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Messages - Gaignun

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FFT Arena / Re: FFT Arena 1.42a Team Submissions Thread
« on: March 27, 2018, 07:38:55 AM »
New team: Fist of Titan (27 March 2018)

Patch 1.42a teams:

Teams that require modifications:


FFT Arena / Re: FFT Arena 1.42a - Download available here
« on: December 05, 2017, 03:05:16 PM »
Has anybody been noticing the Slow status exhibiting unusual behaviour?  On my end, it is reducing SP to 25% rather than by 25%.  I am using ePSXe v2.00.

One other note: Cover Fire's damage multiplier seems to be 2~4 rather than 2~5 as stated in the Master guide.  I have never seen this skill roll a 5 in all my play testing.

FFT Arena / Re: Team Design Tool
« on: November 28, 2017, 02:42:39 AM »
Version 1.09 is released for compatibility with FFTA 1.42a.

29 November 2017 edit: Fixed the RSM abilities.  I did not realize that some of these abilities were reassigned to different classes.

FFT Arena / Re: FFT Arena 1.42 Statistics
« on: October 30, 2017, 05:33:56 AM »
Thank you for notifying me, WKW.

The images appeared properly embedded for me, so I thought there was no problem.  I am using DropBox for the first time, and it appears that I screwed up the file permissions.

The images are now embedded using different links.  Let me know if these links don't work, either. 

FFT Arena / FFT Arena 1.42 Statistics
« on: October 05, 2017, 06:55:49 AM »
Hello all,

Good work with the release of patch 1.42, everybody!

I thought I would contribute to the patch in my own way: by dumping boatloads of stats on everybody.  Below I have aggregated data from both teams submitted on the forums and teams loaded in the memory card generator that is bundled with patch 1.42.  Only data available up to 1 October 2017 are considered.  Data from patches before 1.42 are not considered unless specified otherwise.

At first, I thought I would write a bunch of unsubstantiated nonsense about how I thought patch 1.42 will change the meta-game.  Now with these stats I can write a bunch of substantiated nonsense.  You can find this nonsense under the "Commentary" spoiler.


FFT Arena / Re: Team Design Tool
« on: September 25, 2017, 05:14:35 AM »
Version 1.08 is released for compatibility with FFTA 1.42.

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Undead Tournament ☢ ☢ ☢
« on: August 19, 2017, 06:22:31 PM »
FFT Arena Undead Tournament Match 26

Sorry for tripping over my own words more than usual in this one.  I was sleepy during its recording.


An old version of my team is displayed.

Were team revisions not accepted during the submission period, or has my revision slipped through the cracks?

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: July 05, 2017, 06:13:57 AM »
What counterplay are we expecting? For example, the AI will still spam Slow, and teams will still spend a turn healing it. However, those teams with haste will now spend two: One to heal slow, and another to reapply haste.  When faced against slow, the recommended counterstrategies now seem to become either running slow immunity as before, or dropping all haste spells to prevent yourself from running turn deficits.  The most substantive change to the metagame is therefore a buff to slow and a nerf to haste.  (I'm not complaining; I'm just curious about this patch.)

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: July 04, 2017, 07:56:22 AM »
Thank you for the prompt response, Heroebal.

If that is the case, then Poison/Slow effectively disables Regen/Haste.  That's pretty powerful.

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: July 04, 2017, 04:40:09 AM »
How does that even work, by the way?

Do units affected by both Poison and Regen lose and recover the same amount of HP and MP at the end of their turn? In that event, do they lose or recover the HP and MP first?

Similarly, since Haste now no longer overwrites Slow, can units be affected by both Haste and Slow at the same time, and in that event do the effects of Haste and Slow combine to leave the affected unit's SP at its base value?

FFT Arena / Re: Team Design Tool
« on: June 29, 2017, 02:07:15 PM »
Version 1.07 is released for compatibility with FFTA 1.41a.

A few quirks in the Weapons spreadsheet have arisen due to the changes patch 1.41a made to certain pieces of armor.  I would fix these quirks, but I simply lack the willpower.  That said, the spreadsheet as a whole should still work mostly as intended for those seeking to compare the relative strengths and weaknesses of weapons.

