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Weapon/Item Editting

Started by VincentCraven, March 20, 2008, 07:15:01 am

LastingDawn

April 17, 2008, 07:48:35 am #180 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Well, I have incorporated all current Item and Weapon changes into the game, I haven't yet tested but I for one am very excited to see what new possibilities this will bring! The only thing I could not figure out for the life of me was how Zodiac wanted to make the Axes affects work 100% of the time and still retain attack power. Also, I made a few independent changes, that  had to be addressed (such as enemy availability and shop availability) I'll make a full record when I upload the modified VK Patch.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Asmo X

April 17, 2008, 11:06:47 am #181 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Ok made some changes. Went to work on the spears, swapped the 8 WP sticks around, changed Ivory Rod to add: Sleep. Oak Staff has 3 range. Also added Dictionaries and gave them combination effects

Edit: LastingDawn pointed out that I misunderstood the intent behind Zodiacs axes. Changed accordingly.

Also a reminder that these lists are just suggestions. I'm not trying to hijack someone else's project.

Edit 2: More changes. Books cast summons by request. Banish sent back to Ivory Rod, Mania to Perseus Bow, Toad to Nagrarock.

VincentCraven

May 04, 2008, 12:28:31 pm #182 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Okay, I've decided finally to cut out some items.  All I've done for now is the stuff in your units hands.

Asmo and I were thinking about cutting weapon power, but for now I'll not mess with it too much since everything else will have to be balanced along with it.

I'm really considering a sharp decrease in growth rates so that I can make all the weapons (of the same type) about the same power and it not matter too much. Disregard WP for now.

Some of the first weapons are pathetic.  They will be cheap, so if you are (almost) out of money, just get an Oak Staff, Broad Sword, etc.

Daggers:
QuoteDagger: WP 3, W.ev 10. Add: Poison

Mythril Knife: WP 4, W.ev 10. MA+2

Blind Knife: WP 4, W.ev 10. Add: Blind

Mage Masher: WP 4, W.ev 10. Add: Silence

Main Gauche: WP 6, W.ev 30. SP+1

Assassin Dagger: WP 8, W.ev 20. SP+1, Add: Dead

Zorlin Shape: WP 10, W.ev 10. SP+2


Ninja Knives:
QuoteHidden Knife: WP 8, W.ev 15. Add: Don't Move

Spell Edge: WP 10, W.ev 15. Add: Don't Act

Sasuke Knife: WP 11, W.ev 15. Add: Stop

Iga Knife: WP 13, W.ev 25

Koga Knife: WP 13, W.ev 25


Swords:
QuoteBroad Sword: WP: 5, W.ev: 20.

Ice Brand: WP: 8, W.ev: 15. E: Ice

Tempest Sword: WP: 8, W.ev: 15. E: Lightning

Diamond Sword: WP:9, W.ev 15.  E: Holy

Some Sword: WP: 9, W.ev: 10. E: Wind

Ancient Sword: WP: 11, W.ev: 15. E: Dark

Flametongue: WP: 12, W.ev: 20. E: Fire

Nagrarock: WP:12, W.ev:20. E: Water

Loam Sword: WP: 15, W.ev: 15. E: Earth

Mythril Sword: WP 12, W.ev 15. MA+2

Materia Blade: WP: 10. W.ev: 10.  MA+3


Knight Swords:
QuoteDefender: WP 16, W.Ev 60

Save the Queen: WP 18, W.Ev 30 Always: Protect

Ragnarok: WP 24, W.Ev 30 Always: Shell

Excalibur: WP 21 W.Ev 20  Always: Regen; Absorb & Strengthen: Holy; E: Holy

Chaos Blade: WP 30 W.Ev 20


Katana:
All about the same, they just are good for DO


Axes (PA*WP formula):
QuoteBattle Axe: WP 12. Move+1  (User Always Berserk)

Giant Axe: WP 15. Cs: Weapon Break (User Always Berserk)

Slasher: WP 18. Sp+2 (User Always Berserk)


Rods:
QuoteThick Rod: WP 3, W.ev 20. MA+1

Poison Rod: WP 0, W.ev 5. MA+1, Add 100%: Poison

Thunder Rod: WP 3, W.ev 5. MA+1, Cs Bolt 3

Flame Rod: WP 3, W.ev 5. MA+1, Cs Fire 3

Ice Rod: WP 3, W.ev 5. MA+1, Cs Ice 3

Wizard Rod: WP 4, W.ev 5. MA+2, Formula 2F: Absorb MP(PA*WP)

Faith Rod: WP 3, W.ev 5. MA+1, Always: Faith

Dragon Rod: WP 10, W.ev 10. MA+1, PA+1. Cs: Bahamut


Staves:
QuoteOak Staff: WP 3, W.ev 15; Str: Holy

White Staff: WP 0, W.ev 5. Str: Holy, Cancel on hit 100%: Undead, Blood Suck

Healing Staff: WP: 5, W.ev 5. Str: Holy, Restores HP

Rainbow Staff: WP: 0, W.ev 5. Str: Holy. Add: Shell OR Protect OR Reflect

Wizard Staff: WP: 6, W.ev: 5. Str: Holy, MA+1

Sage Staff: WP: 0, W.ev 5. Str: Holy, Add 100%: Vanish

Mace of Zeus: WP: 0, W.ev: 20. Formula 43 Dmg_(CasMaxHP-CasCurHP)
 


