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Messages - Gaignun

Pages: [1] 2 3 ... 22
1
FFT Arena / Re: FFT Arena Season 5 Registration
« on: August 29, 2016, 08:05:37 AM »
Oh, I did not know that Challonge has Swiss tournaments.  I am having a look at it, and it seems we can even award points for each win of a match.   Challonge should do nicely.

Double-post: I won't be able to make it to the evening discussion due to time-zone differences, but let me know if I can contribute in some way.  I can do everything other than record matches.

2
FFT Arena / Re: FFT Arena Season 5 Registration
« on: August 29, 2016, 06:41:30 AM »
We could also apportion matches to each of the hosts at the beggining of each round, wait for the hosts to upload their videos, perform matchmaking for the next round, then repeat the process.  This would lighten the burden on any one host, but add some delay between rounds as we wait for every host to finish his or her matches.

In addition, do we have a matchmaking algorithm prepared?  We have more than 32 contestants, so we will need a method for efficiently and fairly pairing players with similar win/loss ratios.

3
FFT Arena / Re: FFT Arena Season 5 Registration
« on: August 28, 2016, 04:36:34 PM »
I am willing to be contestant #30.  Did my PMs reach your inbox, Barren?

4
FFT Arena / Re: FFT Arena Season 5 Registration
« on: August 26, 2016, 09:54:06 AM »
Has somebody volunteered to organize the pairings for each round?

5
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: August 24, 2016, 05:20:07 AM »
My input:

Ultima formula change

Cure 4 formula changing to max(PA,MA)*15


6
FFT Arena / Re: The "TTT": Trash Talkin' Thread
« on: August 23, 2016, 02:40:07 AM »
I hate having to deal with trash.

Combustibles, cans, glass, polyethylene terephthalate, plastics other than polyethylene terephthalate, and cardboard are all disposed separately.  I don't produce enough trash living on my own to dispose of any of these types of trash in a regular manner, so I have food waste rotting away in my combustibles trash bag and trash bags of every other type filling up my limited closet space.

Then there's gutter trash.  I have to put on blue boxing gloves and perform corkscrew blows to get rid of that kind of trash. 

7
FFT Arena / Re: Arena battle videos and discussion
« on: August 21, 2016, 02:37:49 AM »
What in the world did you guys do to Solution to get the AI to use it like that, though? I mean, I already knew it would use it to interrupt charging (sometimes) back in 1.39, but now AI's using it on both enemy AND ally? That is very interesting.

It looks like the AI uses it best when the enemy team is casting spells.  It uses Solution on either the friendly target or the enemy caster to mitigate damage.  So, you might have the most mileage with either an 8 SP unit in the fourth position, or a very fast unit who cycles through the turn order as the match progresses.

8
FFT Arena / Re: FFT Arena 1.40 ASMs
« on: August 20, 2016, 04:31:41 AM »
You figured out the issue with Abandon?  What was the problem in the end?

9
FFT Arena / Re: Team Design Tool
« on: August 19, 2016, 10:49:47 AM »
Version 1.05 is released.

10
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: August 19, 2016, 08:27:32 AM »
I just tested the -tons in both 1.40a and 1.39c, and they are physical evade in both patches.  So, I guess that them being magic evade was just another old master guide error.  I'll update the spreadsheet image now.

You're right, Andrew.  They were PEV-based in 1.39.  I think I reported it back then, too, then subsequently forgot about it.

The original intent for the -tons was to be M-Evadable though =/

Indeed  ):

11
FFT Arena / Re: FFT Arena Season 5 Registration
« on: August 18, 2016, 02:17:32 AM »
Hi Mudvayne,

The thread to which the spreadsheet was uploaded was unstickied because the spreadsheet is not yet updated to reflect the changes of latest patch.  You can find the thread here.

I am currently in the process of updating this spreadsheet.  It should be released in a few days.

