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Messages - Gaignun

Pages: [1] 2 3 ... 15
1
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.

2
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?

3
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.

4
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.

5
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.

6
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.

7
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. 

8
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 28, 2013, 04:40:53 AM »
Random thought:

Crystal Shield: 30 P-EV, 0 M-EV, absorb Dark, weak Holy

Purpose: To give armoured units an easier way to absorb friendly Demi.

Balance: Armoured units can cover the Holy weakness with Chameleon Robe, whereas clothed units (i.e. Squires and Geomancers) will need to depend on Magic Ring or Small Mantle, neither of which suits these classes.  As a result, Crystal Shield is not expected to mingle with Black Costume to double the prevalence of Dark absorption on clothed units.  Armoured units can swap Chameleon Robe for armour to increase the effect of Demi healing at the cost of using the above-mentioned Magic Ring or Small Mantle, which also do not suit these classes, or simply living with the weakness.

9
FFT Arena / Re: Arena battle videos and discussion
« on: November 08, 2013, 07:05:48 PM »
So fast!  You kindly featured my team before I even had a chance to correct its typos.  Nice work on the careful pronunciation, by the way.

10
FFT Arena / Re: Team submissions
« on: November 08, 2013, 01:30:04 PM »
Here is a team I considered submitting in the latest tournament to demonstrate the power of spellguns with oil.


11
FFT Arena / Re: Arena battle videos and discussion
« on: October 30, 2013, 12:31:12 PM »
Hmm... because Meiton uses magic evasion...  at least it says M under the evasion column in the Master's Guide.

Is it things that give an evasion % in the formula, versus things that only list magic or physical for evasion?

Tons are supposed to use M-EV as written, but they, in fact, use P-EV in-game.  This is unintended as far as I know.

Hidden Knives ignore P-EV for all skills, be they "Hit" or "Dmg" based.  Hit-based skills can still miss, but the target's P-EV will not reduce the hit rate.

12
FFT Arena / Re: Arena battle videos and discussion
« on: October 28, 2013, 01:21:53 PM »
Greetings, from Singapore.

*proceeds to slam face on a table*

You sound like you do not want to be in Singapore.  Did something happen?

13
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 27, 2013, 03:07:51 PM »
Just making Stone Gun force-2H is okay with me.  This is a pretty modest change, as it primarily affects only Archers.

14
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 26, 2013, 05:03:36 PM »
In addition, here are graphs showing how Stone Gun and Glacier gun measure up to non-guns with Concentrate.  Weapons are wielded by the most competent class.  Elemental strengthening is applied when applicable.  Only a selection of the most powerful weapons are shown.  All other weapons (harps, knives, et cetera) have lower damage.  The 1.39 version of weapons are considered unless otherwise stated.

The first graph compares Stone Gun and Glacier Gun (both 1.38 and 1.39 versions) to the most powerful weapons that can be wielded with shields, namely Ice Brand, Lionheart, Tactician's Blade, and Coral Sword.  Also, Silencer is included as the most powerful ranged weapon usable with a shield.  Clearly, Stone Gun and 1.38 Glacier Gun outperform every weapon at low XA (i.e. no XA stacking).  With the exception of Ice Brand, only at high to maximum stacking do weapons begin to outperform Stone Gun.  Realistically, this amounts to devoting 3~4 of the 4 available equipment slots for stacking.  As for 1.38 Glacier Gun, it outperforms all weapons except Ice Brand at high stacking and Tactician's Blade at maximum stacking.

The second graph compares Stone Gun and 1.38 Glacier Gun to the most powerful two-handed weapons, namely Ultimus Bow, Silver Bow, Chaos Blade, Kikuichimoji, and Gastrafitis.  (Other katana, while also strong, are omitted as they are weaker than Kikuichimoji.)  With the exception of Kikuichimoji, Stone Gun once again outperforms every other weapon at no stacking.  However, it is outperformed by Chaos Blade at modest stacking and Gastrafitis at high stacking.  As for 1.38 Glacier Gun, it yet outperforms all weapons that are not highly stacked.

I present two conclusions.  First, Stone Gun is too powerful to be categorised as a weapon that is usable with shields.  In spite of opinions expressed elsewhere, its damage is, in fact, large at equal hit rate.  Second, 1.38 Glacier Gun is too powerful for any category of weapon and should therefore have its damage reduced.  Bear in mind that these two guns also have the advantage of 6 range.

As a corollary, katana, particularly Kikuichimonji, are slated to become the most powerful weapons in 1.39.  Mind you, they are powerful only on male samurai.  Male samurai have only 3 move and katana have only 1 range, so it will be difficult to make the most of katana's power.  (Or, at least, more difficult than 1.38 spellguns.)

15
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 20, 2013, 01:16:20 PM »
I was thinking more along the lines of Grand Cross squires with Air Knives, Ice Brands, and FDC's Phoenix Blade (14 WP fire element sword).  Together with Yell and Wish buffs, they will be pretty versatile.  Then again, the free accessory slot will come at the price of lightning weakness, so it might not be so bad.

On the subject of elemental shields, they should become more usable if FFMaster decides to reduce the weakness modifier.

Edit:

Attached are graph assessing the 1.39 arsenal of a selection of jobs.  Damage does not consider brave nor faith.  Each data series' minimum value represents no XA optimisation (i.e. maximum freedom in the choice of equipment), whereas each series maximum value represents maximum XA optimisation (i.e. no freedom in the choice of equipment).

