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Messages - johnmyster

1
For those who have played Proper, I have created a survey as another way to get feedback. Filling it out would really be appreciated!

https://www.surveymonkey.com/r/HXHQVVV
2
Quote from: Ildon on October 29, 2017, 12:25:35 am
I'm guessing that the sprites for the katanas is also incorrect.  It happens if you use the draw out abilities in an action menu that is not set as "katana inventory"

You could always change the animations from "03 73 00" to something like "07 00 00" or "01 00 00" if you wanted. 

"07 00 00" is used for Holy Sword abilities, etc.

"01 00 00" is used for the Spellblade abilities

But at the end of the day I suggest setting the animations to something that YOU are happy with.  Also, I can't recall what the "Drawout" abilities look like exactly with various character animations.  It has been a while since I last messed around with them. 




Thanks!
3
10/28/2017: Proper v1.10 released!
Patch a fresh FFT ISO.

Lots of changes here:
The Ghoul in Outside Lionel Castle is now a weakish Knight to keep sprite limit from being exceeded.

Squire buffs!
All Squires except Algus can now learn Wish.
Heal now cancels Slow, Charm, and Sleep in addition to Darkness/Silence/Poison. MP Cost 0>>1
Ramza's Cheer Up now always inflicts Regen and Haste, instead of one or the other.

Draw Out:
No longer requires the Katana in inventory.
Draw Outs no longer follow target, but the caster themself.
Bug: Drawout animations have Katanas in weird position.

Masamune:
JP: 240>>220
AI Chance to Learn: 70%>>74%
CT 3>>4
MP Cost: 0>>24

Chrijiraden

JP: 180>>290
AI Chance to Learn: 56%>>71%

Agrias has always been a strong character in Proper, if a bit slow. These buffs give her a chance of maybe surviving a hit that would have barely killed her otherwise, as well as giving her those valuable speed points sooner to make her easier to use.
HP Multiplier: 140>>142
Speed Multiplier: 105>>106

Another strong character in Proper, Cloud is now a bit more rewarding to help with the end game:
Speed Multiplier: 102>>103
PA Multiplier: 124>>125

Blade Beam:
CT: 3>>2
MP Cost: 13>>11

Finishing Touch MP Cost 14>>13

Materia Blade
now has a chance of inflicting Slow.

Rafa and Malak have received various buffs to make them more interesting, viable, and fun to play. All descriptions should be updated.
(1.03>>1.10 format)

Rafa:
MA Multiplier: 125>>127

Heaven Thunder:
Range 4>>5

Space Storage:
No longer can inflict Faith, as you don't always really want Faith on your units.
CT 4>>2
MP Cost 15>>12

Malak:
MA Multiplier: 118>>123

Heaven Bolt Back:
Damage Multiplier 10>>11

Hydragon Pit Back:
Now has a chance of inflicting Don't Move.

Sky Demon Back:
Now has a chance of inflicting Death Sentence, just like Sky Demon.
Damage Multiplier 30>>31


Malak has lost of a tad of brave and levels in the two battles you fight him to compensate for his buffs.


In response to player feedback, many battles in Chapter 4 have been made ever-so-slightly easier. They should still be a strong challenge, but hopefully will be more fun and not seem quite as punishing.

Germinas Peak:

All enemies -1 Level.
One of the Time Mages has 87 Faith, down from 97.

Balk 1:
Balk -2 Levels.

Bethla Sluice:
Knight that had Angel Ring and Crystal Mail now has Battle Boots and Platina Armor.
Wizard with Time Magic awards 25,500 gil after battle (up from 0).

Poeskas Lake:
Summoners -3 Faith.
Oracle -2 Levels.
Archer -1 Level.

Inside Limberry (Elmdor 2):
Elmdor has +2 Faith and -3 Brave to make him slightly easier to pin down.

Zalera:
Zalera is now level 62, down from 64.

Zalmo 2:
Zalmo has an Elf Mantle instead of a Feather Mantle.