12
FFT Arena / Re: FFT Arena 1.4a - Download available here
« on: August 18, 2016, 02:09:46 AM »
Not sure if this is the right thread to report this, but there appears to be a bug with Abandon. Specifically, the Abandon modifier appears to have been changed from +50% EV to +33% EV.

I present two tests to confirm this finding.


13
FFT Arena / Re: Official names for MP poison and regen
« on: August 16, 2016, 11:40:43 PM »
The accumulation of results has stalled for over a week, so I will take the liberty of closing the poll now.

By a large margin, the winners are
  • Refresh for MP Regen
  • Sap for MP Poison
Accordingly, I will use Refresh and Sap in the team design tool.

Will there be changes to the item.bin file to reflect the changes?

This change is out of my power, but it certainly is possible.

14
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: August 16, 2016, 12:50:38 AM »
Ah, so MP Regen trips the AI into becoming a Yell bot? What status effect did MP Regen replace, by the way?  Also, could Yell spam be avoided if we give Yell HP Regen, as originally intended?

I am glad to hear you share my thoughts on Blind Rage. Like Silence, Blind is one of those status effects that cripples an entire type of unit (i.e., melee units), lasts forever, and is impossible to cure efficiently, since the AI prioritizes almost everything over curing Blind, including attacking with those Blinded units.  Before, the only way to reliably apply Blind was with Kiyomori, which also adds Poison.  The AI cures Poison well, so both ailments were usually healed together.  Now, Oracles can apply Blind with both Douse and Blind Rage.  In the case of Blind Rage, the AI can heal Berserk and only Berserk with Echo Grass, but will leave Blind be.

In a word, I think Blind Rage is currently OP. In the upcoming tournament, all melee units who face Yin Yang magicians and do not have Blind protection are going to be in real trouble.

My proposal would be to remove Add: Blind from Blind Rage.  Having one skill on Yin Yang magic add Blind is enough.  I think Douse is a great skill; it takes over Hawk's Eye, and most importantly the AI actually uses it. It is fine if Blind Rage is outclassed by Insult on average; in exchange, Blind Rage is affected by the Faith buff (which is now much easier to apply), sister skill Paralyze outclasses Blackmail, etc.

Edit: I notice in testing that Ninjutsu tons are now affected by P-EV.  Could this be corrected in the next patch?

15
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: August 15, 2016, 09:47:48 PM »
Linear Punch Art!  As linear as FFXIII.

Were any arguments made for the Yell, Douse, and Blind Rage changes?

16
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: August 13, 2016, 06:44:54 PM »

Would somebody care to give an account for following changes in 1.40a?  These must have been debated on Discord, because they were not discussed anywhere on the forums as far as I can tell.

Quote
BASIC SKILL
- Yell: Lost MP Regen, 0 MP

YIN YANG MAGIC
- Blind --> “Douse”: 4 range, 0 AoE, 4 CT, 12 MP, Hit_F(MA+65)%, M-Ev, reflectable, Adds: Darkness and Oil, CF and CM, 150 JP
- Blind Rage: Gained Darkness, 4 CT, Hit_F(MA+55)%

17
FFT Arena / Re: Desperation Facts: What works and what doesn't (for now)
« on: August 12, 2016, 03:16:26 PM »
Wait, Magic Guns got reverted back to higher WP in 1.40? Oh dear.

18
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: August 11, 2016, 02:46:53 AM »
1. I think your arguments more pointed out, at least to me, that the Rainbow Staff is a bit overpowered more than I see the other staffs underpowered.

And yet Rainbow Staff is no better than Platinum Sword.

Thinking more about the elemental rods, it actually kind of saddens me since they proc Nether spells. These prevent the weapon being utilized effectively since in order to proc, you'd want low brave, but for the whack damage, you want higher brave. I have to think about that a bit more as they don't go well with each other.

I hope my calculations have helped out a bit.  As they are, the elemental rods are kind of like the sisters of guns/flails: the rods' damage is roughly independent of Brave, just as the guns/flails damage are independent of PA and MA.