(Omit Flail)


Gun:
QuoteRomanda Gun: WP 6, W.ev 5. Sp+1

Mythril Gun: WP 8, W.ev 5. MA+1

Stone Gun: 12, W.ev 5.  Initial: Petrify, Add: Petrify

Blaze/Glacier/Blast Guns: (Fire, Ice, Lightning; All same power)


Crossbow (Range 5):
QuoteBow Gun: WP 6

Night Killer: WP 8; Add: Darkness (Blind)

Poison Bow: WP 9; Add: Poison

Hunting Bow: WP 12; Cs: Armor Break

Gastrafitis: WP 20 (User is always Slow)


Bows:
QuoteWood Bow: WP 5

Mythril Bow: WP 6 MA+2

Ice Bow: WP 7. E: Ice, Cs: Ice2

Lightning Bow: WP 8. E: Lit, Cs: Bolt 2

Windlash Bow: WP 9. E: Wind

Long Bow: WP 10. SP+1

Ultimus Bow: WP 12. Range +1

Perseus Bow: WP 15. Add: Mania (Berserk + Blind)


Harps:
QuoteFairy Harp: WP: 0,  Add 100%: Regen

Bloody Strings: WP: 12, Drains HP

Ramia Harp: WP: 15, Add: Charm


Dictionaries:
QuoteStorm Tome: Cast: Aero2

Fire Tome: Cast: Fire2

Madlemgen: Cast: Lich; (User is Undead)


Spears:
QuoteNarwhal: WP 8, W.ev 20; Jump+1

Mythril Spear: WP 10, W.ev: 20. MA+2

Dragon Whisker: WP 13, W.ev 10. 3 range

Holy Lance: WP 16, W.ev 20. E: Holy, Cs: Holy

Longinus: WP 17, W.ev 20. E: Dark, Cs: Dark Holy

Obelisk: WP 20, W.ev 20.


Sticks:
QuoteCypress Rod: WP 7, W.ev 30

Battle Bamboo: WP 8, W.ev 30. Formula 2F AbsMP_(PA*WP)

Musk Rod: WP 8, W.ev 30. PA+2

Octagon Rod: WP 12, W.ev 30. Cancel on hit: Protect, Shell, Haste, Regen, Float, Faith, Reraise, Reflect.

Iron Fan: WP 9, W.ev 45. Cancel on hit: Darkness, Poison, Silence, Frog,  Don't Move, Don't Act, Slow, Innocent.

Gokuu Rod: WP, 10 W.ev 30. Add:Innocent

Ivory Rod WP 11 W.ev 30. Add: Banish (Sleep + Transparent)

Whale Whisker WP 16 W.ev 35


(Omit Bags)


Cloths:
QuotePersia WP 8, W.ev 50, PA+1

Cashmere WP 10, W.ev 50, MA+1

Ryozan Silk WP 15 W.ev 50, Sp+1

Shields:
QuoteBuckler- P.ev 15, M.ev 10

Storm Shield- P.ev 15, M.ev 0. Absorb&Strengthen: Wind, Water

Ice Shield- P.ev 15, M.ev 0. Absorb&Strengthen: Ice; Half: Fire; Weak: Wind

Fire Shield- P.ev 15, M.ev 0. Absorb&Strengthen: Fire; Half: Ice; Weak: Water

Blast Shield- P.ev 20, M.ev 0. Absorb&Strengthen: Lightning; Half: Water; Weak: Fire

Platina Guard- P.ev 0, M.ev 0. Always: Protect; Weak: Ice

Celestial Shield- P.ev 15, M.ev 15. Absorb&Strengthen: Dark, Holy

Mythril Shield- P.ev 10, M.ev 30. MA+1

Crystal Guard- P.ev 0, M.ev 0. Always: Shell

Genji Shield- P.ev 30, M.ev 20. PA+1

Kaiser Plate- P.ev 20, M.ev 5. Always: Faith; Strengthen: Fire, Lightning,
Ice

Venetian Shield- P.ev 25, M.ev 25. Half: Fire, Lightning, Ice

Magic Seal- P.ev 0, M.ev 100. Always: Innocent; Cancel: elements (minus Earth)
I changed jobs and that has made all the difference.

Asmo X

May 04, 2008, 12:45:28 pm #183 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
You could do a few things here. Bundle Rods and Staves into the same category (I like the staves giving positive effects, of course, but the healing rod should stay too)? You could maybe cut down the amount of daggers and swords and Helmets and Armour and space them further apart. In fact, you could take out plenty of equipment

You could also diminish the role of weaponry in the total damage dealt and decrease the WP variability within each category. That way you can space the weapons out in shops as per normal but you could also allow the enemy to use more 'advanced' equipment earlier and therefore encourage the player to steal.

For Flails, an idea was thrown around about letting them use the gun formula. So they wouldn't get better with PA, but they'd be a super accurate finishing tool. Would probably suit priest. They could just swoop in and kill a critical opponent if they had to. Flame whip could use Blaze Gun formula.


Wow. There are some sexy changes there. Bahamut on Dragon Rod? Why did that never even cross my mind. Gah. Very nice.

One thing with rods: do you really see people walking up with an Ice Rod and whacking someone with it on the offchance the spell will activate? It seems so appropriate to have those spells but they're also pretty impractical.

