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Messages - Gaignun

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FFT Arena / Re: FFT Arena 1.40 ASMs
« on: July 15, 2016, 12:26:14 PM »
It sounds like the Reraise spell is targeting the panel and not the unit.  It has been awhile since I played with FFTA, but doesn't the AI also target panels and not units when using Time and Summon magic?

FFT Arena / Re: FFT Arena 1.40 ASMs
« on: June 27, 2016, 04:37:25 PM »
Is changing weaknesses from 200% damage to 150% damage an easy hack?  This might be advisable if Oil is too strong in 1.40.

Thanks for the quick responses Andrew and dw6561.

If the AI somehow reliably heals MP poison, then I suppose it could work.  Otherwise, MP poison might become Silence 2.0: You either block it with equipment or you die a slow death.  In the worst case, we could fall back on Carbuncle and Spell Absorb, since we're removing the MP cost of those two skills.

If the AI misbehaves with MP poison (e.g., It charges a spell, loses 1/16 MP, then has insufficient MP to cast the spell), we could alternatively make the ailment increase the MP cost of spells by 1/8~1/4 or so.  That way, the ailment would still weaken spellcasters, but the AI would function as intended.

Sorry my responses are late.  Life is hectic lately.

Lay on Hands
Is it at all possible to use a formula other than Faith or UnFury?  I was hoping Lay on Hands would become the first solid resurrection ability for high-Fury teams.

Combat Boots and Bangle
Cool beans.  I am in support of both accessories.  Could we rename Bangle to something that reflects its sinister nature of permanently adding Poison?  Something that captures the spirit of "A star that burns twice as bright (or here, fast) lives half as long."

Summoners and books
I stand with Rouroni on this.  I view Summoner as the sister of Wizard: A proverbial glass cannon that trades a little damage for a little more AoE.  Their tiny HP pool makes them ill-suited for front-line skirmishes.  Furthermore, with their gigantic MP pool, they are the class least likely to consume all of their MP and fall back on melee attacks.  Lastly, upon consideration of the AI's tendency to favour the attacks with the highest damage, I fear that the only way to coax the AI into using books constantly and effectively is to eschew the summoner's entire primary skillset.  I understand the urge to buff Summoners in some way, but nevertheless I would rather designate a tank mage (which doesn't look like it will appear in 1.40) as the committed book user.

At any rate, the librarian summoner is a concept that will require some field testing.

MP Poison
I also share Rouroni's misgivings about this status effect, especially after hearing that it will be a 0 CT status effect.  I think we should ask ourselves about the outright need for such a status effect before moving forward.

A long time ago, I proposed MP Regen for FFT Arena as an additional method for restoring MP.  Up until now, the only reliable way of replenishing MP was Move-MP UP.  A bag that adds MP regen would finally free up the Movement ability slot of committed spellcasters.  As a side benefit, adding MP regen to the skill "Regen" or the reaction "Regenerator" would significantly buff these much maligned abilities.  Conversely, I have not seen a similar argument for MP poison.  Admittedly, I have not attended any Discord discussions.  Have arguments for MP poison been raised on Discord?

FFT Arena / Re: Arena Map Alterations and Suggestions
« on: June 22, 2016, 12:43:10 PM »
Great work, Wiegraf.  Those edits are adding much-appreciated value to those maps.  I look forward to the remaining edits.

Thank you for your responses, everyone.

0 WP Bags
A long time ago I attempted to pair a Mediator with "Solution" (which adds Innocent) and a Ninja with UnFaith spells.  Instead of using Solution, the Mediator always used melee attacks.  This spurred me to propose 0 WP weapons.  The 0 WP bag is not intended for free charm/sleep breaking, but for coercing the AI into using difficult skills.  I would like to give all job classes the ability to use these difficult skills, so I think bags are most appropriate as 0 WP weapons.

If we want to penalize players for equipping bags, I would suggest making the bags heal on hit.  That way, bags cannot be used to break charm and sleep, nor counter Phoenix Down revival.  However, as they currently are, bags only invite the AI to agonizingly waste turns.

Wish and Revive
I could settle for only Revive getting an accuracy buff.

@silentkaster: Even with an accuracy buff, Fairy would still be an expensive Phoenix Down, as it is rarely used to resurrect more than one party member on all but the smallest maps.  By increasing Fairy's AoE to 2, Fairy can better fulfill its unique role of resurrecting multiple units.  If a straight AoE buff is too good, I wouldn't mind dropping the heal amount from 33% to 20~25% in compensation.

Lay on Hands
I suggested additional range because the skill belongs to a 3 Move, 8 SP unit.  It will be difficult to use without +Move items or abilities.

Battle Boots and Red Shoes
I compare these accessories to Diamond Armlet: The opportunity cost of +1 Move is +1 PA/MA, Earth absorption, and Slow and Oil immunity.  I think that this cost is too high.  An accessory that merges Battle Boots and Red Shoes would still retain the Earth absorption and status immunity costs.  Only Geomancers can effectively utilize both PA and MA at the same time, so this is a pretty modest buff.