UBS 4:
Now awards a Thief Hat, Flash Hat, Chirijiraden, Feather Mantle, and Carabini Mail. (used to award no items)

UBS 5th Floor (Rofel):
Level 80 Summoner is now level 75, and has 2 less Faith.

Lost Sacred Precincts (Balk 2):

Enemies have lost a few levels.

Murond Death City (Kletian):
All enemies except Kletian -2 levels.

Graveyard of Airships 1 and 2:

All enemies -1 Level.


ASMs:
Broken/stolen equipment sold in Fur Shop removed, due to foes' equipment showing up as well.
Katana break ASM removed. (no longer needed)
Title screen default from New Game to Continue ASM implemented.
Generic Skillset Fix ASM implemented to make Draw Out and Sword Spirit behave like normal skillsets.

Text Changes:
Sky Demon now properly says Death Sentence, not Dead.
Assassin Dagger, Wish, and Scream descriptions fixed.
All other changes from 1.10 should be reflected in game text.


EDIT:
Another patch, v1.10b has been released. v1.10 unintentionally left out the Skip Events ASM. 1.10b has it back in.
4
Quote from: Nyzer on October 27, 2017, 02:53:24 pm
There's a flag in the AI Behavior section of the Abilities tab: "Check CT/Target".


Already checked for most Draw Out abilities. Looks like I overlooked a few that I added CT's to later, but I'm pretty dang sure I've seen them ignore Asura/Koutetsu/Kiki CTs, who all already had Check CT/Target checked.
5
Quote from: Ivory_Knight on October 23, 2017, 08:18:35 am
I just beated Bethla Garrison and i have some nitpicks with the patch right now:

1) The Rafa and Malak skill sets are uninspiring and boring to be honest. They can be useful (Rafa Sky Demon with Earth Clothes can OHKO some units while Malak can stop sandbagging with Heaven Bolt Back and the 100% slow is nice) but they feel too much like wizards and in some cases like suboptimal versions of them.

2) In chapter 4 there are some decisions to increase the difficulty in story battles that end up repeating themselves too much and make this fights tedious. In particular the repeated appearance of Teleport 2. In some battles i think it improved the battle (for example the Meliadoul fight with the teleport 2 archers) but in others it just made the battle take longer (Simon with teleport 2 started moving between the edges of the stage to heal himself while on critic and with the rest of his party dead). It ends up as overused and in some cases doesn't add up much to the fights.

3) I think the AI doesn't consider the new CT on Draw Out skills, as it ends up casting it in occasions where my units con move out of the AoE.

4) A really minor nitpick. But why does Orlandu's job includes MA Save. Has anyone ever made Orlandu an MA character?

Again. These are just some minor issues in an overall good mod.



1. Interesting observation. Should I consider buffing them, or just giving them more interesting abilities?

2. I'll consider taking a look at Teleport 2 abilities and Chapter 4 in general. Do you mean Zalmo 2?

3. This is true, and is a tradeoff to giving CT abilities to Draw Out. I wonder if making Draw Out behave like a Basic Skill set would get rid of this behavior (and let me give them MP costs).

4. Many late-game special characters have the high-tier RSM abilities in their base class to reduce the need to grind them up. MA Save may not be too useful for Orlandu, but it is hard to reach. Move+3 on the other hand should be pretty useful. :P

----------------------------------------------------------

Quote from: skiploom188 on October 26, 2017, 11:03:21 pm

The ghoul there has the glitchy sprite. It didn't bother the whole game though, unless you press start while it is teleporting. Then all the bad stuff will happen after you win the battle. The GUI texts will be broken, and your formation screen will have some bad surprises waiting for you. Did this happen to others?



As Xifanie said, it looks like this is another battle where I exceeded the sprite limit. Looks like ghosty will have to go. He's there originally because the battle was too hard during testing, and he was just one of multiple nerfs to the enemies. I think he was a ninja at first. :P

As for the start button while teleporting, the after-battle effects likely have to do with the sprite limit. HOWEVER, you really don't want to use the start button while a character is moving as they can fly off of the screen and make the battle unplayable. :/ Another tradeoff sadly for being able to skip cutscenes.