2. Distribute is almost useless on TM I'm afraid which would why I'd be against swapping it. The scholar, due to the Lore spells and the popularity with absorb, is probably the right home for distribute (perhaps Wizard too.)

True, though it does not fare much better on Scholars, as I don't believe Distribute triggers on self-absorption.  Distribute would only work if you have two Scholars casting Lore on each other, at which point we're looking at a pretty niche team.  Still better than nothing.

I'm not totally against [Priests] losing Flails since they did gain books, but eh, would want something to replace them, and preferably a non MA weapon.

How about having Scholars and Priests swap flails and poles?  Poles are equally useable as PA weapons, and give Priests extra reach for melee attacks.  Perhaps the +1 Range of Poles could make up for reverting Priests to 3 Move, and Scholars could become the 4 Move mage (if that ever happens).

4. A lot. But it depends on the unit. Monks are probably the best at using their own skill set, tied only with Dancer in terms of being able to PA stack. But it becomes arguable when you look at other skills. For example, any of the Cross skills require Equip X which means they must now build for that in addition to losing Attack UP or Concentrate (with the barely notable exception that they want to bag Southern Cross). The tons, while they can couple with Attack Up or Concentrate, now sacrifice W-EV and S-EV and it might be more apt on a Squire, as well as having to choose between 108 Gems to strengthen or some other, more relevant, Accessory. (I won't go over all the different PA skill sets and such, but I think you get where I'm going.)

Also, Monks are already kinda meh on their skillset without Martial Arts as it renders all but Stigma Magic, Revive and Secret Fist (and I think it affects them too but on a much more miniscule scale) from their native skillset very weakened. This sacrifices a support slot to use their own skillset. Even with Attack UP, it just can't produce the same results MA can.

I would say that Monks and Dancers are the only classes that can use the top four skills of Punch Art.  Nevertheless, I wouldn't want to drop Monks' PA without buffing Punch Art, so no worries there.

As for the comparison between ton Monks and ton Squires, I believe Monks' higher HP, MP, SP, and access to Punch Art are well worth the loss of EV. By the numbers,

Monk (13+5 PA, 108 Gems, Attack UP):
30 effective PA, 335 HP, 98 MP, 9 SP, 10 P-EV, 0 M-EV, Poison/Sap immunity
Squire (10+8 PA, Kaiser Plate, Attack UP)
30 effective PA, 315 HP, 62 MP, 8 SP, 35 P-EV, 15 M-EV

For the cost of 25 P-EV and 15 M-EV, Monks get
  • +20 HP
  • +36 MP
  • +1 SP
  • Poison/Sap immunity
  • the ability to restore their own MP with Chakra
  • the ability to hit multiple units with Earth Slash and Spin Fist, etc.
The +1 SP boost alone is worth the price.  Just look at Swift Plate: 20 fewer P-EV and M-EV than Escutcheon II for +1 SP.

Dropping Monks to 12 base PA would drop their effective PA from 30 to 28, adding an extra cost of 2 PA for the above benefits.

Cross Monks getting nerfed is certainly true, but it is a price I would be willing to pay in exchange for making PA-based skills (like the new Jump) viable on other jobs without having Monks break them.

Edit: I think I am going to backpedal a bit on my Monk proposal for the moment.  Monks being the reigning ton user still stands, but a few sloppy calculations show that Monks are no better at Jumping than Lancers.  Time for another approach.

19
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: August 10, 2016, 07:44:50 PM »
Ah, gotcha.  So Piety has countergrasp, then?

By the way, there's a wiki?

20
Well, Don't Move enabling evasion is just as silly.  Perhaps the attacker gets so excited at the thought of hitting its immobile target that his accuracy degrades in exact proportion to the target's original evasion.

If we want to speed up battles, having Don't Move also disable evasion would be awesome.  This would put some wind in the sails of this beleaguered status ailment.  Should this come to pass, I am willing to comb through the weapons and abilities that add Don't Move in attempt to keep things balanced.

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