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BearPRIME [Posts: 19]
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  • [December 10, 2017, 12:57:33 AM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #320 on: December 10, 2017, 12:57:33 AM »
Glad to hear you're working on this again eternal!

Liking the idea of revamping berserker.  Just a heads up i don't now if buckshot works with melee (i now barrage doesn't, although target does funny enough).

Does detonation work on only if the target is oiled? pretty awesome if it does, and I would wonder if this works similarly for other debuffs etc.

Thanks for your hard work!
Eternal [Posts: 3047]
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  • [December 13, 2017, 01:26:45 AM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #321 on: December 13, 2017, 01:26:45 AM »
Thanks! I actually scrapped this idea a little bit ago because I felt it was too gimmicky and not solid enough. I also came up with this idea recently after playing FFXIV and being inspired by the White Mage's Rescue ability.

Introducing the War Medic. Replacing the Berserker, the War Medic gives Seeq a healing job that can still dole out the pain. Similar to the Moogle Hero but with less emphasis on magic and defense, the War Medic is all about getting up close to the enemy and pummeling them to death, all while being able to rescue allies in need and heal them when they need it most. Combat Clinic, Maim and Mend, Blast Wave, and Sinew are all based on Physical attack, meaning they can be boosted by Sinew (for a large, temporary boost next turn), or by Doc's Code (which grants a smaller, permanent Attack Up which can also stack with Sinew). Doc's Code allows the user to buff up and get close to the target, or run away if the situation calls for it. Berserkers will likely have reduced HP from their current pool, to make them a little less tanky.


SCREAM         ->            RESCUE
Draws an ally towards the user and bestows Regen.

HONE SENSES      ->            SANCTUARY
Removes all debuffs from surrounding units.

FURORE         ->            LURE
Draws an enemy towards the user and reduces its Defense.

Restores a large amount of HP to a unit close to the user.

SMITE OF RAGE      ->            MAIM AND MEND
Damages adjacent enemies and heals adjacent allies.

INNER CALM      ->            BLAST WAVE
Deals physical damage to units in a line and knocks them back.

HELM SMASH      ->            DOC'S CODE
Makes the user invincible until their next turn and bestows Attack Up.

SMASH         ->            SINEW
Damages an adjacent enemy and bestows Focus on the user, increasing their next physical attack damage as well as Combat Clinic and Maim and Mend.

"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
chocolatemoose [Posts: 55]
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  • [December 17, 2017, 06:17:14 PM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #322 on: December 17, 2017, 06:17:14 PM »
The War Medic looks like a cool job. Thematically its abilities are cohesive. I prefer it to your last iteration of the Berserker.

The one ability I'm not sure fits is Blast Wave. Doc's Code also might be a little OP (although if it's done in the same way as the Raptor's Bulwark, the unit would still be vulnerable to status effects).
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Zeke_Aileron [Posts: 106]
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  • [December 18, 2017, 06:54:52 AM]
Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
« Reply #323 on: December 18, 2017, 06:54:52 AM »
The concept for War Medic sounds interesting i can't wait to see it in action, Good work.

FURORE         ->            LURE
Draws an enemy towards the user and reduces its Defense.

I still suggest not doing this as a particular ability use from what i previously posted:

I have the draws an enemy closer function in my mod, and it tends to break a lot of the boss fights especially the ones that aren't supposed to be able to move, so you should try to test that out extensively, and it's good to see you back at it again.  :)

The concept of pulling enemies towards you sounded like an awesome idea on paper, but in the game since Bosses are considered enemies they count towards this and "Draws an enemy closer" doesn't have any kind of resistance similar to Knockback, the only reason why i'm suggesting not to do this is simply because you have to purposely do this action against a boss, and as a "Player" we get curious if a certain action can do this to said enemy, which is also the reason why Knockback doesn't work on Bosses cause they're primarily placed in a spot where they can't be knocked back.

Here's some screenshot proof that the user Stormlag has given me just to show you as an example:

I did went ahead and do this as well to see if it was actually doing that, which it did and you can also target them in the new spot as well, so i'm currently changing that and other stuff for my mod as well.

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  • Baron Samedi [Posts: 9]
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    • [December 26, 2017, 12:05:56 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #324 on: December 26, 2017, 12:05:56 AM »
    I'm absolutely delighted to see that you're continuing work on this hack. When I first stumbled onto this site a few months back, I played the 0.7 release of this and was blown away by the creativity on display, which inspired me to start work on my own hack using FFTA2 GG as a rom base due to how much I loved the new jobs you've implemented. Three months later I have a 30 page and counting design doc written for my hack (I won't be releasing it publicly so don't worry about me stealing your work!)

    Now that you're back, I'd love to give you my feedback on the hack from what I've played:


    Soldier: Still a fairly uninteresting job, but much more practical thanks to the changes to the break skills. MP Gift doesn't really fit the skillset thematically, but it is very practical so I can't complain

    Black Mage: The damage buffs to their spells are very welcome, and I love that the different elements have different quirks to make the job feel more varied. That being said, BM suffers from a lack of variety overall; realistically they only have three spells, since the upgrades are exactly the same with increased damage.   I would recommend removing one tier of spells and replacing them with utility spells; for example, in my hack, I made the tier 1 spells moderate damage in a small AoE, the tier 3 spells heavy damage to a single target, and replaced the tier 2 spells with Toad, an MP drain spell and a spell that randomly teleports IN a small AoE to break up enemy formations. This makes every mastered skill feel like an actual addition, rather than a slight numbers tweak to the stuff you already have.

    White Mage: Not much to say here, the new spells are greatly appreciated and practical. Again, I would replace one tier of Cure with something else, we really don't need 3 separate healing spells.