------------------------------------

Thanks for your thoughts, loves, and for helping make Proper a more enjoyable experience for all. <3
6
Anyone still playing Proper?

Post your thoughts here.
7
Quote from: NYR on October 05, 2017, 03:07:53 pm
Thanks. I will be playing some more this weekend. Btw. That post was not supposed to say "insanely derpy" mod. It originally said something else... I am guessing someone changed that. I do not think your mod is "derpy" lol.




Derp!
8
Quote from: NYR on October 01, 2017, 01:50:59 pm
Finally got past him. At Bethela Garrison.

Here are my thoughts so far...

Good mod. I like a lot of the changes you have made. It keeps the game from being broken and also adds a challenge. I do think the difficulty increase in Chapter 4 is a bit much. You did some great things like keeping the battle on Riovanes roof from being so cheap that you don't even get a turn. With that being said, I have had that happen in a few other places such as the South Wall, the battle at Zeltennia and the Bed desert. The battle at Bethela Garrison Sluice is also a bit... cheap IMO. Giving so many of the enemies re-raise to start in addition to these Holy knights being in almost every battle at this point?


Again, I think it is a really good mod but I feel like you went from kind of a rebalance and changing mod in the first half the game to an insanely derpy mod in the second half.


Yeah, the "Save __" missions were purposely made not too difficult because your guests can be fragile and stupid.

Chapter 4 is indeed where the difficulty ramps up the most, but by this point in the game you should have a strong party with almost any abilities that you want.
Propositions are even better in Proper to get those nice abilities like Move+3, Abandon, Auto Potion, Equip Armor, Defense UP, Magic Defense UP, Attack UP, Magic Attack UP, and Two Swords. You have Excalibur after Bethla Garrison which gives you Initial:Haste.

Get your Brave to 97 and your Faith to optimal levels if you haven't already. A 97% chance of healing 130 through Auto Potion can be really, really good.

Don't be afraid to keep using the ol' Green Berets on high evasion or Abandon characters until you get Flash Hats. That speed point can often help more than the additional 60 HP, 2 PA, or 1 MA that other hats offer. Carabini Mail with +1 Speed brings your slower armor wearing character up to speed a little.

In Proper, I like to have about 3 characters with Item or White Magic secondary, with the other 2 characters having Ying-Yang Magic, Time Magic, Battle Skill, or even Talk Skill secondary for buffs and debuffs when its better than just dealing damage. You may find a better strategy for yourself, however.

Special Characters (your opinion can and will vary)

By no means are they required, but special characters can fill strong niches in your party composition. Most of them will start with fairly advanced jobs unlocked to give you a head start in training them up and sometimes surpass your generics.

Agrias is a bit slow, but an optimal pick. With White Magic secondary, she can become a core member of your party, able to tank hits, revive key characters, and deal damage and debuffs.

Once you get Cloud, he is a strong offensive addition to your party, along with Reis.

Rafa and Malak are solid casters. Beowulf, Orlandu, and Meliadoul are all decent. Mustadio is good too.


As long as your enemies aren't more than like fifteen or twenty levels above you, each battle is perfectly doable in Proper with the right strategies and some trial and error.

As always, thank you for your input and for playing and supporting Proper.

Best of luck,

- johnmyster
9
Quote from: Ivory_Knight on September 30, 2017, 11:43:10 am
Hi again.
I am already at Chapter 4 and i wanted to report a minor mistake.
The description of Assassin Dagger is wrong (or maybe right and the actual stats are wrong).
The description says it has 7 WP. But the actual stat is 9 WP.

I attached screenshots, just in case.

Thank you again for the patch, and have a nice day.


Thanks for the heads up, I'll look into it!

Quote from: NYR on September 30, 2017, 09:44:54 pm
I don't recall what party I used but I got lucky :P

I really enjoyed the first fight at Riovanes. Took a few tries but I finally got through.

Still stuck at Velius. Any tips? No matter what I do he just keeps casting Lich to heal himself for 783.   :shock:


Some tips:

Focus down the demons first.
Spread out your own party to minimize the damage from Area of Effect attacks.
Break his stats with Battle Skill.
Use Yell.
10
Quote from: NYR on September 27, 2017, 02:11:54 pm
Finally beat Grog Hill! Been busy as hell this week at work. I intend on moving further tonight.