Archer
========
To reflect the advantage of gun's 100% hit rate, guns are used with (Magic) Attack UP, whereas non-guns are used with Concentrate.  Elemental strengthening is applied if applicable.

Stone Gun: 12 WP, Attack UP, Concentrate
Glacier Gun: 12 WP, Cast: Nether Ice, Magic Attack UP, element strengthened, Concentrate
Ultimus Bow: 15 WP, Concentrate
Silver Bow: 13 WP, 40% Cast: Holy, element strengthened, Concentrate
Silencer: 12 WP, Concentrate

Paladin
========
Ice Brand: 14 WP, 20% Cast: Ice 2, Attack UP, element strengthened
Chaos Blade: 17 WP, Attack UP
Kikuichimonji: 10 WP, 25% Cast: Quake, Attack UP, element strengthened

Samurai
========
Koutetsu: 10 WP, Attack UP, Two Hands, element strengthened
Bizen Boat: 9 WP, 100% Cast: Sinkhole, Attack UP, Two Hands
Kiyomori: 10 WP, 50% Cast: Bio, Attack UP, Two Hands
Kikuichimonji, 10 WP, 25% Cast: Quake, Attack UP, Two Hands, element strengthened
Chiridiraden, 10 WP, +1 PA, Attack UP, Two Hands

Thief
========
Dual Cutters: 8 WP, 50% Cast: Double Attack, Two Swords
Katar: 11 WP, +1 PA, Two Hands
Air Knife: 13 WP, Attack UP, element strengthened
Lionheart: 10 WP, +2 PA, Two Hands
Coral Sword: 8 WP, 25% Cast: Suiton, Two Hands, element strengthened
Tactician's Blade: 14 WP, Attack UP

All right.  Back to work.

16
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 18, 2013, 02:26:00 PM »
There is already Diamond Armor for Blind immunity.  Making a blind-proof shield will do more for Grand-Cross squires than armor-classes by freeing up squires' accessory slot.  Grand-Cross squires are already pretty scary.  We sure we want to buff them?

17
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 16, 2013, 12:10:21 PM »
I believe it would be used to break equipment regardless of its WP.  Each point of WP adds only 1% to a break's success rate, after all.

I would strive to demonstrate the usefulness of its reflect proc were it implemented.  It would be used to shield high-faith units from spells.  In this respect, it is best to implement it as a faith-driven spellgun, indeed.

18
FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 2 ☢ ☢ ☢
« on: October 16, 2013, 09:54:14 AM »
I'm glad to hear that, Zotis.  I am impressed by this season's entries, too.  There are many more competent teams this time around than in previous seasons. 

19
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 13, 2013, 10:34:43 AM »
7) If you all are adamant about wanting a specialized breaker's gun, can't we just replace the stone gun with the rainbow gun?

I do not believe everyone is adamant about wanting a breaker's gun.  It is Dokurider's suggestion.

The primary purpose of the healing gun is to heal, so the gun should be judged accordingly.  The way I see it, the healing gun is a substitute for X-Potion; archers and mediators can throw these "X-Potions" at 5~6 Range without needing to equip Item or Throw Item.

Now, it is perfectly valid to question the necessity of this gun.  After all, if its primary purpose is to replace X-Potion, then its role is quite redundant!  That is why I propose that it adds reflect at a high (33~50%) percentage.  The AI is competent at using reflect to double-cast spells on targets and reach targets out of range.  However, there is currently no way to exploit reflect outside of making use of "Init: Reflect" equipment.  Depending on such equipment is not reliable because reflect expires on death and can be easily dispelled (especially once Dispel's AoE is buffed from 0 to 1).  This healing gun will offer a way to get around these difficulties by permitting the application of reflect in battle.

Dokurider: A summary of recent weapon proposals -- spears included -- was made a few months ago.  I can't blame you for failing to reference/notice them as I have not transferred them to the proposal thread.  And for a reason: We've been making 1.39 proposals for so long that if we were to request FFMaster to carry out every single one as they appear, patch 1.39 would never arrive.

Here are the spear changes.  A full list is on page 71.

Quote
Spear Moonlight: 9 WP, 10 W-EV, +1 SP, 50% Cast: Blade Beam
Mythril Spear Blood Spear: 11 WP, 10 W-EV, +1 SP, Drains HP
Partisan Odin's Lance: 11 WP, 10 W-EV, +1 SP, 20% Add: Dead
Holy Lance: 10 WP, 10 W-EV, +1 SP, Holy Element, 50% Cast: Holy Breath (Dmg_(MA*8))

Do any of these feel appropriate to you?

20
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 02, 2013, 08:36:42 AM »
Overall, [a healing gun is] a good idea, and I hope to see it implemented next version. Just don't give it a Reflect proc. That might mess up it's use on Support Magic teams.

You think it would?  There is a collection of basic support skills which ignore Reflect (e.g. Protect/Shell 2, Haste 2, Cure 4, Murasame, Masamune).  Also, the AI is clever at using Reflect offensively (e.g. casting Demi 2 on a single unit twice in a row for instant-death).  It's true that Black Magick self-absorption and Cure 1~3 would become ineffective, but I think that is a small sacrifice for this added potential.

On an unrelated note, would anyone mind if we buff Revive's Y value by 10~20?  Maybe I'm sore from the recent tournament, but witnessing a 300 JP, 0 Vert revival skill miss on good compatibility (multiple times) is harsh.  Surely such an expensive skill could use more reliability, especially considering that we're buffing the range of Revive's closest competitor, Wish, from 1 to 3.

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