    Thief: Steal HP and MP are great, and make the class much better, but I don't see much use in stealing in this game. I mean, stealing accessories is useful for things like ninja tabi and orbs of minwu, but does anyone honestly care about stealing level 1 or 2 loot that you'll be drowning in by 10 hours in? Likewise, mug gil becomes 100% irrelevant a few hours in, so why not have something like steal evasion (reduce enemy evasion to 0, increase user's evasion on hit) or steal resilience (same concept as the last)? Those would actually remain useful throughout the game.

    Archer: Not the flashiest job, but effective at what it's meant for. I especially love cover fire, as it allows them to actually have a solid damage output in addition to their debuffs.

    Paladin: Not substantially different from vanilla, but remains an effective tank, and some of the slightly revised skills are better than vanilla like taunt and holy strike

    Fighter: Grapple is a brilliant skill, and makes the job feel more worthwhile. I'd recommend changing Air Blast to something different as well, to really capitalize on the two unique skills they have.

    Samurai: I don't have much to add here aside from what others have said, that the skills need to be made physical instead of magickal, and maybe have some more varied AoEs than just surrounding tiles.

    Ninja: I like the FFT Geomancer feel the skills have, combined with the raw damage output of dual wield they make an effective hybrid of damaging and debuffing units. As unique as the skill is though, why is Throw still in the skill set? I mean, does anyone ever actually use it? You either waste a valuable item for one powerful attack or use a crappy item for an underwhelming attack. In sure you could think up a better replacement.

    Necromancer: Fantastic job against undead but as others have mentioned, there's not much reason to use them for 85+% of the game. I got around this in my hack by giving their skills two separate effects; one powerful effect that only hits undead, and another weaker but still useful effect that only hits non undead. That way the necro keeps their role as anti-undead specialist while still being fairly useful in other battles.

    Blue Mage: Not much to say, still as awesome a support job as ever.

    Hunter: Reminds me a lot of the necromancer in that they're a specialist job against monsters. Thankfully they don't suffer the same lack of usefulness against human opponents, so a great ranged job overall.

    Seer: About the same as vanilla, glad to see magick frenzy only works on their spells for balance's sake.

    Warrior: Almost the same as Soldiers, although Greased Lightning and Body Slam could use more interesting replacements.

    Monk: Definitely a no frills job, but easily one of the most reliable backup skillsets in the game so no complaints here.

    Dragoon: I would recommend giving the breath abilities different AoEs to make them feel different, and giving Jump a different effect. It's just not worth taking a 40-50% chance at double damage when you could just hit them twice normally. If anything I would give it normal damage and accuracy, but gives the user attack+ and critical+ on hit. Also, I feel that Dragoons should be given a higher inherent jump stay to reflect their gimmick, maybe 6 or even 8.

    Myrmidon: Well...I hate to be negative, but this is easily the worst new job in the hack. Even if you did edit enemy formations to give them better gear, equipment breaking just wouldn't make that much of a difference in the battle aside from maybe weapon breaking. And why do there need to be four separate skills for breaking instead of consolidating them into one or two and having more varied skills in their place? Not only are breaking skills not practical, they're so, so BORING. I'd honestly scrap the whole job and replace it with a new concept that maybe keeps 1 or 2 skills related to gear breaking.

    Gladiator: Not much you can do here sadly due to their shared skills, but I would recommend changing Ultima Blade to something else. I went with 1x physical damage to all enemies in my hack, as the other few 'all enemies' attacks were magick based, so that gave Gladiator something unique.

    Oracle: Like others have said, at least a couple of the debuff skills should do damage, but a solid job all things considered. I like the idea of a debuff class that can still hit things hard and has a high evasion.

    Bishop: I like the changes to pilfer and Aero, I don't know what else could really be done with the job.

    Templar: Works very well as an anti mage hybrid unit, much more effective here than in vanilla now that MP damage actually matters.

    Cannoneer: Desperately needs an overhaul and new job concept, one of the most boring and forgettable jobs in the game. Maybe make its skills do different types of magickal damage, as all other ranged units in the game do physical damage. That would at least make it feel unique and special.

    Trickster: One of my favorite jobs in vanilla, not much changed here and not much needed to. Extremely versatile, capable of long range damage and close range debuffs, can't complain.

    Nu Mou:

    Time Mage: About the same as they always were, very useful. Demi and Comet are very welcome additions to make them more versatile, and their inherent teleport movement is a very nice touch.

    Druid: Hands down my favorite new job you've created. Geomancers in vanilla were useless since they only had access to 2 or 3 skills in any given battle, while beastmasters in vanilla were the definition of wasted potential because of their 21 redundant skills. You took the worst aspects of two of the worst jobs and made something great out of them, A+ stuff all around.

    Alchemist: Very similar to vanilla, but its always been a solid jack of all trades mage skillset so don't fix what ain't broken. Love the large AoE on Protometeor and Poison as well. Transmute should be changed to something new though, it's an entirely useless gimmick no one would ever use.

    Daemon: Another brilliant re-use of a terrible mechanic from vanilla (flintlock prime). I also love that you've taken the skill set from Altima, as it's always fun to be able to use overpowered boss skills as the player in any RPG.

    Sage: One of my favorite jobs in vanilla, no real reason to change things here. I do like the change to Gigaflare as one of the few target all enemies spells left in the hack.

    Scholar: Very underappreciated job based on what others are saying. Having a dedicated buffing unit can have a major impact on the battle, and it does its job very well. Honestly, I hate that you got rid of teleport and vigilance for faith and brave, the originals were much more creative and practical. Maybe if faith and brave had a secondary effect they would be worth it but as it is now they remain completely unused by me and feel like a waste of a turn.


