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Messages - Gaignun

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FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 07, 2015, 02:07:33 PM »
A few comments:

Aegis Shield: Only Shield I think is actually somewhat OP. ... (I do realize that since they'll be using magic sometimes and therefore charging, the evade won't come into play so it's helpful to be slightly above [Genji Shield]...)

I think you hit the nail on the head here.  It's a mage's shield so there's the risk of being midcharged.  Furthermore, most mages cannot equip shields, so they'll need to sacrifice their support ability to equip it.  When nerfing Aegis shield, it is good to bear in mind that it'll affect squire-mages and geomancer-mages the most.

Crystal Shield: I think this is a terrible shield in current gameplay. ...

Every Other Shield: I'm not a fan of any of the other shields. ...

I agree with these comments.  In particular, apart from Cursed Ring, the elemental shields stand alone as the only pieces of equipment that make its user weaker to stuff.  These weaknesses are particularly hard to cover on units that can't equip clothes.  I wouldn't mind if these shields were changed up a bit. 

Monk: I'd like to see the female have an initial 11 PA if possible. They only have one more MA than the male but trail the male by three points in PA...Female Monks are good for tanky dancing and not much else, unfortunately.

I don't believe it is possible to individually tune each gender's stats at the moment, unfortunately. 

Squire: I'd like to see Heal actually cure Berserk (only Refute and Echo Grass currently do).

I'm OK with this.  Maybe give it 3 range while we're at it so squires can do a better job as cheap White Magic supports.

Chemist: Is it possible they can get something that can cure Charm? I'm not saying I actually want this but it'd be interesting to see how people feel.

Don't Chemists break charm well enough with guns?  (I'm not sure about this one.)

Thief: Bad Luck is pretty terrible, I have to say. ...

How about scrapping the "luck" part of it altogether and giving it a new purpose?  Something like Steal HP/MP.  It would be really cool if we could implement "Steal Positive Statii," but I won't hold my breath.

Platinum Sword: This sword is overlooked since Lionheart pretty much overshadows it in the 2H department...while other swords are more attractive in the 2S department because they can proc status (and stronger weapons exist in the 1H departments for things like Southern Cross and whatnot). I think this could become a good Holy or Dark weapon for people to play with GC on those two elements more. Perhaps: 14 WP 10% evade Element: Dark 25% Proc: Demi

Many moons ago, we gathered a few suggestions for new swords.  I'll reprint them here:

Balmung: 9 WP, 10 W-EV, Dark Element, 50% Cast: Stop, 2H, 2S
Kazekiri: 10 WP, 10 W-EV, Wind Element, +1 Range, 2S
Sword of Storms: 9 WP, 10 W-EV, Lightning Element, 33% Add: DM or DA, 2H, 2S

I'm not sure how relevant any of these are to the current patch.   I thought the Balmung was pretty cool at the time.  It's a faith sword that doesn't need high MA to be effective.

Rune Blade: I think this sword is starting to be overshadowed by every other +2 MA weapon out there. Giving this sword extra evade might be in order (extra WP won't help since it's a PA*WP weapon) or something else to make it stand out...not sure what.

While not particularly unique, I think it's fine.  It's right at home on mage Bards and Geomancers.

Masamune: Either change the -2 to -1 SP, or VASTLY improve the WP (I'm talking 14 WP still using 2H). This weapon can not benefit anyone. A thief breaks even if using Equip Heavy Blade and cannot be hasted to increase their speed (since they're already hasted). On the other hand, slow cripples the unit that uses this weapon, especially since they can't add haste back. Also, if just increasing it to -1 SP, at least make this guy Immune: Slow and if you do leave it the way it is with -2 Speed and not increasing the WP, at the very least please add Always: Regen because this weapon is really unusable.

I am with you on this one.  Immune: Slow would be nice at the very least.

Gold Staff: Better than the current White Staff, but still doesn't have much place. I'd like to see the WP increased perhaps to 10.

This weapon will be good if battle mages become a thing.  Dual-wielding Gold Staff in one hand and a destructive weapon in the other will allow one to both debuff a target and deal damage at the same time.  Its W-EV is great, to boot.