Another one: How about taking out mythril sword? Everyone can just equip the Materia Blade.

VincentCraven

May 04, 2008, 03:01:29 pm #184 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Rods and Staves should stay separate primarily because they have different formulas and are used by different classes.  What is the healing rod?

I think I cut out plenty enough daggers. And actually I think I'll change Sasuke Knife from add: Stop to add: Sleep.  Seems more appropriate.
Cutting out Mythril sword could work, although Materia Blade would be a unique item.  As for armor, clothes, helms, etc. I plan to take out many.

To decrease WP variability I'll need to decrease growth rates so they scale well with magic, or...?

The rods might need more WP in general. Perhaps we should just go back to Str: element on them.

I would think guns would accomplish the same task as said flails, though it is an interesting idea.


I'll need to note which ones are rare, won't I?
I changed jobs and that has made all the difference.

Asmo X

May 05, 2008, 12:09:29 pm #185 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
hmmm. I never thought about magic. Might be best not to do anything too drastic then.

Also, I thought it wasn't possible to have a weapon cast a skill 100%? That will obviously be a problem for books.

Does the Materia Blade have to be unique? I don't think it will matter too much in the long-run. Also, if you take out mythril blade, could you throw the sleep sword back in? It'd be good to have just a couple of exceptions to the theme just to break things up a little. Same with nagra and frog. It was always kind of cool that it did that.

I think a few interesting weapons might have fallen by the wayside. The blood sword was pretty cool, for instance.

Also the giant axe only has a 25% chance of casting weapon break, right? So it still has a good chance to miss even if you're lucky enough to get it to activate. Maybe Icewolf Bite?

Gun adding petrify? Not sure. That might turn out to be exceptionally good. heh.

I don't think I'd use that Gastrafitis to be honest. I see it has nice WP at range but always: slow? That'll hurt. Speaking of bows, is the Cs: black magic getting a bit out of hand here? Maybe we could take out the lightning bow and have the other elemental bows cast Blizzard and Kamaitachi?

NeedsMoreNoise

May 05, 2008, 04:39:55 pm #186 Last Edit: December 31, 1969, 07:00:00 pm by NeedsMoreNoise
Quote from: "Asmo X"Also, I thought it wasn't possible to have a weapon cast a skill 100%? That will obviously be a problem for books.
The Blast/Glacier/Blaze guns cast spells 100%, so I doubt it'd be different for the Dictionaries.

QuoteDoes the Materia Blade have to be unique? I don't think it will matter too much in the long-run. Also, if you take out mythril blade, could you throw the sleep sword back in? It'd be good to have just a couple of exceptions to the theme just to break things up a little. Same with nagra and frog. It was always kind of cool that it did that.
I think it makes sense for it to be unique; especially if this patch still has Cloud relying on it for his Limits. The Nagrarock was cool, though...

QuoteI think a few interesting weapons might have fallen by the wayside. The blood sword was pretty cool, for instance.
I agree.

QuoteAlso the giant axe only has a 25% chance of casting weapon break, right? So it still has a good chance to miss even if you're lucky enough to get it to activate. Maybe Icewolf Bite?
Icewolf Bite would be far too good to be balanced. I'm not too fond of all axes having innate: Berserk, though.

QuoteGun adding petrify? Not sure. That might turn out to be exceptionally good. heh.
The Stone Gun has always done that, but I can see how it might be a problem. It doesn't have a very good chance for it to petrify, though.

VincentCraven

May 05, 2008, 08:07:03 pm #187 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
I was thinking about putting stuff like add: Sleep, Frog, Chicken on some Ninja Swords though I think Blood Sword may need to come back.  MA+3 on a weapon seems a bit too much on a common weapon, especially for such a common weapon type.

100% Dictionary magic probably isn't possible w/o giving them the magic gun formula, so perhaps I'll just give them a chance to cast a summon.

Are you sure cast Weapon Break works that way? If it does, it may need an additional bonus.
 
I figure a chance to add Petrify (for Stone Gun) would not be too unreasonable, considering it is rare and it makes the user start petrified.  Instead of being really powerful, I just cut its power and gave it a chance to add Petrify.

Idk what to do with Gastrafitis. I could just make it powerful w/o a downside?  I may replace some black magic casts with geomancy.  What other cool weapons have fallen to the wayside?

I actually considered removing all axes, but then I realized that this was the weapon of choice for the "Berserker".  Therefore...
I changed jobs and that has made all the difference.

karsten

May 06, 2008, 03:51:56 am #188 Last Edit: December 31, 1969, 07:00:00 pm by karsten
i agree for the most part. about gastrafitis... how about putting yourself in slow? big, awfully powerful, but slow to charge?

Asmo X

May 06, 2008, 05:29:39 am #189 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
hmm. I was under the impression that the stone gun was only initial: petrify, not add: petrify. Anyway...

I think the old Chaos Blade was pretty neat, and it's brokeness seems to be mostly solved by making it forced 2 hands. I think what you have there is good, but adding petrify with it should return. Better a sword than a gun. Don't worry about giving Regen back to it. I like the new Excali you made.

I also like Zodiacs idea about axes being damage and 100% add status. Is that still doable? Slasher always: berserk, add: slow would be cool. And maybe there is no need for any more than 1 axe if it has such bonuses. Also, you could keep a flail or 2 and put them with axes in a catch-all "blunt" or "bash" category

Another idea I kind of liked was Don't Move on a 2 panel weapon. Halts the enemy without triggering counters (for short range weaponry anyway).