    Animist: No comment as they don't seem to have been changed much if at all from vanilla.

    Moogle Hero: I love how they're almost reverse paladins that focus on magick over blade. Their skillset is fun to use and had a surprising amount of utility.

    Fusiler: Basically a worse version of vanilla fusilers without their overpowered vanilla skills, not worth using imo. I'd suggest them being replaced with a new job concept.

    Corsair: Very fun gimmick, I love the dualcasting ability, even ignoring using it for black or time magick. Being able to give a unit two random buffs or debuffs in one turn is a fun way to do a luck based job, and coin toss is much less frustrating than the tinker ever was.

    Orator: As your primary job, very bland, but makes for an excellent backup skillset to support a more interesting job. Still leagues better than tinker, so I'm happy with it, not all jobs need to be the...

    Engineer: Such an awesome concept, and a fantastic execution besides. Every skill feels useful, and you picked the right animations to make them a delight to use.

    Chocobo Knight: Still as useless as ever, but it's not like you had much to work with here. At least you were able to make them the designated stay optimization job, so they at least have SOME purpose now.


    Fencer: THE definition of a meh job. Better than vanilla sure, but...that's about it. I can't say it's a BAD job, but by god is its skillset dryer and blander than last year's fruitcake. I like the focus on nullifying reaction abilities, but there just aren't any skills that stand out and make me go 'damn, I really want this class on my team!' like most of the others. The only skill that is the least bit interesting, Retreat, doesn't even work properly. No matter how many times I use it, my fencer refuses to teleport away, so you might want to look into why that is. I looked it up in the ability editor and it seems like it should work, so I don't know what's wrong with it.

    Green Mage: Awkward and borderline useless in vanilla (sleep and tranq aside), and even worse here due to the lack of sleep. One of the jobs that needs an overhaul, if you're going to have a job focused around buffs and debuffs, it should have a better choice of both. I mean, oil? Really? And why bother with protect and shell when white mages, bishops AND scholars can give those out with one skill? I know GM give them in a large AoE, but still nothing worthwhile. Why not a skill that gives evasion+ in a small AoE or a skill that reduces resilience in an AoE? Way more practical if you ask me.

    Occultist: One of the best new jobs imo. I never would have thought that blood magick would work in FFTA2's engine. Possess is incredible, although I feel it shouldn't be free, it should cost either 10 or 20% max HP for how potent it is. The other skills are fun as well, but I feel there are already too many 'sacrifice user to revive teammate' skills in the hack, so Offering should be something else.

    Red Mage: Still very useful, but not overpowered anymore; not much else you could have done due to spell dependencies.

    Summoner: The damaging spells are fine, but the other spells are boring and could use some new effects. Maybe make one random debuff 1 in a large AoE, or certain stats down in the AoE.

    Kunoichi: Fantastic idea for a job, I love high risk, high reward classes in games. The skillset is exactly what it needs to be, and in practical terms is very similar to its vanilla counterpart just more fun to use.

    Sniper: Solid job, nothing too exciting but I love Eagle Shot. I'm not a fan of the spike trap skill for reasons I'll explain in the Ranger section, however.

    Spellblade: Great revision of the original, only suggestion I would give is to make more of the skills cost MP, as she is a SPELLblade after all.


    Berserker: nothing to say, however I definitely like the idea of the War Medic. I especially like the idea of Rescue, as I've been toying with the idea of a teamwork oriented use for the draw in effect myself.

    Ranger: Half the ranger's skills I think are great. The trap skills I hate though, although it's the same issue in vanilla. The problem with traps in this game is that the AI will almost never step on them unless you deliberately put one behind you and turn your back to the enemy. Some might call this strategy, I call it an exploit; it doesn't feel organic at all as a human opponent would never fall for this, and feels like you're cheating the system instead of using strategy. It doesn't help that only the needle trap and charm trap are worth using. I'd much prefer four skills that emphasize thr survival aspect of the ranger.

    Reaver: Easily the best seeq job, they really nail the dark knight feel. The only suggestion I'd make is to make dawn and duskblade holy and dark elemental, it seems strange that they're non elemental given their names.

    Viking: You already know how I feel about stealing skills, so I'll cut to the chase and say that the standing in water restriction needs to be removed from Tsunami as only a tiny number of maps even have water, making it useless otherwise.


    Vartan: Arguably the best of the hybrid jobs in the hack, has a great balance of magick and melee. If you'd told me that a job with both magick frenzy AND dualcast could be fun without being OP I wouldn't believe it, but I think you've pulled it off.

    Ravager: Didn't seem any different from vanilla so I didn't try it out, I do like the idea for the Ravager you posted several pages back about attacks that drain the enemy's stats.

    Gourmand: A completely ridiculous concept for a class, but I feel like it fits the game's silly time perfectly. Cooking is one of the most interesting skills in the hack, and its other skills are fun to use as well. No complaints, great job on this one.

    Special Jobs:

    Dancer and Bard: I love how you made them similar to their FFT counterparts, however I think they might be a bit overpowered. Just a bit mind, and mostly the dancer, as any job that can give all enemies a debuff is a force to be reckoned with. I hesistate to suggest that you nerf them however, since I feel that unique jobs SHOULD be slightly overpowered to make up for the fact that you can't boot their users from their clan so...I guess keep them as is.


    I've seen several people in the thread complain that the monsters are too hard in the early game due both to their high stats and the fact that monsters have access to all of their skills even in the beginning when your units have almost none. After a lot of deliberation, I believe I've come to a two pronged solution.

    First, I would make the monsters have very very low BASE stats, but have high stat GROWTHS to compensate. This will ensure they will be manageable in the early game while remaining a challenge in the late game once their stats have skyrocketed.