Every other Gun: Yeah, still sticking to my guns (Har har har) about these. I feel these are underpowered as is...less range, forced 2h and 108 Gems was debuffed also. I think that increasing the range back would be completely fine, or keeping the four range but having them equip a shield again would be okay too. Again, the only shield that can boost a gun is the Kaiser Plate which currently only boosts it would require that Shield and Gun combo. If we're concerned about that being OP, we could always switch the Defense Ring or Magic Ring to absorb Ice...(which I'll get to later). At least change the Stone can't one shot anyone and you have to start off petrified to boot.

I personally think magic guns are fine.  They're still good on units with Pilgrimage, and they're scary if another unit applies Faith to targets with a Spell Edge.  Whatever changes, I would discourage removing forced-2H.  Otherwise, archers will start using magic guns over longbows all over again.

That's all for now.  It'll be easier to evaluate proposals once we start to obtain consensus on things.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 03, 2015, 07:25:00 PM »
Some blue-sky brainstorming here.

M: 103 HP, 141 MP※, 8 SP, 3 PA, 9 MA, 3 Move, 3 Jump, 5 C-EV
F: 096 HP, 148 MP※, 8 SP, 2 PA, 11 MA, 3 Move, 3 Jump, 5 C-EV

※ Actual MP values will vary depending on MPM.

Summon Magic
Moogle: 4 Range, 3 AoE, 2 Vert, 3 CT, 12 MP, Heal_F(MA*9), 50 JP
Shiva: Unchanged
Ramuh: Unchanged
Ifrit: Unchanged
Leviathan: 4 Range, 3 AoE, 3 Vert, 4 CT, 25 MP, Water element, Dmg_F(MA*8), 150 JP, Ignores M-EV, 20% Cancel: All positive statii removed
Salamander: 4 Range, 3 AoE, 3 Vert, 4 CT, 25 MP, Fire element, Dmg_F(MA*8), 150 JP, Ignores M-EV, 50% Add: Oil removed
Titan: 4 Range, 2 AoE, 3 Vert, 5 CT, 35 MP, Earth element, Dmg_F(MA*10), 200 JP, Ignores M-EV
Fairy: 4 Range, 1 AoE, 2 Vert, 4 CT, 25 MP, Heal_(50%) Hit_F(MA+75)%, Cancel: Dead, 200 JP
Carbunkle: 4 Range, 3 AoE, 2 Vert, 3 CT, 0 MP, HealMP_(60%), 250 JP
Silf: Unchanged
Odin: 4 Range, 2 AoE, 2 Vert, 6 CT, 45 MP, Dark element, Dmg_F(MA*9), 20% Add: Dead, Ignores M-EV, 200 JP
Bahamut: 4 Range, 2 AoE, 3 Vert, 7 CT, 45 MP, Dmg_F(MA*12), Ignores M-EV, Remove smart targeting to impede mime teams? Bahamut is a dragon breathing fire all the way from space; he can't be bothered to distinguish friend from foe, 300 JP
Lich: Unchanged
Cyclops: 4 Range, 2 AoE, 3 Vert, 5 CT, 30 MP, Holy element, Dmg_F(MA*9), Ignores M-EV, 20% Add: Blind removed, 200 JP
Zodiac: 4 Range, 3 AoE, 99 Vert, 6 CT, 45 MP, Dmg_F(MA*9), Ignores M-EV, 300 JP
MP Restore: Unchanged
Half of MP: Moved to Time Magic
Short Charge: Unchanged

  • Summon magic now thoroughly fulfills the unique role of evasion-piercing faith-based damage magic.  Look out Leather Mantles and Aegis Shields!
  • Most status ailments are removed to avoid redundancy with Black Magic. (Odin's death proc is left as a homage. Silf's DA/DM proc is up for debate.)
  • In compensation, summons now cost 20%~30% more MP, making summon magic the most MP-intensive skillset in the game.  Summoners are given a bonus 30 MP, allowing them to continue using their skillset without MP gear.  In place of MP gear, summoners can equip HP and MA gear to compensate for their lousy base stats. Or they can go full retard and equip MP gear for funzies.
  • Conversely, other mages with superior base stats will need MP gear for sustainable use of summon magic.  Hopefully this will balance out the skillset's use as a secondary skillset.
  • The change to Carbunkle encourages teams to have high MP pools. This will make summoners more attractive as a primary class. The change also keeps other forms of MP healing relevant on teams with low MP pools.
  • The only elemental summon with damage as high as Dmg_F(MA*10) is Titan because it is the only spell that can be blocked by a movement ability.  Cyclops' damage was dropped to Dmg_F(MA*9), but was made easier to use.
  • Community testing will be necessary to settle on balanced damage formulae.