Other changes to consider:

-Maybe ditch rods that have a chance to cast black magic on hit. I would consider attacking with the poison rod because you could make a reliable decision with it. If the elemental rods had 3 range I might use them but I think the best weapon list will be one that puts practicality first and that means boldy cutting out what doesn't belong.

-It turns out that Dragon Whisker would have to have book range. 3 panels of normal spear range is apparently not possible. I don't think it's all that appropriate and we probably don't need to have that weapon (but if you decide to remove it, please keep the name!).

-Cloths arent going to see much use for those bonuses are they? PA will help Witch Hunt and Wiznaibus but it would be more appropriate if they got the always: protect, always: shell bonuses (in that they could "cover" the dancer in some way). Consider Knight swords using bonuses from this list: Haste (initial probably), Regen (done), Reraise (initial), Reflect, Berserk, Innocent, Faith, Transparent, Float. Actually, adding always: Float to a cloth might be cool. That way you could dance over surfaces that are difficult to access for melee units. Magic Carpet: Mv+1, always: float? Also a very high jump on cloths would be great for the same purpose

-Also, I know that the old Octagon Rod canceled bad status and it's an interesting idea but it just doesnt work when you only have a 25% chance of activating it AND you have WP to deal with as well. Perhaps the White Staff should be boosted with more cancels instead and the Iron Fan can just be removed.

Other interesting effects:
-A one-off item that adds the "critical" status. Several uses. Allies targeted will be prioritised by the enemy, can trigger critical reaction abilities and a successful crit on the enemy will cause them to flee. I don't think this will be too broken if there's only 1 in the entire game.

-Earth Slash. Would this just trigger for the individual target or would it hit the entire line? If it hit the entire line, you'd also have to think about positioning.

-Steals. Lasting_Dawn put me up to this and I think it's a neat idea. They wouldn't happen successfully very often. I think I had one or two on ninja swords.

-Add: Quick + Charm. Would this be possible? It'd have to be an uncommon weapon though. A nasty combination.

-Healing rod also with a 25% chance to cast Chakra?

-Crossbows are an absolute pain. Would it be possible to just keep one or 2 and merge them with bows? They'd be unique members of the class simply for being one-handed. I think you should keep Gastrifitis and your new Hunting Bow.

VincentCraven

May 06, 2008, 07:01:37 pm #190 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Stone gun was just initial: Petrify, but I think it should now be both in lieu of a powerful attack.

Actually, with the Chaos Blade I was planning on making it Absorb&Strengthen dark with a dark-elemental. That sound good?

If 100% magic cast isn't doable, I ddoubt 100% status and a regular attack is doable.  I didn't remember seeing either in that list. And actually I was going to make the Mace of Zeus fall in the 'Flail' category by itself.

Perhaps a Stick could have Don't Move?  I was going to give the rods their Str: element back, b/c I wouldn't use them as they are either.  I'm not sure what theme to give to the Sticks/Spears.

Float and Reflect look like good candidates for cloths.

The 'critical' weapon sounds a bit off as well as the stealing by attacking idea, but I'll give it a whirl.  How about a knife that steals money?

Earth Slash would only hit 1 enemy, so nothing special there.  Quick+Charm may be good for the Fairy Harp.  I believe it is rare.

My thoughts on crossbow was that there aren't very many long-range weapons available to all the classes (via Equip Crossbow). A merge, of course, is always an option.
I changed jobs and that has made all the difference.

Asmo X

May 06, 2008, 11:50:13 pm #191 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
The formula for the damage and 100% add status is 2D Dmg_(PA*(WP+Y)) 100% Status

I don't believe there's one that lets you cast a skill at 100% though?

Yeah maybe critical isn't so good after all. But yeah, look into the steal thing.

The thing spears are mostly known for is the 2-panel attack. Their "thing" could just be having the most WP of out the 2 panel weapons and crap/0 weapon guard. Also, aren't they 1 hand with no two-swords and no two-hand? Being able to equip a shield with them wouldn't make them outshine swords too much, right? Sticks could just be forced 2 hand and I think they should have much better weapon guard than Spears and Cloths. Cloths have their fancy new bonuses. Reflect and Float will be good.

Yeah you're right about Crossbows being good as a ranged weapon for everyone. Perhaps if all crossbows broke equipment? It would be fairly appropriate for them I think. Short range with lots of force. We certainly don't need 5 of them. Just...don't make the Gastrafitis break weapon.

Rods strenthening elements is ok, but you might as well just make one that strengthens Fire/Ice/Lit. They're bascially the same spell.

A stick with DM would be good. That Iron Fan concept just won't work so maybe it can go there.

Chaos blade being Dark elemental would be good. By also strengthening Dark, it would basically increase its WP by a third, right?

Also, now that the Dragon Rod casts Bahamut instead of Shellbust Stab, that PA+1 is sort of pointless I guess.

VincentCraven

May 07, 2008, 06:45:11 pm #192 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
Okay. So we can do 100% chance of adding Poison on rods with a regular attack? But 100% what for the axes?  I suppose since the axe(s) give berserk, 100% status isn't unreasonable.

