Quote from: "FFMaster"I live in DD. You guys can't just trample over my fun =p
You live there?
So, tell us the question on everyone's mind.
Is it so cold in there that the one Lune Knight really needs to wear two Robes?
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Quote from: "FFMaster"I live in DD. You guys can't just trample over my fun =p
Quote from: "FFMaster"Not much can be done about bosses and knockback. Immortal status makes them immune to knockback. Dash got changed to 25% cancel charging because Throw Stone already had knockback, and was much better because of range.
As for the UberSquire in DD, I could easily take him on, with 0 Items. He is much weaker than Queklain, due to lack of AoE. I can just spam Raise/Fairy to tank and use whatever for attack. You need to give him Ultima at least, but even then, he still might be too weak. I can just Mind/Magic Ruin him until I can tank him easily.
EDIT: Forgot about Stop. Other alternatives include Don't Act, Sleep, etc. Forgot about Immortal status' lack of immunities to the important status. Hell I could Poison him and stall for 10 rounds.
Quote from: "Voldemort"I cast stop
fights over
Quote from: "philsov"Edit: Actually, the "fix" would be to not give monks innate martial arts and boost the potency of punch art, but I think this would cripple them too much. Dunno, I'll run some numbers.
Quote from: "philsov"It's package deal. As ninja lose innate two swords, thieves lose innate concentrate. Removing one but not the other is folly :p
Quote from: "philsov"This is of course coupled with the change to daggers to be 100% anyways + Steal %'s increased slightly to compensate for the new evasion.
Quote from: "philsov"Looking at the mage tree, there isn't much "progression" -- they are all rather interchangeable, and chosen based on which primary + stats + equip option you'd like. Once Samu and ninja enter the melee picture, they outclass all other melee most of the time, because of their innates -- true there are times 2H lancer trumps equip spear/AU samu and two sword thief trumps concentrate ninja, but all in all I'd like the fighter classes to be more akin to the casters in terms of superiority.
Quote from: "philsov"Samurai already have the highest MA -and- PA multipliers in the game, and in previous versions had innate 2H. I really don't think they need more.
Quote from: "philsov"Why else would you use a thief over a ninja?
Quote from: "philsov"QuoteBut this means only non-Br using Reactions (essentially Abandon and Weapon Guard) can be made innate at this point? Damn.
Dunno. The ASM hack somehow bypasses the problem -- if it was as simple as just giving everyone innate weapon guard in ffpatcher there wouldn't be an ASM hack for it, no?
On paper I think mantles are fine, with the feather mantle now boasting 25% evasion. I may change my tune once I play with them in game, but for now I think they are suffucient. And IF it were possible to make them global, which is waaaaaaaaaaaaay beyond my ability, they'd still need to flip-flop and be 100% back/25% front.
I agree there's some redundancy between spike shoes and battle boots, but I don't think evasion is the answer. Perhaps status immunity.
Quote from: "philsov"If given an innate reaction ability, the equippable reaction slot gets nulled out. Multiple (innate) reactions only work for mimes and monsters (and enemy-only job classes).
Besides, Katana's (and knight swords) are going to be straight PA * WP -- the current knight sword weapon formula is basically "swordskill", which is why it doesn't work with poach. Katana's will probably recieve a reduction in WP as a result of this, however.
Quote from: "RavenOfRazgriz"EDIT DOS:
I remember one of them. Battle Boots. Right now they're pretty much worthless, especially with how early Spike Shoes come in.
Maybe make them Jump +1 and some small Evasion (~5-10%)? Speaking of accessories that give Evasion, is it just me, or are the %s Mantles give pretty damn ridiculous, considering they work on all sides?
I've always thought something needed to be done with them, either making them fall under C-EV's new 'Global' clause, getting lower %s for Phys-EV, or even being completely redesigned into something like an accessory version of a Robe. I know you cut their evasion numbers somewhat, but it's still something I'd like your thoughts on.
Quote from: "philsov"ULTRAPOTION (name tba, it's all caps and poor name for sarcasm~) will heal for 200.
Quote from: "philsov"So....... I can introduce another potion class. Pot / Hi / X can be 30/50/70 and ULTRAPOTION can heal for 150.
Quote from: "Voldemort"if by "relatively slow" you mean "relative to setiemson humans with thief hats" then yes, he's slow
so what? alot of things are
Quote from: "Voldemort"(btw in 1.3 Holy Dragon Reis can be worth keeping in Holy Dragon form.. has anyone seen her breath damage and innates? :O)
Quote from: "Voldemort"and 13 speed at lvl 99 is not slow, like philsov said
Quote from: "philsov"Draw Out and Sing for starters, but understood. I'll make him immune to less as well.
Quote from: "philsov"He's not getting any secondary. Giving enemy monster-types a full working secondary via ENTD is fine. I considered Fly too, maybe I'll just go with that.
Quote from: "philsov"Worker 8's speed was never poor in the first place. He hit 13 speed at 99, which is something only a thief-leveled generic can pull off. It keeps up the same pace, as do most monsters, in that they usually have 1 speed more than your 100 SPM unit without any speed gear, because odds are they are going to have on a piece and the boost compensates for that.
Quote from: "iopyud"EDIT: You know, if Dispose... or that Homing Laser thing still have that great range in this reduced movement patch, maybe... just maybe, giving Worker 8 an extra speed point and increasing its power will be a good buff.
And @Raven about Worker 8 mirroring other Steel Giants. NO. Worker 8 should be more powerful. He's Worker Fucking 8. STEEL GIANT. STEEL FUCKING GIANT.
Dude HE.AM.VERY.STRONG.
Quote from: "philsov"a little more HP, move HP-up and no longer immune to haste/regen/protect/shell/reraise? Move HP-up is the big one, he should be able to Dispose all the live long day.
Quote from: "philsov"Yoink! - that sounds pretty cool, actually. Less random without the gender check, and more fitting, battle wise. Maybe Disarm? Caution can be shifted over to Monk anyways.
Quote from: "philsov"Counter Wave fist - Variable-range counter, which then gets extended to... book/harp/spear/stick/carpet melee + swordskills.
Quote from: "philsov"Counter Secret Fist - another good idea. While both this and Steal Weapon are hardly worth using as action abilities, having them as counters really turns the table.
Quote from: "philsov"Edit: Katana Breaking sucks, doesn't it? I can hax them up to have a 0% (maybe) or 1% (surely) break rate, except the rares which I can ramp up to like 50/100% if so desired -- don't forget the player is outright handed 5 or 6 in the deep dungeon. Sound good? What's a good rate for the rare ones?
Quote from: "philsov"ok, I've starting inputting and toying with some of these changes...
Counter Spin Fist will need to shift somehow. In order to actually activate, the Spin Fist ability needs to have at least 1 range, which means the radius will also need to be decreased. The final effect will be something akin to a plus formation, with the targetted enemy in the center, and then all 4 panels around it affected as well, with the caster obviously immune to it. We can call it Exploding Fist or something.
Any alternate suggestions?
Quote from: "philsov"Similarly, auto-potion is hardcoded towards using abilites 78, 79, and 7A (pot, hi pot, x pot), specifically on one's self. But abilities in that range of code are forced as items, so the wiggle room there is dreadfully small -- I can't just adopt a new ability (cure2 e.g.) and be done with it.
Quote from: "philsov"What midgame barettes? The single one the game hands you with alma? That never got equipped except on a female monk (lol) because monks can't equip a real piece of head armor? Via poaching, ribbons are available the same time barettes are.
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