At the moment, I think that giving the Summoner's a boost to MP and, say, 1 MA (or access to something like Books)

I think summoners already have access to books.

FFT Arena / Re: Team submissions
« on: July 02, 2015, 08:40:55 PM »
Here is a team that showcases a summoner as healing/damage support, and possibly also the potential of dual wielding a weapon that adds 100% faith with Hidden Knife. 
Feel free to test your own teams against it.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 02, 2015, 05:19:25 PM »
Carbuncle needs to have an MP requirement to be balanced. With so many ways to replenish MP I hardly see a reason to have Carbunkle at zero MP cost.

I understand that there are other ways to replenish MP, but all the 5 MP cost accomplishes on paper is having a naked summoner replenish 61 MP instead of 66.  There is a second, much bigger cost, and that involves the AI not knowing how to proactively replenish MP before dropping below 5 MP.  We players would never make the mistake of depleting our summoner's MP below Carbunkle's MP cost, but the AI does so time and time again.

"Shiva, Ifrit, and Ramuh being unevadable, 3 CT, and MA*8 aren't used"

My tournament team's Wizard has them specifically because they're unevadable.

Shiva, Ifrit, and Ramuh are really good, huh?  I think they are being slept on, myself.  They and Flare are currently the only faith-based spells that ignore M-EV, so they're great counters to high faith, high M-EV teams.  The other summons acted as counters, too, before they became affected by M-EV.  In fact, precisely because of these three summons, I think that giving summoners +1 MA would be overcompensating.

I encourage people to try out 12 MA summoners with Magic Attack UP and elemental strengthening.  These units deal 126~176 AoE damage at 100% accuracy.  It's like an AoE Romanda Gun.

@Barren: I agree with Time Mages needing a support ability.  Summoners should share one of theirs.  My vote is for Half of MP.  This will make it easier for low-MP classes like Thieves to use Time Magick sustainably.  Summoners themselves have little use for this support ability with their giant MP pools.

Also, I recall reading elsewhere that FFMaster was considering redesigning Lances.  I'm not sure where that discussion ended up.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 02, 2015, 08:00:30 AM »
I'm honoured that you remember me, reinoe.  It's nice to see that you are still around.

RE: Summoner I wouldn't mind seeing them get a huge buff to MP; a 40 mp boost doesn't sound all that crazy to me especially considering how expensive summon magic is.  This has the added benefit of Summoners not really needing to invest in boosting their MP with clothes if they don't want too.

This is another option, indeed.  At their current MP of 118, I think they can already manage to cast low-tier summons with full HP gear. 1.39's Black Hood buff is just too good; even when you aim for high HP, you get a decent MP boost on the side.  An MP boost to summoners would mostly be felt with the high-tier summons.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 01, 2015, 07:07:35 PM »
Yes, but a 18 PA monk (without an accessory) would now only be able to have an HP of 265. This would make them very squishy and likely to be targeted first. So, I'd be okay with that (if The HP given for wearing this is 0. If it is 50 or close to it, I would say drop the +1 speed at least.)

I suppose if it grants no HP, then the PA is OK.  If it grants 50 HP, though, I would rather drop the PA than the SP.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 01, 2015, 04:48:17 PM »
I was thinking for the choice band should have HP Increased to 80 and gain innocent, faith, don't move, silence, poison, oil, and petrify protection. Maybe have initial haste removed so that way it can be a bit balanced.

Weren't headbands that way in 1.38?  If I recall correctly, both Chakra and Choice gave status immunity, but players ended up choosing one over the other to block the ailments that were most common in the metagame.

We could also follow Shintroy's proposal and make one headband grant stats.  His proposal is as follows:

Quote from: Shintroy
Super Ribbon - SP+1, PA+1, MA+1 +0-50 HP (See FFV/FFXI)

Although I am hesitant about the +1 PA.  If the headband gives +1 PA, then monks can reach 18 PA without an accessory.  18 PA monks with Martial Arts hit like a truck.

