對於一個效果和其相應的成本進行平衡，|影響 - F（X，Y）|<E，對於一些選定公差區間E.
在這兩種情況下，F（X，Y）滿足在X和Y換句話說遞加關係，如果K> 0給出，則存在正函數G（X）和h（y）的，使得K =克（倍）* H（Y）。
I'm sorry, I can't read Chinese.
1) The basic unit of FFT is the CTR or clocktick. It would make sense to express all the costs in units of CTR.
2) FFT already uses a simplified version of this proposal; all actions cost 40 CT. Hence, if we were to assume a innate MP regeneration system based on % of caster maxMP, we would have these functions:
Vanilla (assuming 5% MP Regen): F(40 / CasSP, MP Cost * 2000 / (CasSP * CasMaxMP), CT)
Proposed System: F((40 + Dly) / CasSP, 0, CT)
My table shows the original costs.
Move OR Act = 80CT
Move AND Act = 100CT
Wait = 60CT
It's necessary for it to be that way so people don't spam Wait for regeneration, and people don't spam only Move or Act.
（打個比方：一個^2+ B^2=14沒有一個解決方案中的整數，但^2+ B^2+ C^2=14這是否是一個額外的變量的電源。）
To answer a potential objection, it is true that the original FFT does not freeze CT while charging or performing. However, that does not mean the CT variable in the vanilla FFT's equation has no effect.
In FFT, midcharging was lethal to mages because of the damage bonus, the lack of evasion, and the fact that their charged spell can be redirected to allies (or themselves) if they locked onto the target or totally miss if they targeted the affected panels. Thus, a crude estimate of the effect of CT on spells is given by Spell Effect * (1 - TarSP * CT / 100).
You have the following options:
- Not using charging whatsoever (like FFX)
- Disabling 50% extra damage received when charging (Hack already exists)
- Disabling loss of evasion when charging (Hack already exists)
I don't even know what you're complaining about. This hack wouldn't be meant for vanilla.
Without MP costs, there is nothing restricting a fast physical unit from wrecking the competition with status magic like petrify or death. One way to solve this is to make status magic more MA dependent for their hit chance. However, that creates an early game balance problem wherein no one can use status magic for beyond a 25% hit chance whereas late game, every mage is hitting for 100%. I think the formula needs to be something like (MA * X + Y - TarLVL)% to ensure balance.
In all honesty, I don't think this proposal is unworkable, but it definitely works better in games where not every unit has access to every job, when mix-and-matching isn't allowed, or when generic units don't exist (and everyone has a specialization simply based on their stats). It also works better in a game where additive damage mechanics predominate (i.e. defense, magic defense, and status defense scores). That's why it worked in FFX and FFXIII. I personally think these mechanics are too foreign to FFT and require too many changes just to be functional, only to end up with a system that is harder to balance.
That problem with statuses already existed. Did your MP pool really matter? You could just chakra back up used MP or something. As for Hit% of status spells, I'd suggest something like (X + Caster_Level + Caster_MA - Target_Level - Target_MA) or something. Speed was ALREADY an advantage for spellcasters... but by freezing Charging CT it would actually help create more of a balance so mages aren't so left behind compared to those "fast physical units".
You're pointing all of those like they are huge issues, but really, is any of that even hard to deal with? FFM already made a hack where MA would count as x2 for status spells.