    Second, I would make almost all monster skills cost MP to use. This would mean they either wouldn't be able to use their more powerful skills on early game players at all or only once or twice per battle, as opposed to say, the lamia in the mystery of the well quest that will without fail spam Night every single turn making the mission nigh unwinnable. At higher levels they would have plenty of MP to use their powerful skills on your powerful units, so I feel the balance would be retained. Besides, why should monsters have access to insanely powerful skills for free, when the player has to constantly worry about MP management?

    Sorry for the giant wall of text, I just wanted to make sure I covered everything. Looking forward to the next release of GG, and I hope you don't get burnt out by the long process its been so far!

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  • Who Do You Voodoo, Bitch?
    Eternal [Posts: 3047]
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    • [December 26, 2017, 10:03:15 PM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #325 on: December 26, 2017, 10:03:15 PM »
    Hey guys, thanks for your responses! I'll (hopefully) address everything in this post, so if I miss something, feel free to slap me with a trout and call me on it, haha.



    @Baron Samedi:


    So yeah, that's what's on the horizon at some point in the near future. Any suggestions and feedback are welcomed as always, and I'm glad to see people are still interested in this little weird patch of mine, haha.


    For people wondering what I have in mind for monster/special unit skills, they're more or less the same, except for some choice changes. Adelle in particular is proving to be a struggle for me, but I think I might make her skillset very high-risk, high-reward. Possibly revolving around a rotation of Astra/Reraise and having her skills be massively potent, but killing her in the process (as a way of showing that she's not used to her Heritor powers quite yet), but I'm undecided yet.


    « Last Edit: December 27, 2017, 01:55:09 AM by Eternal »
    "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    Baron Samedi [Posts: 9]
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    • [December 27, 2017, 05:57:58 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #326 on: December 27, 2017, 05:57:58 AM »
    First off, I'd like to thank you for going to the trouble of reading through my wall of text and addressing my points individually. You make a good point in that you want the game to stay true to the series and feel like a FF game; I admit I was somewhat projecting my own goals and design philosophies onto my suggestions, which vary wildly from both the feel and series staples of the other FF games. I don't want to make this about my hack as this is your thread, so I'll spoiler my main design goals as not to distract from the focus of the thread, so feel free to skip over this if you're not interested.

    Whew. That was a mouthful, sorry for going on for so long about all that. Getting back on topic, you make a good point about necromancer needing to fit the ability descriptions, I never thought about that aspect of things.

    I also like the idea of maybe giving BM spells a slight chance of debuffs akin to what you did for the Dark trio for deathscythes.

    Upgraded traps would definitely make the Ranger's skills more worthwhile, sadly I don't know what you could really do within the constraints of the ability editor.

    Huh, guess I'll have to check out ravagers after all, seems like an interesting use of the 3 turn doom timer!

    I love the idea behind Reckoning for the fighter, how would you go about implementing it? Random debuff 1 or 2 on self, then damage the target based off how many debuffs the user has?

    I don't think the samurai change would work, as I think I saw on a thread somewhere (maybe even this one, I don't remember) that the 'ignore defense' property only applies to defense and not resistance. Haven't tested it for myself, but if it DOES work on resistance the change could make for an interesting hybrid.

    The ninja update looks fantastic and more varied, and better fits the reality of the assassins and hitmen that actual ninjas were.

    Warrior and Dragoon are looking a lot more interesting now, can't complain. Does this mean that the new debuffs on the elemental breath skills will also be on dragon's versions of them? Would make them ever more formidable does that dragons really should be.

    I like the idea of the Warden, seems much more eye catching and useful than the myrmidon, very glad to see this change.

    The gladiator's new skills really feel like something a bloodthirsty arena combatant would use, much more appropriate than the elemental blades.

    Templar's changes are welcome, while still remaining true to their anti mage theme, nice to see the fat get trimmed.

    Regarding sage and alchemist, I agree that they would work better consolidated into one job focused around being the ubermage so to speak, but my question is twofold: what skills would you be keeping from both skillsets, and what would you replace the now empty second job with? Personally I would hope that scathe, bio, and protometeor would make the cut, as well as maybe omega and gigaflare, but at that point the job might be a bit redundant with all the non elemental damaging spells. Toad would be nice to keep as well.

    Still not a fan of the green mage, but at least it should be useful in combat to complement its buffs and debuffs.

    It's a shame to see that you can't give possess an HP cost due to engine limitations, but oh well. Offering seems more distinct from the other revive skills now, good stuff.

    The evoker sounds awesome, but I'm not sure how it would be implemented in the engine. If you can pull it off, I'd be all for it!

    Al-Cid's skillset is perfectly faithful to his vanilla concept, but seems far more useful. The only concern I have is that he will be almost useless if you only have one or two female units in a battle as only gria and viera would be affected by his skills, but then again you have adelle, penelo and frimelda to help fill up a batter's roster so I don't think he quite falls into the same trap as the necromancer thankfully.

    I like how vaan is basically the ultimate self-buffing unit. Give him two or three turns to set up and he would be almost unstoppable.

    Oh, and regarding my ideas for making the monsters more balanced in the early game, I'm out of town for the next couple days, but I'd be happy to start doing the math on possible stat growths when I get back home! Honestly, it was kind of a shower idea, the math might not work out, but fingers crossed! As for their new skills, I like what you've done with them and think they'll be more interesting to fight now. The boss mobs in particular look pretty terrifying and should make for some tense battles. This post is already long enough as is and it's very late here, so I'll save more point by point thoughts on monster skills for another post after I've gotten some sleep.

    All that being said, rabidly looking forward to the next release whenever that may be and I'll be happy to playtest it and give more feedback! Keep up the good work.