Congrats!

What was your strategy and party composition?

Were you using the new version?

Did my tips help?
11
9/25/2017: Proper v1.03 released!
Patch a fresh ISO as always.

FFHacktics (v1.03)
DataFileHost.com (v1.03)

Changes:
Golem reworked. It now casts Protect on all allies.

Grog Hill made slightly easier:
The Squire with a shield now wears a Holy Miter and Elf Mantle.
The Squire that had two weapons equipped now has a Diamond Shield.
The Ninja now has Move +2 instead of Move +3, and a worse weapon in his left hand.

All Grog Hill enemies with "impossible" setups are now properly flagged as immortal.

Crystal Helmet description fixed.
12
Quote from: NYR on September 22, 2017, 09:24:24 pm
Yes!! I am loving this so far!

I have been stuck at Izlude for quite a while. Man, he is one tough SOB. One thing I noticed, the amount of HP for the Crystal Helmet is off.

Another update:

Finally beat Izlude but I am giving up at Grog hill. Multiple characters with blade grasp + Hamedo. Chemists with 2 mythril guns? That isn't a fun kind of challenge. It is an "not sure if I want to play this anymore time of challenge". Some of these battles are way more difficult than FFT 1.3.




I'm sorry to hear that Grog Hill is unduly frustrating for you. What kind of party are you using?

Here's some tips that you may try:

Most of your threats are purely physical, except for the Archer's Time Magic and Ninja's Elemental secondaries. Try Abandon stacked with mantles and a shield on a knight, and a lot of the damage incoming will be evaded. Knight's innate Defense Up will help with what gets through.

A Knight with Item or White Magic secondary can be a tanky support character. If you can't win a damage race, try a battle of attrition.

For other jobs, play around with Defense Up and Equip Armor to find what delicate balance works for each party member.

Haste Ramza and start stacking Yells whenever you can fit one in. Ethers and Chakra can keep your MP flowing in.

Magic attacks don't care about their Blade Grasp and Hamedo. A couple Threatens or Foxbirds can mitigate these reaction abilities as well.

The Chemist with Hamedo and two guns can be safely attacked one or two panels away where he can't Hamedo you.

For the Hamedo Ninja, just don't melee attack him one square away.

Try status effects, equipment breaks, and stat breaks (especially speed) to shut down key threats. Chemists can't cure Stop or Don't Act. Stacking Two Swords and Battle Skill gives your guy 2x the break potential. While the Archer has Maintenance, breaking a weapon or two of the Squires or Ninja and the battle may turn in your favor.

Haste your team. Protect your team.

If you're not already there, level your party to 35 for the speed point. With the enemies at level 40, the battle is perfectly doable at this level.

Remember that if the dual-wielding Chemist is in a loop of healing his friends, he's not damaging you directly each turn.

At Level 38, randoms start equipping Flash Hats. For Thief Hats (+1 PA/MA/SP), 46. For Crystal Helmets (+1 Speed in Proper), only 27. It's not required, but if you happen to snag a couple of these they can help boost your Speed and HP alike. The old Green Beret is still a valid option as well.




I hope that helped a bit.

Thanks for noticing the Crystal Helmet typo and your continued interest in Proper.

EDIT: You may also want to check out the new update. ;)

Quote from: Bonesy on September 23, 2017, 05:52:51 pm
to everyone: Log which battles you're having trouble with and why, I think Proper is more likely to get updated with fixes/rebalances etc than crappy ol fft 1.3 at this point


Yes. :)
13
Quote from: NYR on September 15, 2017, 11:50:47 am
Will give that a try. I finally bought parallels as well as a cheap copy of Windows 10 last night so maybe I'll just give it a try on the Windows side if I can't get it to work.


Any luck?
14
Quote from: Andre Pratama on September 08, 2017, 01:05:46 pm
yes that's true elric


whether the ramza job name can be replaced eg a heretic with additional ability, raise or maybe with another, thanks jhonemyster has responded to my question.


