problem was she charm only 2, and the wrong ones. I stopped right there when she turned into crystal, so I'll battle that part again.

P.S.: it was the first time that I thought Raise could have a higher VERTICAL reach, because the character was stuck in the middle of those steps, and Raise didn't reach that place.





35
Spriting / Re: Long overdue Flan sprite
March 30, 2012, 02:35:38 pm
Yes.

I was thinking on an easier motion, subtle yet nice. Given that in FF IX or X flans don't attack, FF XII ones are the most fit in my point of view as I can recall, but of course, flans can also have a breath like attack, magical gaze, or so the mind inspires one to make them do. ;)
36
Spriting / Re: Long overdue Flan sprite
March 30, 2012, 02:16:34 pm
For the walking frame, you can use, besides the mouth motion already suggested, those blueish spots on his basis as if they were pseudopodia, a slight sort of movement similar to that one you see when a caterpillar moves, where the blueish hues will be 'pushing' each other in order to prompt the flan forwards. Dunno if I could explain that fairly...the gif below is only to try showing more or less what I'm talking about (it's crude, I know). Adding a little inclination as the effort to pull itself from place to place and the mouth motion, that should go ok.

As for the attack, there's the FF XII's flan (0:44)attack which is called slap. It sort of can inspire you, perhaps.
37
Completed Mods / Re: Final Fantasy Tactics: Kind Of
March 30, 2012, 11:28:52 am
Overview seems ok and that sounds like a very nice job. :D

I have some suggestions and some topics I'd like to point out, as my only intention is for a contructive criticism, if I may.


Brave/Faith modifications

One might consider that's only logical that, during a campaign, your war companions ought to become bolder or have more faith while you walk your path.

So, to make things fair and perhaps balanced, of course, if the idea is even possible to do with current mechanics, every PHYSICAL job mastered (star on the head or LV 8, your call) could increase 1 Brave, whilst MAGICAL would boost 1 Faith.

Dying in combat could also give a small penalty to brave for the dead character, say, like - 5 for the duration of the combat, given that dying is not something to be proud of these days.


Chaos Blade

That's supposed to be the most fearsome sword. Giving it Initial: Regen goes against the very concept of it. Chaos, where are you? There's no need to make it kill instantly, petrify instantly or else, but make it strong and fearsome somehow, specially that now you cannot equip it with TWO SWORDS, tagged with another sword like Excalibur. So, this is a balance itself you guys already successfully imposed. You could add a spell effect to it, perhaps dispel effect plus random 'Split Punch'. But the idea is that the sword 'makes a mess', and dispel is a very interesting option, imho, rather than regen.


Thief

I don't know if I got that right but now you simply can steal 100% of success one's equipment? If so, I'd rather say that you could increase the odds, but not make them 100%. True that we could have a bad time against thiefs, and perhaps equipping things like SAFEGUARD and REEQUIP would come in handy, but again, 100 is only too good as well. :)


Time Mage

I rather don't concur with Meteor new CT (or any large CTing spell). It's just that now there's not much meaning in learning Short Charge if you don't have long CTing spells available out there, so you give less meaning in their spellcasting as well, specially if you lower their power somehow as not to be spammable. Having a good range of CT amongst your spellcasters (and foes) is pretty much more challenging when the window is broader and you may actually fit in more elements. If you have a little window for actions, things become pretty much too straighforward, or so that's how I see.


Geomancer

Hum...sorry, but now I wouldn't EVER play with a Geomancer. Given that they were already boring to death, one of their triumphs were indeed having an unavoidable spell (and the little chance to add status) up their sleeve (and the wide range helped a lot too), before you could get at closer range to take enemies down. Now, I put the problem like this: Geomancer is too dependable on terrain. There are terrains that the effect for Geomancy is not that good (in addition to many difficulties you'll be given depending on the stage), mainly because the odds of inflicting ailments are also very low. And now you made it possible to evade PLUS less range. The only decent thing would be left for Counter Flood, but even that can be evadeable...My suggestions not to kill this job would be:


  • Keep it unevadeable OR evade it but odds for status much higher;

  • Geomancy doesn't hit allies if evadeable OR hit allies if unevadeable;

  • Increases base movement by 1 OR jump + 1;

  • Base resistance to all element-based spells and techninchs up to 20%;



There's another idea that I'd like to suggest, but that might be classified as something that would change too much, but I'll say all the same:


  • Geomancy is directly related to weapon: meaning that Geomancy will occur on weapon range. Chances to hit would be the same as for the weapon at hand. Geomancer would then be able to wield bows(?) as well, along with swords, axes and poles. The odds for a status would be much higher, giving you the option either try a physical attack, or inflict a elemental attack with chances to inflict status. The geomancy damage would be bases on WP and MA, whilst physical attack on WP and PA. You would choose physical over magical whenever your MA was too low for a strong effect, or when the terrain would inflict such element power that your target would guard or absorb, and other situations you can imagine.




Mediator

:D It's an example of how a job could get even better than it already was. I think the job was well done there, in contrast with Geomancer. Although we can say that Geomancer problem is the conception as a whole.


Summoner

Perhaps Golem can cast Protect on the party, in the case you are one that doesn't play with Priests all the time. And yes, rather better having Fairy as a different effect. :) As for Zodiac, please keep the high AoE, because it's simply the strongest summoning and it does look like it hits everywhere, besides, it's missable, unique.


Samurai

Hum, Masamune is another rarity. Perhaps keeping it as a powerful buff as it were (haste and regen), specially because it can break and you can actually buff your foes as well. And if it does break, God won't place some for you at the store. Let's not consider save state for once. ;) Or you can make Uribo-family have it as a poach, so you can make sure you won't have these before entering the dungeons, perhaps.

I gather Blade Grasp will be taken out the next release?


Ninja

You removed those throwing abilities that have unique items? Sounds safer.


Calculator

I don't play with Calculators that much, but now they seem mildly interesting, less than before. And not because of the removal of spells. That might be the job less imba in some stances, but due the removal of '3' multiplier, because at late game, 99 is often found and might be the key to improve strategies at tough maps. As there are not fatal spells in list anymore, I see no reasons to remove that multiplier either.

And if you compare good/evil effects, you see that there's a small list of good effects on your behalf. I'd consider adding some other buffs to balance it a bit more or one with a bit more 'drastic' effect, such as HASTE or QUICK. Because if not, Calculator will keep being a mildly thing, if you think that you must go through a lot of jobs just to get it.


Soldier

What happens when Cherry Blossom hits a Bomb, for example? Will it consider FIRE and heal it, or will it consider then ICE and THUNDER and damage it?


Well, that's all I have to point out as for now. ^^ Sorry about the long post and keep up the good work. The changes are overall nice and well-thought. :D
38
Spriting / Re: Atma's Sprites
March 27, 2012, 09:52:32 am
What if the hat gets a bit bent backwards? In FFT, it's pointedly upwards, but in his new conception, perhaps he can do it sort of falling back, so he/she would be hooded in black (with those lantern eyes), and the hat would be on his/her back. OR, you can use the approach as with Yuna's hat, not being too pointy, only rounded-like.
39
thank God, because having a uribo named Lightning Bolt was too lame.
40
News / Re: Personal ASM Lessons Today
March 25, 2012, 01:19:39 am
Gee, lost it...