    I just now had a thought about buffing ranger traps. Since you wanted to let them set traps in an AoE, what if you gave the trap skills a quicken effect on self, that way you could set multiple traps in one 'turn'. You would have to give the skills a not insignificant MP cost as with any self quicken skill, but I can't think of any other way to directly buff traps.
    « Last Edit: December 27, 2017, 03:47:33 PM by Baron Samedi »
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  • Who Do You Voodoo, Bitch?
    Eternal [Posts: 3047]
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    • [December 27, 2017, 10:10:35 PM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #327 on: December 27, 2017, 10:10:35 PM »
    To summarize:

    -Reckoning, yeah. It would debuff the user twice and then inflict damage. It'd need some testing to see the order in which the effects would go off, but I think I could make it work, even if it means having to use it continually to do so.

    -Sage would be the more varied spellcaster, since traditionally Sages have a wide array of spells, and they'd probably get Ultima. Alchemists would likely be more about statuses and item usage.

    -As far as Rangers are concerned, I'm leery about anything Quicken, since the AI is weird about it. I think traps are going to just have to be something I play around with until I find something I like.

    On a related topic, I brainstormed a Black Mage revamp while in bed this morning. Here's what I came up with:

    -Fire magick is the most "reliable", focusing on damage and AoE attacks.
    -Ice magick is the most defensive, focusing on debilitating the enemy and making them unable to strike at the caster.
    -Thunder magick is the most focused on risk and reward, focusing on potentially dealing heavy damage, but with less control.
    -Tier 1 magick is the simplest, focusing solely on damage, with each element having its own gimmick still.
    -Tier 2 and 3 magick focuses more on tactical usage, with varying effects.

    Fire: Deals minor Fire damage in a large AoE and removes Oil.
    Fira: Deals minor Fire damage in a small AoE and inflicts Oil.
    Firaga: Deals heavy Fire damage in a small AoE and disperses the targets away from each other and removes Oil.
    Blizzard: Deals Ice damage to units in a small AoE.
    Blizzara: Deals Ice damage to a single target and Roots it with perfect accuracy.
    Blizzaga: Deals heavy Ice damage to adjacent targets, knocks them back, and inflicts Immobilize with perfect accuracy.
    Thunder: Deals Thunder damage to a single target within six tiles.
    Thundara: Deals heavy Thunder damage to either allies or enemies in a large AoE.
    Thundaga: Deals minor Thunder damage from 0-4 times randomly onto a single target.


    I think I also have a concept drawn up for the Defender/Myrmidon replacement. Rather than a Warden job based on Shields, it'd be a Judicer job based on Gabranth's skillset from FFXII/Dissidia, and would be an anti-physical unit, kinda like Templars but focusing on fending off physical units. Basically, it'd be a more offensive version of a Paladin, with less magickal ability than a Moogle Knight, with the ability to deal with physical units better than a Templar, and less offense compared to Gladiators.

    Execution: Inflicts 999 damage on an adjacent HP Critical unit.
    Rupture: Deals physical damage to an adjacent unit and inflicts Poison, Disable, and Haste (simulating bleeding).
    Battle Cry: Bestows Critical Up and Defending on the user.
    Innocence: Deals damage to a unit within three linear tiles of the user with a chance to inflict Addle.
    Vortex: Deals physical damage to surrounding units with a chance to inflict Slow.
    Rage: Inflicts Berserk and Blind on an adjacent target.
    Taunt: Inflicts Berserk and Immobilize on an adjacent target.
    Guilt: Deals physical damage to units in a cone in front of the user with a chance to inflict Attack Down.
    « Last Edit: December 28, 2017, 12:11:00 AM by Eternal »
    "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    Baron Samedi [Posts: 9]
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    • [December 28, 2017, 02:46:25 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #328 on: December 28, 2017, 02:46:25 AM »
    Well I promised monster feedback, so here goes:

    When you say the AI is weird about self quicken effects, what do you mean? I ask because I was planning on making Rush from the fighter and gladiator do 0.25x damage and quicken on self for a decent MP cost. Will the AI always prioritize self quicken skills over everything else or something?

    The black mage overhaul is looking great. I especially like the idea of setting up the target with oil from fira, then comboing it with fire or firaga. It was clever to have fire and firaga remove oil on hit, as in real life if you light a something covered in oil on fire the fire burns more intensely for a few seconds before the oil is gone. Nice attention to detail.

    I also agree that Sage should be more varied; when I think sages in the FF series I always think of FF3's sage that had access to all the best black and white magick but very limited spell charges to compensate for it. If Alchemists are about statuses, what would differentiate them from say, the orator or trickster? I know it would probably be impossible to have both in the same hack, but the only way to make them really feel like alchemists would be to give them an analogue to the Gourmand's cooking skill, where you consume items to give various effects. Although if I'm right and only one can be in the hack, I would much prefer the gourmand keep cooking as it's such a fun job and concept.


    Just saw your edit with the Judicer, I like the idea of it being almost a hybrid of templar, paladin and moogle hero. I hope execution has a sufficiently awesome animation to go along with its ridiculous overkill.
    « Last Edit: December 28, 2017, 03:01:38 AM by Baron Samedi »
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    Eternal [Posts: 3047]
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    • [December 28, 2017, 03:09:23 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #329 on: December 28, 2017, 03:09:23 AM »
    Thanks for the feedback, Baron! To address your points...

    -Faeries using Meteorite to confuse you is yeah, a giant rock slams into your head, that's bound to cause some confusion, haha. Plus it plays into their role of being annoying pranksters.

    -Adamantoises having Resonate is something that'll eventually change. I get why it's there thematically, but I also don't like it. I feel like there's more interesting things that can be given to it, but I haven't really given much thought to it.