Those changes can be made in about two minutes. FFTPatcher > Skillsets > Add raise to Ramza's three jobs. (Ch. 1, Ch. 2-3, and Ch. 4 are different jobs).

Quote from: NYR on September 13, 2017, 09:31:35 pm
This patch looks amazing. I want to give it a try so bad! It has been a while since I have played FFT (either vanilla or a mod). Only problem is I am having a heck of a time getting this patch to work on my MacBook.

I remember when I was playing 1.3 that some of the ROMs wouldn't work with the patch. I must have tried 4-5 different ROMs and I still can't get it to run.

I am using the multi patcher tool, I have tried both PCSXR and Open Emu and every time I try to load it on PCSXR it says "The operation couldn't be completed. Could not check CD-ROM! "

Problem is, I am telling it to run the ISO, not the CD drive. I kept thinking it was a ROM issue but I have tried a few different versions.

Any help would be greatly appreciated because I really, really want to play Proper.


Try this:
Rename/change the file extension from .bin to .ISO you should be able to click the .ISO file.
15
Quote from: Andre Pratama on September 06, 2017, 04:01:41 pm
somewhat bored with sprite ramza maybe for some people agree with my question
if you do not mind i want to sprite ramza in replace with the others


Beyond the scope of this mod. Sure, I attempted to use Shishi sprite editor but wasn't a fan of the time needed or the learning curve.

Quote from: Ivory_Knight on September 07, 2017, 08:49:34 am
First of all. Hi.
I am new to the forums but i have known about the forum and the FFT Hacking community for some time when i was younger.

I wanted to say that i find your mod really well done and i have enjoyed playing it. Thank you so much for your work on it.

I am already at the start of chapter 3 and i wanted to give some comments about my experience so far:

1) I believe that both random encounters and storyline encounters are from the most part well done and provide a better challenge and expierence compared to vanilla.

2) I really like the fact that storyline battles have static leveled enemies instead of the usual modding approach of making it variable. This allow the player to choose the difficulty of the game in a more dynamic way as you can choose how much you want to grind (if at all).

3) As pointed out in gamefaqs, there are some sprite glitches in the story battles. This is just a minor problem but it kinds of take you out of the experience.

4) It looks like the fur shop ASM consider the broken and stolen enemy items also. So i think it would be a good idea to remove it.

Overall, the issues or glitches in the game don´t hurt much the expierience and the improvements made by the mod. Again, thank you so much for your work on it.


Thanks! Yes, static levels and the player being able to choose their difficulty is very much core to the experience of Proper.

Ah, so that's what someone meant when they said the ASM was buggy. I'll consider removing it in the next patch.

Thanks again for your support,

- johnmyster
16
Quote from: Bonesy on September 05, 2017, 10:19:55 pm
My only real complaint at this point is I wanted to grind before going to Sweegy and can't because the only random encounters I find are ridiculous.


Try using a wizard or two. Especially if you have 60+ faith females. Ice still wrecks goblins, and black magic will pick off other troublesome enemies as well. If you don't have any wizards unlocked, just bring a couple chemists to Sweegy.

A good early-game composition is:

Knight
Squire or Archer or Knight
Wizard
Wizard or Chemist
Chemist or Priest.

If you don't have any wizards or priests,

Knight
Knight
Archer
Chemist
Chemist

is good too.

If you have nothing unlocked, try three male squires and two chemists.

Either way, spamming potions should help you outlast the enemy in most random encounters early on. Put item secondary on at least 2-3 party members and remember that knights have innate defense up. Try to find/make a female high-faith Priest that has good compatibility with your party for some AoE heals and buffs. Cure is very fast and only costs 4 MP in Proper.

Best of luck,

- johnmyster
17
Proper v1.02 Released!

Changes:
Female Knight in Zaland Fort City is now male to avoid sprite limit bugs, and is now properly set to immortal due to "cheated" gun equipped.

