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Messages - doriantoki

41
FFT Arena / Re: Arena battle videos and discussion
October 28, 2011, 12:02:54 am
I still think it's a shame those Bards aren't used as offensive units, especially with their crazy damage output.  Second round, that night should've attacked, instead of using Iron Will.  Would've given way more HP, and allowed him to continue the offensive.  Oh well, that's the AI for you!  Still won that one, though.  My money was on Blood, regardless of the outcome.


This seemed like a no-contest in favor of Secret Love.  Although that mime was impressively in-sync with the team.  It was all for naught, however.


Grand Cross arpe.  Cover fire not reliable that first round, a little better the second.


Long range magic arpe first round.  That scholar outside acting like a target doesn't really do much :o.  First round pretty much same as first.
42
FFT Arena / Re: Arena battle videos and discussion
October 27, 2011, 07:16:26 pm
Those Ninjas REALLY wanted to break that weapon that first round, lol.  Weird, that dual cutter second attack proc missed!  I didn't know it could ... Two Sword has better sandbag, overall.
43
FFT Arena / Re: Arena battle videos and discussion
October 27, 2011, 01:50:09 pm
Thanks Barren for the matches, fun fun  :mrgreen:

lol I apologize for that first match!  No idea the AI would treat blade runners like they were made of glass.  Still fun to see how the team acts though.


B Team just mounted a really solid offence there, you could see that first round how they were pushing forward with no problems.


Elemental rape, not much to say ...


Item spam arpe.
44
Actually, it does.  If you noticed, the weapon of choice for max damage was a dual wielded flail.  And we're considering it overpowered.  Not one axe was used, which you mentioned, was supposed to have instead fit that role.  Making it slightly random, still allows for potential max damage, but is offset by only working a % of the time, while still not crippling the weapon, and making it less over powered overall.  But I don't know.  There has to be something that makes axes more attractive, regardless.
45
Fine, that's your opinion, on how matches should proceed.  I was offering some suggestions.  You seem to have taken it personally, I thought this was an open forum to discuss ideas.

You're basically saying, let's remove a skill because no one uses it.  It's risky, yes, though not completely redundant.  At the moment, it's treated more as a beneficial status effect, though the AI doesn't treat it as such, which I guess is the only problem it faces in an AI tournament.  Maybe that's the problem.  If, for example, Berserk came with an automatic Haste effect (think Mad Rush in FFVIII), I would see it being used more as such, and far less debate over it's validity.  It's used for aggressive offensive units, but makes them dumber.

I'm also curious how people feel about a random damage calculation added to flails.
46
QuoteI even more strongly object to the idea of subordinating every kind of damage/healing/status infliction rate to Fury or Faith.


Agreed.  The effects of Fury and Faith should be kept separate.  I kind of like the idea that both combined affect reaction skill proc rate, though.

This isn't really a problem per se, but when there is a crazy amount of back and forth due to healing, it's kind of annoying.  IMO, the more options to shut down the enemy's defense, the smoother and faster a match will run.  While berserk may not be more desirable than say don't act, I do still feel it serves a purpose.  As you mentioned, you bait the enemy, instead of running away.  Also, the AI will be pretty dumb, in certain circumstances.  It wasn't uncommon for even this tournament for an archer or a chemist to shoot at a wall.  There are other benefits as well.  It lasts longer.  With don't act, the worst that happens mostly, is the enemy runs away, and it wears off very quickly.  So with berserk, you can at least bait, with a long infliction time (well, until healed or dead more or less).  It's obviously better suited in the hands of a human player, but, as I mentioned, the more options to shut down annoying heal spam, the better, IMO.  Another under utilized skill was Zombie, in this same note.  So many teams relied on healing and items, and zombie effective kills  both of those, as well as ressurection.  It was under utilized.