    -Alraunes actually had that many skills from the beginning! You just didn't see the Tomato abilities a lot, because they became rarer (and were far easier to kill) late-game.

    -If Vaan is a human self-buffer, Cockatrices are the monster version. Cockatrices, thematically, are all about teamwork and self-buffing to tear your party apart if allowed to have enough time to do so. Wake-Up Call allows them to play well with each other even when they're not buffing.

    -I wanted Floating Eyes to be more about speed and range, as opposed to statuses and trickery. They're basically how Bats were in FFXII, so I wanted to represent that in the changes as well.

    -Dullahans are Headless, yes. The biggest difference between Werewolves, Dullahans, and Behemoths is that Werewolves are more about setting up and buffing themselves, whereas Dullahans are all about crippling the target, and Behemoths are just like, nope, and focus on outright killing the target. It's hard making them all feel unique (though stat changes will help, and Werewolves can use some Light Armor), but they were pretty similar to begin with.

    -Gravija exists because other jobs besides Demon Wall uses it (namely the final boss), but yeah, in the Demon Wall fight it doesn't really matter.

    -As far as Neukhia is concerned, I'm not sure if it'll work! If not, it'll do Regen instead.

    -Anything inflicting Death would have a far less accurate chance than a normal debuff, so don't worry about that feeling too cheap.

    -Espers were inspired by fighting game assists, of all things. You summon them and they have a potentially tide-turning effect, but only if used correctly. I designed them so that they'd each have a niche use depending on your situation, so you may want to try them out! As for reviving units, I want to play around with that a bit. I feel like it has to somehow be possible, but I wouldn't be surprised if it wasn't. That'll be something I play with when I can edit formations.

    -As far as Quicken is concerned, the AI will spam Quicken like no tomorrow because it's such a good effect. It's why I'm super careful when distributing it.

    -Once upon a time, I was going to give Alchemist a skillset like what the Gourmand has now, but I liked the idea of a Gourmand that could cook things more overall. If I were to revamp Alchemist, I'd have them themed around the classical elements of Earth, Wind, Fire, and Air while focusing on debuffs. Sages would have a variety of magicks, with higher end spells such as Gigaflare and Ultima.

    "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
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    • [December 28, 2017, 04:52:57 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #330 on: December 28, 2017, 04:52:57 AM »
    Thanks for all the detailed feedback!

    With respect to the Seeq being annoying, one thing you could do with a Viking would be to turn it into a lightning/water-based version of the Vartan.

    That's actually something you could play out across several different classes (a different one for each element). This could fill in some of your gaps, like the Alchemist. If you add elemental resistances/immunities/absorptions to monsters/jobs it makes things even more interesting.

    This might beg the question of what to do with a job like a Black Mage if you have individual classes that can do a specific element better. Personally, Black Mages get kind of boring for me and the increased MP cost relative to increased spell power means that I never bother with them past early game.

    You could refashion the Black Mage into an elemental-specific job. You could also change it into a reverse Red Mage - whereas the Red Mage gets cure/protect/shell (I'd probably swap silence for a buff), you could give the Black Mage poison/silence/blind/sleep/etc.
    BearPRIME [Posts: 19]
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    • [December 28, 2017, 05:22:41 PM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #331 on: December 28, 2017, 05:22:41 PM »

    looking forward to the changes, and since you haven't decided about the myriddons I thought I could share some of what I have tried.  (I was definitely on the same thought train btw)

    firstly some weapon changes were made to make this work.  2h weapons were increased in damage compared to 1h weapons, and 2h broadswords got a +1 range (weaker than other 2h weapons).

    Cymbol bash:
    I gave them a shield requiring 50% damage knockback with a targeting effect and a 1/2 debuff chance delay turn.  if you have a 1 handed knight sword, then the targeting only helps if the enemy moves towards you next turn (works well with melee units).  If the delay turn debuff procs then no extra attack, but you do get a delay turn.  However if you have monkey grip and a broadsword you will still be in range for the second attack! Makes monkey grip actually useful (combined with stronger 2handers)! 

    Not sure if taunt came with immobalize or not when you made it (I lose track of some changes I make) but it really works well with this skill: once berserked-> attacks myrmiddon cuz it cant go anywhere else-> myrmiddon uses cymbol bash and pushes unit back (avoid counter) and targets unit for next turn.  Can shut down a melee unit pretty well 1 on 1 while doing decent damage.

    probs dont need the delay turn with the skill but i havent felt the need to change it yet.

    Arc of Might: Basically a target and focus 3 tiles away, also has a defence up on self.  Next turn does lots of damage but requires either immobile targets or targets in melee to approach. works well with the other skills other units have to immobilize etc. Also causes loss of movement next turn on seld so there is a drawback to using it if it fails, units is kinda stuck doing nothing or sub optimal things when stuck out of range

    Also turned the aoe skills you had into shield requiring skills that did 25% weapon based elemental damage along with damage based on units own max health, the target max health and some of this units missing health respectively (to give some offensive abilities tied to its tankyness as opposed to pure attack growth etc)  these are kinda hard to do what i want so i wont list the specifics here.

    Another note regarding equipment rending: Yes it is kinda useless but if you alter stat gains and equipment level it becomes useful.  lowering offensive stat growth by 40% or so and defensive by 30% while increasing the defence on armors (mdef on robes and def on heavy armour etc)  then a tanky banga in platemail will shrug off arrows and such, only really strong base damage abilities or weapons can hurt (or magic).  But rending the equipment can drop the def by a lot making him much squishier.  Its what i did in my game to balance some skills, its not perfect but I find it helped a lot.  Also buffed shields def and mdef to make shield bearer useful etc.