I think summoners in general need a MA buff or their summons to hit a little harder while keeping the MA the way it is. Time mages should get at least a speed buff so again they become fast and reliable mages

I am fine with these changes. Giving summoners +1 MA would make them Wizards with -10 HP and +31 MP. If this difference is too great, we can adjust it by dropping summoners' HP or increasing wizards' MP.

As for Time Mages, giving them +1 SP will enable them to cast Haste on 8 SP units before those units get their first turn.  I would recommend dropping their HP or MP by 10 or so to compensate, though, or else they will far outclass the other mages at equal SP and MA. 

@Gaignun: I think the intended function was to break then damage if break hits first. Weapon Break has it right but not the other breaks.

Ah, is that so?  Shield Break deals damage on the second hit, too.  That must mean that only Armor and Head Break are bugged.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 01, 2015, 12:11:03 PM »
A few more thoughts:

Reduce Carbuncle's MP cost from 5 to 0: From my observations, the AI prioritizes most other actions over Carbuncle, even if those actions reduce its MP below 5.  In this event, Carbuncle cannot perform the task it was assigned to do.  To accommodate this stupidity, I recommend that Carbuncle's MP cost be removed.  This will have the added benefit of becoming the only way mages can self-recover from being nuked by Bizen Boat, which will make Summon Magic more attractive.

Redesign headbands? Echoing The Damned's sentiments, what I currently see is a super-awesome headband (Chakra) and two normal ones (Focus and Choice).
  • Chakra Band provides the status resistance of a full suit of armor, turning monks into anti-Mediator and anti-Oracle wrecking machines, and is a natural choice on monk builds of all kinds. 
  • Choice Band could work on specialized teams that emphasize winning battles quickly with a first strike, but in most cases, Haste is supplied and sustained in other ways.
  • Focus Band gives +80 MP, so it allows Monks to be used as mages.  However, to be used so, the monk requires high Faith and becomes vulnerable to status magic, which makes Chakra Band more attractive.
Regardless of how far these headbands are redesigned, could we at least add few status immunities -- particularly ones benefit mages, such as Silence and Berserk -- to Focus Band and remove these immunities from Chakra Band where appropriate?  We can reduce Focus Band's HP to compensate.

Buff Fairy in some way:  In most cases, the +33% HP revival of Fairy is not enough to keep the resurrected units from dying again to a single blow.  Furthermore, in teams that rely on Fairy for resurrection , and especially on large maps where units are spread out, Fairy will often be cast on a single fallen unit, so the skill's 1 AoE is seldom utilized.  In such cases, Fairy is about as useful as a very expensive Phoenix Down.  It heals for less than Raise, but costs +100 JP and +10 MP and has -25% accuracy.

I think increasing the heal to 50% would be more than enough to make Fairy, as well as Summon Magic as a whole, an effective method for damage control.  I do not expect this buff to overshadow Raise and White Magic, especially if Protect, Shell, or Regen are buffed as well.

Also, some bug checks:

Sinkhole: This skill seems to heal the undead.  Does it share a property with Blood Sword?
Break skills and Two Swords: When Shield Break succeeds on the first hit, the second hit becomes a physical attack.  Conversely, when the other break skills succeed on the first hit, the second hit displays "Break" once more.  Which function is intended?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 29, 2015, 07:09:24 PM »
Dark strengthening boosts Demi's hit chance by [MA/4]% rounded down.  A very slight improvement, indeed, but not to its damage.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 29, 2015, 05:06:41 PM »
At this point it will become irrelevant, but since I've located the ASM to change Defend I may as well post it.[/font]


This is my first time looking at the code.  I did not realize how many NOPs there are!

Now that I've thought about it a little further, I wonder how the AI would respond to the change.  Would the AI refrain from attacking a defending target even when Defend adds no evasion?  This would depend on whether the AI queries the "Defend" flag or the evasion stat when making decisions.

Even though I'm new, I feel the need to give my own two cents here. I'm actually kind of shy though, so it's difficult to make my opinions known without feeling at least slightly embarrassed.