I agree that Reflect is powerful, it's been under utilized in the current tournament.  If you look at the most dangerous spells, most of them are reflectable.  I had equip armor on my oracles in the vampire hunters team, and they were essentially protected against negative status ailments (magical) and all the dangerous spells that it seems 90% of the board employed (flare, and holy, and so on).  To be honest, part of me likes that.  It's nice to have an option to shut down most team's "go-to" attack spells, and promotes diversity and strategy.  As long as Reflect Mail is kept unchanged, I am fine with that.

Re: scorpion tail, I agree that the WP should be lowered.  However, keeping with the spirit of the original game, add a small random damage calculation to the equation.  I would recommend something like 10%.  So a scorpion tail at 11 WP with a wielder of 10 PA, for example, would do between 99 and 121 damage, 110 being the base.  The problem I get with the original formulas were that they sucked, and the lowest damage was more common.  Here, you keep the potential for one of the strongest weapons, and ofset that a bit with a small random damage calculation.  I mean, it's already got 50% poison proc, on top of the strongest flail WP, too.  I feel this would balance it out a bit more.

Maximizing damage, let's say at 11 WP with 14 PA and Attack Up, it would hit between 184 and 224.  I would even take it possibly to 10 WP, using this calculation, but that's just me.  Two handed, it still has the potential to two shot more or less all units, even at minimum damage.
47
FFT Arena / Re: Arena battle videos and discussion
October 25, 2011, 11:12:24 pm
First you put them to sleep, then you charm them, then you rape them.  And insult them by making them watch their friends die.  And then force them to sing sweet songs, before you rape them again.


Funsies, rapesies maybe.  Last Song can seem pretty broken at times.  Entertaining match.


The first round Phantasy Star didn't get to use any hard hitting magic to take advantage of the priest and wizard's high faith, and the wizard's faith status.  But it was obvious second round, lol.  That Ninja is obsessed with stealing accessories, but I think she would be better suited to attack, at least possibly putting Rivals on the defensive.  That Summoner is just obscene, and those summons can out so damn fast.


Counter arpe.


Those paladins only exists to live forever, don't they?  lol ... wow they can really take a beating.  Battle was basically over in 1 minute each round, with 6 minutes of trying to take down those damn paladins.


Why is wiznaibus triggering MP Restore ... ?  Nevermind, I just looked and for some reason thought it only triggered when terminal.  That dancer is sooooo lucky, all that HP Restores in a row.


lol at all the back and forth.  Funny how when the Death Sentence units are ignored, the match finally changes direction.  Derp actually put a good fight, but I figured Angel would take it ... Why the pause to check the Priest's weapon power???


48
FFT Arena / Re: Arena battle videos and discussion
October 24, 2011, 06:57:23 pm
Lots of small damage, cover fire, mime and counter flood really killed it that first round.  Those ninjas getting separated and odined that second match ... ouch.


Magic rape, ohhhh yeeeaah!  Jump surprisingly effective against magic.  Entertaining match, especially that second round.  Except ... guarded Blood Strings = death knell!


lol at all the dying and rezzing first round.  Very low health on ladies, a risky setup ... monstrous rape that second and third round though, ouch.


Dem carpets do mad damage, lol.  Both those bards should've Geo'd off the carpet, oh well, I guess the computer doesn't risk moving out of movement range with Teleport.


Anyone else find the colors totally confusing, lol?  Heroes spent a lot of time healing first match.  Pretty even back and forth.  Evade definite plus for Heroes.  Facial eventually gains the upper hand.  I'm not sure, but I think maybe Heroes spent too much time healing?  If you've got two dedicated healers, your other two units, assuming they're healthy, will go on the offensive, which is what is needed sometimes (like the Knights for example), just IMO though.


That Ninja evading left and right, savior, cause those bows HURT!  That crit screwing up that calculator too, wow, just bad luck all around for A Team.  Are flails broken?  I do think so my good sir!  The last two matches went a little more how I expected, but in this case, the RNG wasn't screwing A Team over.


Interesting matches.  That triple MA Save that second round, hilarious.  You missed a 90% poke, that might've been the clincher.