I'll just give the Spears and Sticks a random something or other. Since they are 2-range, their bonuses can overlap with some of the other weapon bonuses.  I think the original Spear was 2-Handable, which makes since considering it is a big weapon. But is that what we want though?

If the crossbows added slow, then 100% break equipment might be appropriate for them.  Otherwise, just a regular 25%.

And a strengthened element is plus 1/4 IIRC. Note that a weapon elemental, especially Dark, isn't exactly a good thing.

And also remember that one actually has to attack with the Dragon Rod for it to cast Bahamut.  So +PA is slightly appropriate.  A merge of Str: elements sounds fine for those other rods.  Can a rod be multi-elemental? Just a thought.

Oh, and what do you (plural) think about allowing Knights to use Spear? I figured I'd make Holy and Dark elemental available on the lances
instead of giving those elements to the swords. Since they are still 1-handed, one can pair these spears with shields.

Sticks and Dictionaries can currently be used only by Oracle.  I'm going to allow Blue Mage to use both of those as well.
I changed jobs and that has made all the difference.

VincentCraven

May 07, 2008, 11:56:41 pm #193 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
On the far left, I decided to put in at what time (if ever) the item is available. It's not complete yet, so the only information there right now is whether or not it can be bought.  Unbuyable items are marked by a '--'.  Shop prices are still all crazy as well as the level at which enemies begin using said equipment.  The weapon power should be about right, though I am seeking a way to equalize the weapons.



[B.1] weapons
      =========================================================================

DAGGERS:           [(PA + Sp) / 2] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
01 Dagger           3   5    100    1   Add: Poison (25%)
02 Mythril Knife    4   5    500    3   MA+2
03 Thief Knife      4   5    800    7   Cs: Steal Gil/Steal Exp (100%)
04 Mage Masher      4   5   1500   11   Add: Silence (25%)
05 Main Gauche      6  30   3000   21   Sp+1
-- Assassin Dagger  7   5   5000  (29)  Sp+1, Add: Dead(25%)
-- Zorlin Shape    10   5  12000  (95)  Sp+2


NINJA SWORDS:      [(PA + Sp) / 2] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
0B Hidden Knife     8  10   3000   10   Add: Sleep (25%)
0E Ninja Edge      12  15  10000   22   Add: Darkness (25%)
0F Spell Edge      12  15  16000   27   Add: Don't Act (25%)
-- Iga Knife       13  10     10  (96)  Add: Chicken (25%)
-- Koga Knife      13  10     10  (96)  Add: Frog (25%)


SWORDS:            PA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
13 Broad Sword      4  20    200    1
-- Blood Sword      8  10   2500   12   Absorbs damage as HP
18 Coral Sword      8  15   3300   15   E: Lightning
19 Ancient Sword    9  15   5000   21   E: Water
1A Sleep Sword      9  15   5000   23   E: Fire
1B Platinum Sword  12  15  11000   28   E: Wind
1C Diamond Sword   10  15   8000   26   E: Earth
1D Ice Brand       13  15  14000   34   E: Ice
-- Materia Blade   10  10     10  (96)  MA+3
* I’m not sure in which order to make the elemental-blades available. >.>


KNIGHT SWORDS:     [PA * Br/100] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   Both hands only
                   NO Two Swords
                   NO Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  COST   E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
-- Defender        16  60  40000   40
-- Save the Queen  18  30     10   45   Auto-Protect
-- Excalibur       21  20     10  (97)  Auto-Regen, Absorb&Str: Holy, E: Holy
-- Ragnarok        24  30     10   48   Auto-Shell
-- Chaos Blade     28  20     10  (98)  Absorb&Str: Dark, E: Dark


KATANA:            [PA * Br/100] * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   NO  Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  COST   E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
26 Asura Knife      7  40   1600    9
27 Koutetsu Knife   8  40   3000   12
28 Bizen Boat       9  40   5000   15
29 Murasame        10  40   7000   21      At least one of the appropriate
2A Heaven's Cloud  11  40   8000   24    katana must be in stock in order to
2B Kiyomori        12  40  10000   27   use the corresponding DRAW OUT attack.
2C Muramasa        13  40  15000   30
2D Kikuichimoji    14  40  22000   33
-- Masamune        18  40     10  (95)
-- Chirijiraden    20  40     10  (96)


AXES:              PA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   Both hands only
                   NO Two Swords
                   NO Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  COST   E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
30 Battle Axe      10   0   6000   (4)  Auto-Berserk, Move+1
31 Giant Axe       13   0  10000  (12)  Auto-Berserk, Add: Slow (100%)?
32 Slasher         16   0  15000  (31)  Auto-Berserk, Cs: Return 2 (25%)


RODS:              PA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  COST   E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
33 Thick Rod        3  20    100    1   MA+1
35 Flame Rod        4   5    400    5   Str: Fire, Ice, Lightning
37 Poison Rod       4   5    500   12   MA+1, Add: Poison (100%)?
38 Wizard Rod       4   5   8000   23   MA+2, Absorb MP(PA*WP)
-- Dragon Rod      10  10  12000  (95)  MA+1, PA+1, M: Bahamut
-- Faith Rod        5   5     10   96   MA+1, Auto-Faith, Add: Faith (25%)