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: March 30, 2017, 03:12:08 PM »
Thank you for the quick response as always, Andrew!

A 3 direction AoE would be awesome, even if its JP cost must go up by ~50 to compensate.

Its accuracy dropped awhile ago, huh? +5% accuracy would be lovely if only to keep up the pace of matches. (Watching a Mediator spend 2~3 turns trying to remove a status ailment on a friendly unit is a little wearing.)

MA+45% accuracy sounds OK with me. If it comes to pass that this accuracy boost enables extreme XA stacking strategies, we could even keep its accuracy low at MA+35%, but remove its CT.

I see. Though it might no longer be the best GC weapon, I suppose it's not so bad, as you said.

It depends on what we want, I suppose. Dropping Bizen Boat's multiplier nerfs Bizen Boat. Dropping Samurai's MA nerfs Samurai, but keeps Bizen Boat as the go-to powerhouse skill.  Seeing that Samurai took an HP hit this patch, I'm leaning toward the former option.

You're certainly not wrong about the elemental strengthening. I just never felt that they were terribly powerful in their last form before being removed in spite of that (4 Range and lower raw damage than Stone Gun - before Pilgrimage kicks in, anyway). Oh well.  There is always Healing Gun.  (Even a hypothetical Demi or Demi 2 gun would be nice. This gun would have the ability to heal, deal damage, and be Counter Magicked as before, but wouldn't have the same runaway damage problem.)

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: March 29, 2017, 04:30:39 PM »
I have had some time to play around with 1.41. I like many of the changes. However, there are a few things that are nagging me:

Cheer Up
I think that this skill could use an AoE buff (like Yell) to make it more useful.

Was the accuracy of this skill always (MA+55)%?

Battle Orders & Pathos Speech
Currently underwhelming in comparison to their Sing predecessors for several reasons:
  • Lower success rate than Sing (<66%) even under optimal conditions (e.g., 15+ MA and Best compatibility)
  • Does not target the user
  • Is not a performing skill, so it does not continue to charge after being executed.
I never felt that the Sing skills were particularly powerful to begin with, so these changes are particularly discouraging for me.

What happened to this weapon? It took a big WP nerf, and now it is only worth using in combination with the Two Hand support ability. The Grand Cross Excalibur build is no more.

+1 Move on Samurai
I understand that the +1 Move tremendously helps the male melee Samurai out, but it helps the female Draw Out samurai just as much.  Before we had to settle for Draw Out Geomancers if we wanted 4 base Move. Now we can stick with Samurai and use their secondary skill slot for whatever we please.  Female Samurai have become much more effective as a result (and they were already pretty effective to begin with).  This is just something to keep an eye on.

And speaking of Draw Out...

Nerf Bizen Boat
MA*8, element-boostable, BrFa-piercing damage is too high.  The synergy of Bizen Boat and Crystal Helm on the now fleet-footed Samurai is incredible.
Chirijiraden took a damage hit from MA*9 to MA*8. Bizen Boat should take a hit, too, if only to keep Draw Out internally balanced.

I am puzzled over why Stone Gun got its one-handed property back. Stone Gun was made Force-2H because it eclipsed crossbows. The new Peacemaker with Attack UP beats Gastrafitis with Concentrate hands down: Peacemaker delivers similar damage, but requires none of the PA stacking that Gastrafitis does. If Peacemaker remained Forced-2H, at least you'd have to give up your shield for this extra equipment freedom.

I am sure I will take heat for this, but I miss the fire, ice, and lightning spell guns. These three guns served a unique role: Healing high-faith friendly targets with high M-EV.  As a bonus, these guns could trigger Counter Magic, so with the right equipment the spellgunner could also heal herself in the process. On the flipside, White Robes were effective at defending against these spellguns. Flare Gun feels a little lackluster in comparison: It cannot be used for friendly healing, and it cannot be mitigated by White Robe. Perhaps Flare Gun is a slightly more consistent offensive weapon, but it is not nearly as versatile as its predecessors.

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