Thank you for your post, dw6561!  Allow me to provide my own comments.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 27, 2015, 04:44:01 PM »
Adding Defending to it would be bad I think. The AI LOVES defend and I feel like that would make it end up being literally the only ability the AI would ever use for that unit. I could be wrong but I know how much the AI priorities Defend over basically every other status, so if that was added to Protect/Shell then it would just be spammed all the time.
If memory serves me right, the only statuses the AI uses proactively are Haste and Defend.  The AI will cease to apply either once engaged with the enemy.  Only when the AI retreats or is out of range of the enemy will it reapply them.

Therefore, if we make Protect and Shell apply Defend as well, then I am sure that the AI will use these spells at the start of the match as they should.  If required, we could even scrap Defend's +Evasion, which would effectively turn the status into a dirty AI priority hack.  Unfortunately, this would require uncovering where the +Evasion is applied in ASM.

2015.06.28 Edit
Consolidating a few numbers here.  Feel free to pick apart the details.

Protect: Heal_F(MA*7), 100% Add: Protect, 10 MP, 1 AoE, 1 Vert, 2 CT, 150 JP
Shell: Heal_F(MA*7), 100% Add: Shell, 10 MP, 1 AoE, 1 Vert, 2 CT, 150 JP
Protect 2: Heal_F(MA*7), 100% Add: Protect, 20 MP, 2 AoE, 2 Vert, 4 CT, 250 JP
Shell 2: Heal_F(MA*7), 100% Add: Shell, 20 MP, 2 AoE, 2 Vert, 4 CT, 250 JP
Regen: Heal_F(MA*7), 100% Add: Regen, 10 MP, 1 AoE, 1 Vert, 2 CT, 150 JP

Protect, Shell, and Regen turn into Cure spells that add a positive status at the expense of a finite CT.  Second-tier Protect/Shell are changed to match the change to the first tier.

M: 134 HP, 67 MP, 8 SP, 10 PA, 8 MA, 3 Move, 3 Jump, 0 C-EV
F: 125 HP, 72 MP, 8 SP, 8 PA, 10 MA, 3 Move, 3 Jump, 0 C-EV
Can equip: Swd, Rod, Stf, Book, Pole, Shld, Helm, Armr, Robe, Acc
Innate abilities: Clairvoyance (see below)

Maelstrom: As before
Rime Bolt: As before
Earth Dragon: As before
Thunder Flare: As before
Shadow Shade: As before
Mad Science: Removed
Tornado: 4 Rng, 2 AoE, 2 Vert, 2 CT, 20 MP, Wind elemental, Dmg_F(MA*7), 100% Cancel: Protect/Shell, 250 JP
Quake: 4 Rng, 2 AoE, 2 Vert, 2 CT, 20 MP, Earth elemental, Dmg_F(MA*7), 100% Cancel: Haste/Regen, 250 JP
Bio 1: Sent to Wizard.  Made Dark elemental to prevent wizards from having innate access to non-elemental damage.
Bio 2: Removed. (If it was sent to Wizard, it would overlap with the Frog spell)
Bio 3: Sent to Wizard or removed.
Poison: Inherited from Wizard
Amplify: 4 Rng, 1 AoE, 1 Vert, 3 CT, 12 MP, Heal_F(MA*7), 100% Add: Amplify (strengthens all elements), 150 JP
Veil: 4 Rng, 1 AoE, 1 Vert, 3 CT, 12 MP, Heal_F(MA*7), 100% Add: Veil (halves all elements), 150 JP
Clairvoyance: Allows P-EV and M-EV to be applied even when Charging/Performing. 200 JP. (The name is inspired from Barren's proposed "Extrasensory.")
Distribute: As before
Damage Split: As before
Equip Magegear: As before
Move=0: As before
Total skill count: 16

This new class would be the first mage class that can equip armor and shields.  With the M-EV from shields and the status immunity from armor, it can be used as a reliable status healer.  Also, with its decent MA and high HP pool from armor, the female version of this class can also be used as a reliable frontline attacker with staves and rods (e.g., with Dragon Rod, Golden Staff, Poison Rod, etc.) Conversely, the male version can attack with swords.  Both versions can attack with books and poles equally well.  The innate ability "Clairvoyance" makes this new class attractive as a primary class.