STAVES:            MA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
3B Oak Staff        3  15    100    1   Str: Holy
3C White Staff      0   5    800    5   Str: Holy, Cancel: Undead, Blood Suck (100%)
3D Healing Staff    5   5   4000  ( 9)  Str: Holy, Restores HP (on hit)
3E Rainbow Staff    0   5   4000  (12)  Str: Holy, Add: Shell/Protect/Reflect (100% for one status)
3F Wizard Staff     5   5   2200   15   Str: Holy, MA +1
-- Sage Staff       0   5     10  (96)  Str: Holy, Add: Vanish (100%)


HAMMERS:           PA * WP
                   Range 1v2 (from below) / 1v3 (from above)
                   YES Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
43 Flail           10   0   5000   15
-- Mace of Zeus     0   0  15000  (10)  Dmg_(CasMaxHP-CasCurHP)


GUNS, PHYSICAL:    WP * WP
                   3 <= Range <= 8 (line of sight)
                   NO  Two Swords
                   NO  Two Hands
                   Not subject to evasion
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
47 Romanda Gun      6   5   5000   11   Sp+1
48 Mythril Gun      8   5  15000   15   MA+1
-- Stone Gun       10   5  50000  (95)  Initial-Petrify, Add: Petrify (25%)


GUNS, MAGICAL:     [CFa/100 * TFa/100 * Q * WP]
                   Q = 14 : 60% of the time
                   Q = 18 : 30% of the time
                   Q = 24 : 10% of the time
                   Works as a magic spell with MA = WP
                   3 <= Range <= 8 (line of sight)
                   NO  Two Swords
                   NO  Two Hands
                   Not subject to evasion
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
-- Blaze Gun       20   5     10  (91)  Casts Ice, Ice 2, or Ice 3          
-- Glacier Gun     20   5     10  (92)  Casts Fire, Fire 2, or Fire 3        
-- Blast Gun       20   5     10  (93)  Casts Bolt, Bolt 2, or Bolt 3


CROSSBOWS:         PA * WP
                   3 <= Range <= 5 (line of sight)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
4D Bow Gun          3   5    100    1
4F Cross Bow        6   5   2000   11   Cs: Helmet Break
51 Hunting Bow      8   5   8000   24   Cs: Armor Break
-- Gastrafitis     10   5  20000   33   ???


LONGBOWS:          [(PA + Sp) / 2] * WP
                   3 <= Range <= 5 + [height_difference/2]
                       (line of sight or parabolic arc)
                   Both hands only
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
53 Silencer         4   0    800    2   Add: Silence (100%)?
55 Ice Bow          5   0   2000   11   E: Ice, Blizzard
57 Windslash Bow    8   0   8000   27   E: Wind, Kamaitachi
58 Mythril Bow      7   0   5000   20   MA+2
59 Ultimus Bow     10   0  22000   37   Range+1
-- Perseus Bow     16   0     10  (53)  Add: Berserk (25%), Add: Blind (25%)
*I got the Silencer idea from Runescape (in which Archers are good against Mages). May need a bit of tweaking, but it seems pretty spicy.


INSTRUMENTS:       [(PA + MA) / 2] * WP
                   Range 3 (and only 3) (line of sight)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
5C Ramia Harp       0  10   5000   13   Add: Regen (100%)?
5D Bloody Strings  13  10  10000   25   Absorbs damage as HP
-- Fairy Harp       5  10     10  (36)  Add: Charm, Quick (100%)


DICTIONARIES:      [(PA + MA) / 2] * WP
                   Range 3 (and only 3) (line of sight)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
5F Battle Dict      8  15   3000   13   Cs: Titan
60 Monster Dict     8  15   6000   23   Cs: Silf
61 Papyrus Plate    8  15  10000   34   Cs: Leviathan
-- Madlemgen       11  15  30000  (95)  Auto-Undead, Cs: Lich


SPEARS:            PA * WP
                   Range 2v3 (4 directions)
                   NO  Two Swords
                   YES Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
64 Spear            8  10   2000   16   Jump+1
65 Mythril Spear    9  10   4500   10   MA+2
66 Partisan        10  10   7000   18   Add: Don’t Move (25%)
-- Oberisk         12  10  10000   25   Dark-elemental, M: Dark Holy
-- Holy Lance      12  10  36000   28   Holy-elemental, M: Holy
-- Dragon Whisker  18  10  44000  (96)  Half: Fire


STICKS:            MA * WP
                   Range 2v3 (4 directions)
                   Both hands only
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
6C Battle Bamboo    7  40   1400   13   PA+2
6D Musk Rod         8  40   2400   21   Absorb MP (PA*WP)
6E Iron Fan         9  40   4000   24   Add: Sleep (25%), Transparent (25%)
6F Gokuu Rod       10  40   7500   27   Add: Innocent (25%)
71 Octagon Rod     12  40  20000   40   Cancel: Protect, Shell, Haste,
                                         Regen, Float, Faith, Reraise,
                                         Reflect (25%; on target of ATTACK)
-- Whale Whisker   16  40  37000  (96)  Half: Water, Str: Water



CLOTHS:            [(PA + MA) / 2] * WP
                   Range 2v3 (4 directions)
                   NO  Two Swords
                   NO  Two Hands
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
77 Persia           8  50   7000  (24)  PA+1
78 Cashmere        10  50  15000  (29)  Auto-Reflect
-- Ryozan Silk     15  50  40000  (95)  Move+1, Auto-Float