Norm won the momentum back that first round after raised Samurai gained a turn before either the enemy oracle or time mage.  That first stick hit missing the second round, cost you that one CT5 (charm was pretty brutal too, but that sent off the series of events), but overall the RNG is ALL OVER that second round, lol.


Is it just me or did these rounds of matches go by pretty quickly :D

Thanks for the matches Wiz :D
49
FFT Arena / Re: Arena battle videos and discussion
October 23, 2011, 09:56:09 am
fdc speaks truth.  I've been noticing that the first thing I do when one of my teams loses, is either up the offence or defense to the extreme.  Middling seems counter productive in this tournament thus far.
50
FFT Arena / Re: Arena battle videos and discussion
October 23, 2011, 12:54:55 am
YUSD doesn't have undead or petrify protection.  That's Vampire Hunter's speciality.  The only problem I forsee, is getting it to land, since YUSD chemists have low faith, but once it does, they can't heal anymore.  One thing I am curious about, since I've never witnessed it, will auto-potion harm an undead unit?  Or will it not even trigger at all?
51
FFT Arena / Re: Arena battle videos and discussion
October 22, 2011, 11:02:35 pm
Don't be silly, there are many ways to beat Derp.
52
FFT Arena / Re: Arena battle videos and discussion
October 22, 2011, 09:35:20 pm
Heresy couldn't do much damage after they shot their elemental wad, so to speak, but had lastability in their favor.


Sticks are just too strong.  But a beefy team, none-the-less, with ridiculous damage.


I don't know but Derp is always an amusing match.  Didn't stand a chance against the OHKO Ninja and Wizard though.


Blanket had the lastability that first match.  Second match ... wow ... rape scene (but it was a small map).  Slow Zodiar, why you so slow?  Another smaller map, team spread out like wild fire.  Entertaining matches.


More like all that damage was forgotten, am i rite????!  lol, sorry, couldn't help myself.  Auto-Potion shrugged off all that damage.


Is it just me is was the AI dumber than a nut sac acting on my part?  That first round could've ended at so many different turns, in my favor.  The second match I lost because of three things, the placement of units, too spread out (for me), the oracles moving forward and with lower HP, becoming prime targets, and that Oracle deciding to attack instead of trying to rez the other oracle.  This team's purpose is obvious, I just don't know how to "jinx" the AI into doing what it's supposed to be doing.  Even that first round, Zombie was supposed to put an end to all that constant healing rezzing.  So frustrating.


Long range damaging Ninjitsu and Elemental, yes please.  That bag smacking knight, not sure what to think of it ... and she has counter flood, which does squat damage, too.  That thief that first round got screwed with that crit, lol.  Charm was a huge deciding factor here, otherwise theoretically, I would've given it to fdc.
53
FFT Arena / Re: Arena battle videos and discussion
October 22, 2011, 02:06:23 am
The AI is just way too anal on who they target, basing it strictly on HP values.  That Squire was dangerous, but was ignored the 2nd and 3rd matches, mostly, where I was prominently massacred, and it's no surprise.
54
FFT Arena / Re: Arena battle videos and discussion
October 21, 2011, 06:50:34 pm
Games is a strong all-around team.  It was an entertaining match.  I don't know, not really much else to say here.


The ONLY reason I won the first round was that 95% hit missing, that's the ONLY reason, cause otherwise my team fucking sucks!  Wow, this team needs an overhaul.  They do too much spread damage, which is easily healed, while Angelus' team does hard hitting concentrated damage, which is more difficult to recover from, since it puts me into heavy sand bag.  I don't know what to do with this team though.  If that Squire would've been taken out stat, they may have survived a chance, but even then ...
55
FFT Arena / Re: Arena battle videos and discussion
October 20, 2011, 02:37:12 am
Quote from: Celdia on October 19, 2011, 11:32:42 pm

Why you gotta keep making teams that make mine look so amateur?! :P

Seriously though, weather and terrain ruined you there. In a less hectic set of maps you would have had that in 2 rounds. Doubly so because I noticed an error on my team that worked in my favor if I'm reading those Ninjitsu skills right. Regardless, GG doriantoki. Always fun fighting your teams. ^_^


Barren check the Brave and Faith on my bards in Diamonds and Guns. I think one of them has the values flipped. Should be 70/40, not 40/70. That would have made some difference in the last match I think.