All story battle enemies with primary skillsets that differ from what one would normally expect are now a different palette from their allies. Ex: Monk with primary skillset of Talk Skill is a different palette than the "normal" monk he's teamed up with. Hopefully this will reduce any confusion and frustration when facing such enemies.

Proposition base rewards for JP toned down slightly. Instead of +100% (double) that of vanilla, they are +80%.

Text Changes:
Move in Water, Gil Taking, Self Destruct, and Holy descriptions fixed.
Face Up renamed to Faith Up. Equip Knife renamed to Equip Katana.
Frog and Stop status descriptions fixed.

------------------------------------

Main Post updated with Poaching/Move-Find Item, Proposition, and Zodiac changes in Proper that were previously undocumented.

------------------------------------

Quote from: wuwuwu on August 31, 2017, 05:14:25 am
  FFT Proper v1.01 should delete Summoner's Golem。


Quote from: Lionheart537 on August 31, 2017, 05:35:14 am
That's actually a fair idea. Not sure if you're aware John, but  Golem breaks the ai and gives them 7 extra chromosomes. This post explains and provides a halfway solution to the problem if you're interested. http://ffhacktics.com/smf/index.php?topic=10381.msg220734#msg220734
Or leave it as is or give it only to the Ai. As always i only present friendly suggestions and opinions  :D

EDIT: Also Wuwuwu you should seriously provide reasoning and constructive comments over complaints


I'll look into fixing Golem for the next version. The AI can actually *miss* Golem as well. Such a troublesome ability. :P
18
Quote from: wuwuwu on August 30, 2017, 08:01:28 pm
  FFT Proper v1.01 has Speed Save and non-charge and Accumulate! They are Too strong!


Lionheart's reply pretty much hits the mark.
A few enemies have non-charge in very late Chapter 4, but the battles are balanced in other ways to be perfectly beatable.

Quote from: wuwuwu on August 30, 2017, 11:31:22 pm
  FFT Proper v1.01:Spin Fist can't miss and Lancer Innate Ignore Height and Concentrate are Too strong! Axes and Flails should no longer random damage!

Spin Fist still isn't really the strongest ability...
Lancers are ok, there are ways to deal with them... or just use your own if you really feel they're that powerful.
Axes and Flails, eh... yeah, perhaps they should do consistent damage but at least they offer something different than the other thousand weapon types.
19
Quote from: Andre Pratama on August 25, 2017, 03:04:14 pm
No one unfortunate, sorry i am wrong :)
Lol There's an error in status ??? If the item was stolen or destroyed mainly helmet and armor
For example elmdor somehow becomes critical even though hp is still high


Not sure how to fix that if it is indeed a bug, but thanks for letting me know.

Quote from: Hyraldelita on August 29, 2017, 10:12:10 am
I don't call a patch "best patch ever and your sucks" and than i say "that's not what i meant is just a title" XD

But i do have something positive to say about it, you sure put a lot of effort , even if you didn't have to change sprites, events etc.. i tried and i failed, so i will give you credit for that :)


I never meant to criticize other patches -- in fact, many small aspects of Proper are inspired by other patches, as I note in my main post. Tone is sometimes hard to convey over the internet. Anyways, enough about that...

Thanks for the bit of positivity as well. :)

Quote from: Lionheart537 on August 29, 2017, 08:31:29 pm
Made good progress into Ch.2, just got Agrias. So update on my thoughts. I notice it's more of a damage race, like in the vanilla. One question I have is are enemies preset with level and equipment or did you set them to scale with the party? I ask because for awhile now every enemy has been 5-7 levels higher than mine. At the execution grounds the enemy average is 21 and my party's is 16 (excluding Agrias who comes in as 22). Static enemy levels encourage grinding to make them easier, but with very low jp costs grinding seems less necessary or appealing. Wondering if I should grind to catch up or if that will only raise difficulty as the ai scale with and get better gear.


For story battles, the vast majority of AI are at a fixed level. Exceptions may include those that also scaled with the party in vanilla -- monsters and quasi-undead class variations. In addition, maybe one or two extra enemies throughout all of the story battles are set to scale with the party.