THROWN ITEMS:      Can only be used for THROW (damage = Sp * WP)
                   Range (Caster's Move)/1
------------------------------------------------------------------------------
SA NAME            WP  Ev  PRICE  E.LV  EFFECTS
-- --------------  --  --  -----  ----  --------------------------------------
7A Shuriken         4   0         ( 1)
7B Magic Shuriken   7   0         (18)
7C Yagyu Darkness  10   0         (33)
7D Fire Ball        8   0         ( 1)  Fire-elemental
7E Water Ball       8   0         (18)  Water-elemental
7F Lightning Ball   8   0         (29)  Lightning-elemental


_______________________________________________________________________________
[B.2] shields
      =========================================================================

Shields offer both physical (P.SEV) and magical (M.SEV) evasion bonuses.  
See section 1.4 for details.
-------------------------------------------------------------------------------
                   /S-Ev\
SA NAME            P.  M.  COST   E.LV  EFFECTS
-- --------------  --  --  -----  ----  ---------------------------------------
81 Buckler         15  10    700    3
84 Mythril Shield  10  30   2500   12   MA+1
85 Storm Shield    15   0   3500   15   Absorb&Str: Water, Wind
86 Ice Shield      15   0   6000   22   Absorb&Str: Ice, Half: Fire, Weak: Wind
87 Flame Shield    15   0   6500   22   Absorb&Str: Fire, Half: Ice, Weak: Water
88 Blast Shield    20   0  10000   22   Absorb&Str: Lightning, Half: Water, Weak: Fire
89 Diamond Shield  15  15  12000   25   Absorb&Str: Dark, Holy
8A Platina Guard    0   0  16000   29   Auto-Protect, Weak: Ice
8B Crystal Guard    0   0  21000   36   Auto-Shell
-- Genji Shield    30  20     10  (36)  PA+1
-- Kaiser Plate    20   5     10  (39)  Auto-Faith, Str: Fire, Lightning, Ice
-- Venetian Shield 25  25     10  (40)  Half: Fire, Lightning, Ice
-- Magic Seal      0  100     10  (50)  Auto-Innocent, Cancel: Fire, Lightning, Ice, Water, Wind, Dark, Holy
I changed jobs and that has made all the difference.

karsten

May 08, 2008, 05:12:13 am #194 Last Edit: December 31, 1969, 07:00:00 pm by karsten
first of all thanks for putting everything in such a great format. now it's easy to address problems! :)

things i was thinking about:

02 Mythril Knife    4   5    500    3   MA+2
+2 MA is quite a big deal for an almost base item

axes are too weak for having auto berserk?

47 Romanda Gun      6   5   5000   11   Sp+1
+1 speed is a good idea?

crossbows still too weak?

64 Spear            8  10   2000   16   Jump+1
not too sure about giving movement bonus to a weapon...

6E Iron Fan         9  40   4000   24   Add: Sleep (25%), Transparent (25%)
weird item... also 40 evade on stick isn't to much?!

beside that i would say that everything looks good.

Asmo X

May 08, 2008, 01:14:52 pm #195 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
With Perseus Bow and Iron Fan, you should be able to make both status effects trigger simultaneously at 25%. I just thought sleep+transparent would be an interesting combo. Also, the Charm + Quick Harp should activate both simultaneously at 25% too. 100% would be broken as hell.

I agree that crossbows should probably have greater WP. Just let Gastrifitis have the most WP out of them. That should be enough.

Also, instead of that other generic flail, which is basically a sword, maybe we could use the Flame Whip but with the Blaze Gun formula (but make the WP lower than Blaze Gun since you can two-sword/hand a flail). It'd be a faith and WP-based weapon.

Yeah spd on a gun is something I'm just not sure about. Seems like it's there just to look pretty.

I like what you've done with the format and everything. And the silencing bow/dictionaries are cool. This is a good list

Xifanie

May 08, 2008, 02:30:48 pm #196 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
OK well I think this should have some use here... your Charm + quick harp is not really possible at all right now. All Quick adding forumlas are NS (No status infliction).

[Weapon] = ((PA*Brave/100)*PA) with Abilities
48 & 49 will always restore of 30 points when used as abilities. Basically the item's X and the abilities' X is not the same.
Weapons can use any formula but have a set X=0 & Y=0 which cannot be altered.

so
12 Set_Quick Hit_F(MA+X)% NS
becomes
12 Set_Quick Hit_F(MA)% NS
With 8MA, that's 8% chance to hit with neutral compatibility with evasion ignored.

NS = No status infliction possible
%chance to add status is 25% unless specified else.
F = Caster's Faith * Target's Faith /100^2
Rdm = Random
// = comment

The rest should be obvious.