As for the skills, Tornado and Quake are redesigned, and Amplify and Veil are new. Tornado and Quake are changed to oppose the new Protect, Shell, and Regen, which will likely see more widespread use upon implementation of the proposed changes. Amplify and Veil will require the ASM hacking of two new status effects.  These status effects are similar to 6.39's Oil, only instead of adding "Neutral: All elements", they add "Strengthen: All elements" and "Halve: All elements." These two abilities also heal the targets to encourage the AI to use them consistently.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 25, 2015, 01:00:37 PM »
Hunh.  I've been away for a long time, and my memory is all fuzzy, but let me weigh in on a few recent topics.

First, a preface: I've noticed since before my absence that FFT Arena suffers from overlap.  There are many weapons, skills, and jobs that do similar things.  As a result, a large part of the metagame is focused on figuring out which builds accomplish the same task better than the others.  The cure to this is diversity.  Rather than tweak all parts of a given role until they are equally attractive, I believe that it is better to repurpose some into a different role entirely.

Let me provide an example.

Mythril Gun

Now onto a few other things.

Scholars vs Wizards


Changing Jump timing to XX\Jump

Protect and Shell

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 24, 2015, 05:05:27 PM »
I'm about 9 months late, but it's nice to see that the 1.39 patch finally came out.  I'm a little bummed to see that Time Mage and Summoner still suffer from poor stats, but thank you all the same FFMaster.

Does the new Oil dispel on hit?

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 3 ☢ ☢ ☢
« on: August 08, 2014, 10:20:29 AM »
What?  There's a tournament and nobody told me?  I picked the wrong months to space out.

At the very least, I will try to get Camtasia and an emulator up and running on a laptop in case a host needs filling in for.

FFT Arena / Re: AI Tournament This Summer 2014
« on: June 19, 2014, 01:32:56 PM »
What are "Joint Team" rules?  Is that when a team is comprised of units submitted by different entrants?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: March 26, 2014, 06:35:10 PM »
Maybe!  It's been nearly one year since the 1.39 summary was written.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: March 26, 2014, 01:27:11 PM »
On the subject of status effects, I've been thinking of ways to reduce the overreliance on White Magick for support.  I wonder how feasible coding the following status effects are.

Curtain: Add "Halve: all elements" (basically an "anti-oil." Whether it expires on hit is optional.)
Amplify: Add "Strengthen: all elements"
Veil: Add "Immune: all status effects" (or a limited number of status effects)
Transparent: Increase P-EV/M-EV (or both) by 50% (for a single hit or a short time)
Celerity: Add "Short Charge"

To help against the AI's general stupidity at applying anything proactively other than Haste, I'm thinking of having these buffs added using weak healing spells or to a version of the Haste spell itself.

The Lounge / Re: Yasumi Matusno new kickstarter!
« on: January 15, 2014, 10:15:15 AM »
3.2 million USD for a map editor.  Let's go!  If everyone on this forum donated about 100 thousand, we could have it by the end of the week.

The synopsis seems like standard Matsuno fare to me.  Tactics Ogre, FFT, and FFXII are primarily world-driven narratives.  The protagonist of these games is a small actor on a much larger stage.  In the present case, it seems that there will be not one, but many small actors, each of whose story is told over a shorter length of (gameplay) time.  This is likely to conform the gameplay to its smartphone platform, on which games are expected to be played on the go in short bursts.

I think this formula has potential.  It will be like George R. R. Martin's A Song of Ice and Fire.  With many actors onstage, Matsuno has the freedom to write tragic endings without breaking the narrative's continuity.  Thus, he needs not rely on tired tropes like Plot Armour.

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 2 ☢ ☢ ☢
« on: January 08, 2014, 05:13:52 PM »
I wouldn't mind seeing a tournament with stipulations, like unlimited JP, no duplicate skills/skill sets/equipment, or anything in between.

I might be able to host if I find a way to get an emulator working on this laptop of mine.  Whatever the case, I strongly suggest minimizing the number of hosts to two or three.  Any more and the tournament will drag on for months, as the last two seasons did.

FFT Arena / Re: A.I. Q&A
« on: December 22, 2013, 02:06:23 AM »
So thats why my latest test had a black costume blackmage with plenty of MP sitting in a corner doing nothing instead of netherfireing themselves to full

Curiously, the A.I. does seem to be capable of using single-target elemental attacks to heal itself.  Ninjutsu and Holy come to mind. 

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