I'll also quote part of my main post,
"To promote a sense of progress and player control over the game, I let most enemies in story battles remain at a fixed level. This level, however, is usually higher and the gap between vanilla and Proper enemy levels increases as the game goes on. Chapter 1 story battle generics top out at around level 10. Chapter 2, 23. Chapter 3, 44. Chapter 4, 88 (67 before the final Orbonne battles). For an optimum experience, I recommend playing through the story battles until you get a bit stuck before grinding for a couple levels / 250 JP or whatever and then trying again. Of course, you can play however you like."


For Golgorand, I would at least level to 16-18 for the first speed point if you're having trouble. In general, "catching up" to the enemy's level isn't really needed to beat most of the game, though it can help. In Chapter 3 your opponents' levels, equipment, and ability combos really start to ramp up, but by that time you should have a strong team composition that is able to adapt to different situations.

Even if you're 5+ levels behind the AI in Chapter 3, once you've discovered some strong setups the game's difficulty curve shouldn't ramp up too fast, and may even get easier at times. The sweet spot that Proper aims for is 3-4 tries for a battle, leaning towards less attempts needed to not overly frustrate the player. Of course, experiences will vary widely depending on your strategy and tactics.

You'll get more experience against foes who are a higher level than you as well. Due to the linear growth of stats and the importance of equipment, individual level-ups start to matter less as the game goes on -- especially for humans.


May the RNG be with you,

- johnmyster
20
Quote from: Lionheart537 on August 25, 2017, 01:31:33 am
Just got past Dorter slums earlier today, didn't have too much trouble there. At first I wasn't super sure about the 0 jp idea but after seeing it in practice I heartily approve. I might steal use this for my hack. I also notice that jobs unlock very quickly. Which isn't bad really, especially since jp costs are low enough you still pick up a couple abilities first. Also your Gil rewards and costs are spot on so far. There's only a few nitpicks I have so far. There are a lot of wandering Calculators about, they aren't a big problem just kinda odd seeing them at lv3-ish. Black Gob's turn punch has enlarged aoe, it isn't that strong though but i found it odd. Knights are the best early class, hands-down. They are superbly tanky (which is the point i imagine). Monk's repeating fist usually 1-shots anything I've met so far (besides Knight). Maybe tone it down or edit bare-handed damage; they do seem to be physical glass cannons though so if it's intentional to wreck faces then pump up it's mp cost? Besides that i'd encourage increasing status' Ct so they last longer and/or aren't canceled by dying. That would make managing friend and foe status more worthwhile. Especially glad for 0 jp with Lancer lol. Liking it so far but Monks scare me

EDIT: Oh also the changes to Undead monsters. I personally like the reverse healing and constant reraise and there's hacks to limit the phoenix down abuse on them. But you do you, it still works as you have it.

EDIT: Just finished ch.1 I have to say somehow Charge seems better than vanilla, which would be good in my book. That Algus fight took me awhile to work through, nice work. Mostly those mages and the enemies' next-tier equipment. 5 seems a good limit to Jump's range. Really enjoying it man.


Glad you like! Feel free to borrow some ideas like the 0 jp you mentioned. :P

There's maybe a couple more battles with calcs than vanilla, rng seems to favor (or disfavor) you. Lenalia Plateau in particular has a multi-calc battle in vanilla. Goblin Punch having range is for balance purposes, if you still don't find it strong then the range buff was definitely needed. It's kind of like Wave Fist.

Knights are strong throughout the game, though even in vanilla they were strong in Chapter 1. Repeating Fist only does 1/9 more damage than vanilla (randomized), though it doesn't miss of course which is big.

Once characters get some more speed, statuses may get more viable as more Active Turns will pass before they wear off. Their length is unchanged from vanilla, for good or bad, though changing some up isn't out of the question. As for undead, I don't care for the randomized auto-revival and inability to have them revived manually. Certainly goes against a Final Fantasy staple not having heals hurt them, but it still feels right.

Charge is indeed much strong than vanilla. Also, remember that after Miluda's second defeat shops unlock additional gear.

Thanks for your input, and I look forward to hearing more!

- johnmyster