00 Dmg_[Weapon]
01 Dmg_[Weapon]
02 Dmg_[Weapon] 25% Cast Spell Indexed As Status NS
03 Dmg_(WP^2) NS
04 Casts Ice, Fire, Bolt 1/2/3 depending on elemental
05 Dmg_[Weapon]
06 AbsHP_[Weapon] NS
07 Heal_[Weapon] NS
08 Dmg_F(MA*Y)
09 Dmg_(Y/100)% Hit_F(MA+X)%
0A Hit_F(MA+X)%
0B Hit_F(MA+X)%
0C Heal_F(MA*Y)
0D Heal_(Y)% Hit_F(MA+X)%
0E Dmg_(Y)% Hit_F(MA+X)% 100% Status Hide Status
0F AbsMP_(Y)% Hit_F(MA+X)% NS
10 AbsHP_(Y)% Hit_F(MA+X)% NS
11 NS
12 Set_Quick Hit_F(MA+X)% NS
13 NS
14 Set_Golem Hit_CasF/100*(MA+X)% GlmHP(TarMaxHP) NS
15 Set_CT00 Hit_F(MA+X)% NS
16 DmgMP_(TarCurMP) Hit_F(MA+X)% NS
17 Dmg_(TarCurHP-1) Hit_F(MA+X)% NS
18 NS
19 NS
1A Hit_F(MA+Y)% //-PA/MA/SP_(X) NS
1B DmgMP_(MA+Y)% Hit_F(X)% NS
1C Hit_(X)% NS
1D Hit_(X)% NS
1E Dmg_((MA+Y)*MA/2) #Hit(Rdm{1,X})
1F Dmg_((100-CasF)*(100-TarF)*(MA+Y)*MA/2) #Hit(Rdm{1,X})
20 Dmg_(MA*Y) //MayDisplay"Broken"
21 DmgMP_(MA*Y) //MayDisplay"Broken"
22 //MayDisplay"Broken"
23 Heal_(MA*Y) //MayDisplay"Broken" NS
24 Dmg_((PA+Y)/2*MA)
25 Equipped:Break Hit_(PA+WP+X)% NS ELSE WeaponStrike //1TargetOnly NS
26 Equipped:Steal Hit_(SP+X)% ELSE miss
27 StealGil_(CasLVL*SP) Hit_(SP+X)% NS
28 StealExp_(Lowest of TarCurExp & SP+Y) Hit_(SP+X)%
29 OppositeSex: Hit_(MA+X)% ELSE miss
2A Hit_(MA+X)% //AffectBraveOrFaith(Y)
2B Hit_(PA+Y)% //-PA/MA/SP_(X) NS
2C DmgMP_(X)% Hit_(PA+Y)% NS
2D Dmg_(PA*(WP+Y)) 100% Status
2E Equipped:Break Dmg_(PA*WP) NS ELSE miss
2F AbsMP_(PA*WP) NS
30 AbsHP_(PA*WP) NS
31 Dmg_((PA+Y)/2*MA)
32 Dmg_(Rdm(1..X)*(PA*3+Y)) NS
33 Hit_(PA+X)%
34 Heal_(PA*Y) HealMP_(PA*Y/2) NS
35 Heal_(Y)% Hit_(PA+X)%
36 +PA_(Y) NS
37 Dmg_(Rdm(1..Y)*PA)
38
39 +SP_(Y) NS
3A +Brave_(Y) NS
3B +Brave_(X) +PA/MA/SP_(Y) NS
3C Heal_(CasMaxHP*2/5) DmgCas_(CasMaxHP/5) NS
3D Hit_(MA+X)%
3E Dmg_(TarMaxHP-1) NS
3F Hit_(SP+X)%
40 Undead: Hit_(SP+X)% ELSE miss
41 Hit_(MA+X)%
42 Dmg_(PA*Y) DmgCas_(PA*Y/X) NS
43 Dmg_(CasMaxHP-CasCurHP) NS
44 Dmg_(TarCurMP) NS
45 Dmg_(TarMaxHP-TarCurHP) NS
46 NS
47 AbsHP_(Y)% 100% Status
48 Heal_(Z*10)
49 HealMP_(Z*10)
4A Heal_(100)% HealMP_(100)%
4B Heal_(Rdm(1..9)) 100% Status
4C Heal_(MA*Y) NS
4D AbsHP_(Y)% Hit_(MA+X)% NS
4E Dmg_(MA*Y) Hit_(MA+X)%
4F Dmg_(CasMaxHP-CasCurHP) Hit_(MA+X)% NS
50 Hit_(MA+X)%
51 Hit_(MA+X)%
52 Dmg_(CasMaxHP-CasCurHP) 100% Add Status CasterInAoE: DmgSelf_(CasCurHP) NS
53 Dmg_(X)% Hit_(MA+X)%
54 HealMP_(MA*Y) NS
55 -PA_(Y) Hit_(MA+X)% NS
56 -MA_(Y) Hit_(MA+X)% NS
57 +Lvl(1) NS 100% Add Status on Caster
58 Generic: Set_Malboro: Hit(MA+X)% //1TargetOnly ELSE nothing
59 -Lvl(1) Hit_(MA+X)% NS
5A Dragon: Hit(100)%
5B Dragon: Heal_(Y)% 100% Add Status
5C Dragon: +Brave_(X) +PA/MA/SP(Y) NS
5D Dragon: Set_Quick NS
5E Dmg_((MA+Y)/2*MA) #Hit_(X+1) 6.25% Status
5F Dmg_((MA+Y)/2*MA)
60 Dmg_((MA+Y)/2*MA) 6.25% Status
61 -Brave_(Y) Hit_F(MA+X)% NS
62 -Brave_(Y) Hit_(MA+X)% NS
63 Dmg_(SP*WP)
64 Dmg_((PA*Brave/100)*PA) NS
65 Dmg_((PA*Brave/100)*PA)
66 "
..
FF "
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Asmo X

May 08, 2008, 10:29:36 pm #197 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Thanks for the heads up. I would just leave it as Charm: 25% then.