Ha ha, that isn't my intention.  But Raz is right, too, though, weather and procs will be a large part of your team, it's just how it is.  And sometimes that is enough to turn the tide.  Although I did notice the weirdness in brave/faith as well, which would've affected the damage caused by Ninjitsu (it's faith based, damage, right?  Like Un-Truth?).
56
FFT Arena / Re: Arena battle videos and discussion
October 19, 2011, 06:50:06 pm
The weather fucked me over, that was the clincher.  As soon as I saw the map, I knew it was game over.  Luck of the draw, as they say.
57
Once you throw Reflect in the mix, as in reflecting it off your own characters, charge times also become largely irrelevant.  But I guess the reflect magic strategy is pretty rare, as is most people's understand of how it works.   But if used properly, get two powerful reflect-able spells, and throw them at the enemy off your ally, while you wait for the enemy to come to you.

On that same note, what will happen with Quick reflects?  Would the target be interrupted after the first spell, or would dual-cast continue?
58
FFT Arena / Re: Arena battle videos and discussion
October 17, 2011, 09:39:46 pm
Plud Dick, did anyone notice that typo?  lol  :p  Lucky Girl forced into sandbagging mode really early, but didn't matter.  Lancer singing instead of attacking ... hm.  Weird Jump, lol, strange.  This was just a lot of back and forth petrify, and then healing.  Maybe meaning teams were evenly matched?  Flare procs pretty ridiculous though.


I agree with Barren's comments, good speed sync.  The turn order played perfectly into Law's benefit (move first, enemy moves into range, mediators move in for the kill).


Interesting match.  Am amused.  The music towards the mid-end of the second match was oddly appropriate.  53% Petrifies landed more times than I would've liked  :|


Low % hits = hitting.  Hm.  Also, that Dancer decided to attack instead of resurrecting the Oracle on a couple of occasions, interesting.  Second match rape scene though :o


A lot of back and forth with these teams.  Deep laying out the damage, and Status quickly recovering.  Which could mean they're matched in terms of offense versus defense.  Although that jumping Monk killed a lot of the offensive momentum.  We've seen this before in Vengeance vs. Lucky Girl, as well.  It seems some of the maps with overhanging bridges confuse the AI when it comes to jump.


Against Wiznaibus, no Auto-Potion or a lack of a reliable, dedicated healing seems to be the downfall.
59
FFT Arena / Re: Arena battle videos and discussion
October 15, 2011, 07:13:11 pm
LMAO  Both one shot teams, whether the RNG likes you or not will play in your favor.  Although that bottle neck in the first map, too, was in Two Swords' favor, heavily.


I  still don't think Break Arts has all that much going for them :o  Don't hate me for that.  It's essentially two offensive units with little support from the others.  Against a defensive team, they don't really have much of a chance.  Projectile Guard was definitely the saving grace that first round.


Mime is a surprisingly well-balanced team.  Entertaining fight.  Oracle Petrify is broken, definitely.


Archer Chakra not very effective.  I see Innocent Monk will have quite a large showing this year ... little depressing how broken that is.  
QuoteWow, RNG love. =x


LMAO  Five 78-80% revives miss in a row.  Hilarious.
60
FFT Arena / Re: Arena battle videos and discussion
October 14, 2011, 11:31:08 pm
Okay, 40/40 br/fa, Unyielding, and Main Gauche, Auto Potion, crazy defensive combination!  That Auto Potion was really going off a lot at 40 brave though, and 55% don't act hit a crazy amount of times that first round