    These are just some of the things that I did and you are free to use them however you want, if you want.  Also target with a melee unit can be pretty funny, when it triggers it will always face the unit in the direction of the target but will only swing if something is adjacent in that direction. It does hit diagonally as well, but I'm not sure if that is because of the +1 range of the broadswords.  It will hit friendlies beside you in between the target and the unit even if the target is across the map which is awesome :)

    Baron Samedi [Posts: 9]
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    • [December 28, 2017, 09:41:10 PM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #332 on: December 28, 2017, 09:41:10 PM »
    I'm glad you put as much thought as you did into the monsters, they all feel like they have their own niche, even the three melee tanks like you said in your post. Go figure that the tomatoes had that many skills. And honestly, I'd like to see resonate remain in some form as the 'target requires a bladed weapon' effect has a lot of potential, I just don't like that it hits everything in the battle. Maybe a small AoE or something would work, or maybe a different effect than disable.

    The espers are definitely interesting now, I'm sure I'll give them all a shot as I unlock them. Thanks for letting me know about the AI and self quicken, that means I have a few skills to redesign.

    Regarding revival skills, I saw over on the thread for the A2 tools, someone figured out that one of the 'unknown' check boxes on page two of the ability editor controls whether the AI can use a skill. Maybe if you check that off on a revival skill the AI can use it? I'll test it for myself when I get home tomorrow, but if that works it would be pretty groundbreaking.

    @bearPRIME: I really like your idea of giving 2h broadswords +1 range; I haven't messed around with equipment much, but some weapon classes could definitely use some love like that. Also I never thought to try out the target effect on a melee job, that seems pretty fun!


    Forgot to point out that I love the idea of giving the alchemist the four classical elements, thumbs up!


    I think I've finally figured out almost all the skillsets for my own hack. However, I've never used a hex editor before, which I obviously need in order to change skill names/descriptions/animations. I want to look up some tutorials on the subject, but before I do, which hex editor would you recommend for editing FFTA2?
    « Last Edit: December 29, 2017, 06:32:33 PM by Baron Samedi »
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    Eternal [Posts: 3047]
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    • [December 30, 2017, 05:22:13 PM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #333 on: December 30, 2017, 05:22:13 PM »
    I've put together all of the tools I use for FFTA2 GG and made a mini modding suite folder for you to use. I use Goldfinger, and load the included FFTA2 Text Table to make text edits. The spreadsheets have the offset references, so you can just go directly to what you want to edit and make your changes. Hope this helps!


    I think I've figured out what to do with the Viking's four unique abilities. Given that Thunder magicks would be far more random, I wanted to give them some physical attacks that also play to their role as thieves, making them pirate-y Red Mage/Thieves in their own unique way.

    Flood: Deals a minor amount of Water damage to all enemies while standing in a water tile.
    Relinquish: Deals physical damage to an adjacent target and inflicts Magick Down, while bestowing Magick Up on the user.
    Plunder: Deals physical damage to an adjacent target's HP and MP, and restores the user's MP by half of the damage dealt.
    Despoil: Deals physical damage to an adjacent target and inflicts Resistance Down, while bestowing Resistance Up on the user.
    « Last Edit: December 30, 2017, 05:39:10 PM by Eternal »
    "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    Baron Samedi [Posts: 9]
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    • [January 03, 2018, 02:32:08 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #334 on: January 03, 2018, 02:32:08 AM »
    Thanks! This should be very helpful, especially the text to hex tool, as I'm still having trouble getting used to counting in hexidecimal.

    Regarding the Viking, the new skills are nice, a good recycling of the Ravager concept of draining stats from a few pages back. Relinquish especially is sorely needed for the Vikin's magic skills, as the Seeq have very little in terms of Magick growths. I'm still not a fan of having to stand in a water tile to use Flood, again because of how few maps really have water tiles. In fact, I'm pretty sure none of the repeatable battle maps (random battles and repeatable quests) even have water tiles at all. This means that you only have a finite amount of chances to even use the skill before you do the quests that have water tiles in them. Afterward, the skill might as well not even exist. Maybe a minor nitpick on my part, but that is a pet peeve of mine with this game.

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    Eternal [Posts: 3047]
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    • [January 03, 2018, 10:01:57 PM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #335 on: January 03, 2018, 10:01:57 PM »
    Flood is just kind of a fill-in skill for now until I'm sold on something else. If it does get put in, it'll likely be temporary.

    On an unrelated note, the changes are about halfway done! Yay progress. I also had a really weird idea that I came up with as I went to sleep last night. It struck me and I just had to pull out my phone and put it into notes. It's super random, but it'd pay homage to Celdia's Complete Patch and a favorite series of mine- Castlevania.

    The concept? Kupo Belmont! ...well, the job wouldn't be called that. The job would be a much needed Moogle warrior job (since Moogle Hero is a little more akin to a mage than a true warrior). Behold... the Slayer! I haven't inserted the job yet, since I was hoping to get feedback on it, but it would basically be a Moogle warrior job akin to Soldier, Warrior, etc., but with a focus on killing monsters and undead. Against humans, their skills would be downright boring, but the gimmick is that each ability would have an additional effect against monsters, and yet another additional effect against undead, making them perfect for slaying nearby monsters (whereas Hunters are better from afar, and Necromancers are better from afar and deal strictly with Undead and other effects). It needs to be tested, but in theory it should work. (In theory being the operative phrase, at least.) :P

    Each skill is based off of a traditional subweapon from the Castlevania series, each having a different effect with varying use based on the situation. Most of the skills consume MP equal to the rough Heart cost in the series, and they focus on melee-mid range attacks.

    -Cost: 1 MP
    -Throws knives in front of oneself, dealing physical damage in a cone in front of the user.
        Monsters:   Damage is doubled.
        Undead:     Damage is doubled and as a chance to inflict Blind.
    -Cost: 4 MP
    -Hurls an axe in an arc, dealing physical damage to a distant target.
        Monsters:   Attack will never miss.
        Undead:     Attack will never miss and has a chance to inflict Defense Down.
    Holy Water:
    -Cost: 3 MP
    -Lobs a flask of blessed water, dealing Fire physical damage in a small line in front of the user.
        Monsters:   Has a chance to inflict Poison.
        Undead:     Has a chance to inflict Poison and removes KO'd Undead.
    -Cost: 20 MP
    -Activates a magicked stopwatch, slowing time for units surrounding the user.
        Monsters:   Inflicts Stop as well as Slow.
        Undead:     Inflicts Stop, Slow, and Speed Down.
    Cost: 5 MP
    -Speaks words of prayer, dealing Holy physical damage to adjacent units.
        Monsters:   Has a chance to inflict Silence.
        Undead:     Warps enemies away and inflicts Rooted, and has a chance to inflict Silence.
    Cost: 2 MP
    -Lobs an explosive chunk of rock, dealing minor physical damage to units in a small area.
        Monsters:   Has a chance to inflict Attack Down.
        Undead:     Has a chance to inflict Evasion Down and Attack Down.
    Cost: 3 MP
    -Throws purifying salt on the ground in front of the user, dealing physical damage to a single adjacent target.
        Monsters:   Removes all buffs.
        Undead:     Inflicts Magick Down and removes all buffs.
    Cost: 100 MP
    -Unleashes divine power around the user, dealing heavy Holy physical damage to adjacent units.
        Monsters:   Has a very small chance to inflict Death.
        Undead:     Has a chance to inflict Petrify and a very small chance to inflict Death.

    EDIT: Not sure what I'd do about descriptions, but I might just make them as descriptive as possible and have people figure them out themselves or read this. Also, no Belmont is complete without a Whip, so I may end up replacing either Vibhuti or Crystal for an auto-Mastered Whip skill that deals weapon damage to two tiles in a line in front of the user. Since it would deal weapon damage, you can use Whip any time with any weapon. I also want to make a Pot Roast skill using Cuisine's animation, but I'm undecided yet.
    « Last Edit: January 03, 2018, 10:24:06 PM by Eternal »
    "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    Baron Samedi [Posts: 9]
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    • [January 04, 2018, 02:51:14 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #336 on: January 04, 2018, 02:51:14 AM »
    The Slayer is a really cool idea for a job, which one would it be replacing? I think the idea of having progressively more potent effects for monsters and undead is a good way to handle a specialist class as they'll be useful in a large amount of the battles in the game.

    I strongly support the idea of the whip skill as that's a very clever way to give a character a 'built in' weapon and fits the theme perfectly. I would trade it for Vibhuti, that seems like the least interesting skill. I also think a skill using the pot roast animation would be a nice touch, don't know which skill would be worth trading for a self-heal though.

    About the descriptions, I don't think you could fit the descriptions and the flavor text in game with that many effects in most cases sadly. You could just have the effects written in-game and leave the flavor text in the thread or readme or wherever. At least then you know what you're using while playing the hack and have the flavor text available if you're into that.

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    Eternal [Posts: 3047]
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    • [January 04, 2018, 03:08:17 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #337 on: January 04, 2018, 03:08:17 AM »
    Conveniently enough, it'd be replacing the Animist (I was going to do a Summoner-ish job with it originally, but decided I had enough magic jobs), which also solves the problem of people having issues with monsters early on. Now they have a job that can easily tackle tough monster fights early on!

    EDIT: The Black Magick changes make Seers really interesting now... they'll get Fira (which is small AoE, Add: Oil), Blizzara (single target, Add: Rooted), and Thundara (large AoE, randomly hits either allies or enemies), for an interesting mix of skills to add to their already varied spell list.

    "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    Eternal [Posts: 3047]
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    • [January 08, 2018, 01:17:41 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #338 on: January 08, 2018, 01:17:41 AM »
    Today I finished making a very basic guide for the next release, with the guide going over each job, their Move/Jump, what they can use, and a detailed description of their skills. What do you guys think? The .pdf is attached. Looking forward to a new release very soon! All I have to do is go through and finish up a few non-monster skills, make the Judicer, go over monster skills, and then playtest.

    "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    chocolatemoose [Posts: 55]
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    • [January 08, 2018, 03:42:07 AM]
    Re: Final Fantasy Tactics A2: Grim Grimoire Beta 0.7- Last Updated: 2/25/16
    « Reply #339 on: January 08, 2018, 03:42:07 AM »
    The pdf is a classy touch to go along with the release.

    Overall question - are stat growths unchanged from vanilla?

    I've been looking forward to this update for quite some time. Thanks again for your continued hard work on this! Below are some very minor questions/feedback.

    • Thief - I probably hadn't been playing close attention to the thread - so there's no more steal loot? Could steal armor be too OP?
    • Samurai - Nosada feels like a throwaway skill
    • Ninja - What's the purpose of fuuma? Why would someone want to use it?
    • Blue Mage - minor nit, you're missing the name for Dragon Force in the guide
    • Warrior - is there a big functional difference between Rend Speed and Mangle?
    • Dragoon - if Wyrmkiller is limited to HP critical dragons, then how useful is it?
    • Templar - Silence/Judgment and Rasp/Inquisition exhibit some degree of redundancy and I think could use a little more differentiation
    • Moogle Hero - minor nit, the text for Diarama/Diarahan reads Diara for both
    • Wyrmkin - does En Garde make sense on a Gria? I get it on a Viera because they don't get Counter as an R-ability, but Gria do
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