I missed out on Discord discussions, so I am out of the loop.  May I ask a few questions?

First just some general questions:

Priests with 4 Move: What is the reason behind this proposal?  Are we transitioning priests into a melee role?
Black Magick Fire: Why is Oil being removed?
Books: What role are we redesigning this weapon type into?  It seems only Summoners, the proverbial glass cannon, can use books now.
Silence: Why is Silence being nuked?

Next, a few comments:

Summon nerfs: I am of the belief that it's not Ramuh, Shiva, Ifrit, and Silf that are overpowered, but all the other summons that are underpowered.
Quake and Tornado nerfs: Compared to Black Magick Fire, these nerfed spells cost more MP and JP, yet are no more powerful.
Melt: This will murder casters without caution and M-EV.  It's Bizen Boat with 4 range, or Sinkhole that shuts down casters permanently (or until they somehow restore their MP).

Now for some small suggestions.

Bags: Make them 0 WP to give players an opportunity to disable units' physical attacks.
Wish and Revive: Increase the constant from 70 to 80.  These abilities are bad.
Fairy: Increase AoE from 1 to 2 instead of increasing the constant from 75 to 85.  Increasing the constant does not make Fairy any more useful in my opinion.
Lay on Hands: Increase range from 1 to 2?
Maintenance: Make this a reaction or movement ability
Battle Boots and Red Shoes: Merge into a single accessory that provides +1 PA, +1 MA, and +1 Move.
Germinas Boots: Add +2 Jump to give Lancers an additional way to increase their jump speed.

And finally, some name ideas:

Secular Shield: Hallowed Shield
Provoke Bow: Bacchus Bow
MP Poison: Sap (easier to say)
MP Regen: Refresh (easier to say, and sounds similar to Regen)

FFT Arena / Re: Discord Discussion
« on: May 02, 2016, 01:35:28 PM »
Are these Discord discussions going to replace the Balance discussion thread?  Concerning 1.40, there is a wealth of arguments in the Balance thread that have been thought out and reasoned by many people over the course of nearly two years.  It would feel a little regrettable to jettison it.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: April 21, 2016, 07:36:19 AM »
Throwing this out before I forget.  Doesn't mean much with FFMaster MIA, though.

A few adjustments
Heaven's Cloud: Dmg_(PA*7), 100% Cancel: Haste, Wind element, 200 JP
Muramasa: Dmg_(PA*9), 25% Add: Death Sentence, 200 JP
Reduce weakness modifier from 2.0 to 1.5.

A few new status effects
Celerity: Halve CT of skills, 48 CT
Amplify: Add Strengthen: All elements, 48 CT
Veil: Add Half: All elements, 48 CT

Reaction abilities
Chrono Trigger: Add Haste & Celerity. 300 JP
Sunken State: New reaction ability.  Add Transparent when targeted. 100 JP
Veil: New reaction ability.  Add Veil when damaged. 200 JP

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: March 03, 2016, 07:20:20 AM »
I am comfortable with adding Always: Reflect to more equipment, as well as adding Reflect and Faith reaction abilities.  People who cover high Faith with Always: Reflect instead of high M-EV will get burned by Black Magic Water/Flare and Summon Magic.

Concerning resurrection with Reflect, I wonder if we can add another high-cost raise ability that pierces Reflect.  Currently, all raise options outside of White Magic are generally miserable.  If we could add a raise ability that resurrects a fallen ally with 50%+ HP, but at the cost of high MP/CT, and if we could add this ability to a skill set other than White Magic, we might be able to decentralize healing roles from White Magic.  I am leaning toward Lore or Nether Magic as this skill set.

FFT Arena / Re: Arena battle videos and discussion
« on: January 20, 2016, 10:25:17 PM »
Thank you for your contributions, Barren!

It is important to constantly keep yourself engaged with new things.  Have fun!

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 05, 2016, 07:17:29 AM »
The Move-MP UP monopoly is consistent with my concern: The AI sucks at healing MP damage, so players rely in restoring MP automatically.  Unlike HP, whose restoration overrides offense when reduced to 50% of its maximum, the AI restores MP only when there is nothing else to do.  Consequently, unless a caster has some means of replenishing its own MP (possible with only Item and Punch Art, both of which aren't attractive on a caster), a caster's MP tends to stay depleted.  Since the AI treats HP and MP differently like this, I don't believe HP damage and MP damage are equatable in terms of their respective maxima.

If we enable the AI to proactively drain MP, we should also enable it to proactively restore it, or at the very least give casters a few attractive means of restoring their own MP from 0.  Removing Carbunkle's and Spell Absorb's MP cost would be a start.  Implementing a "MP Regen" status effect (or having Regen also restore MP) and tuning MP Restore would be others.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 01, 2016, 11:13:10 AM »
Thematic consistency, I suppose.  Fire, Ice, Bolt, and Water were given status ailments years ago to buff Black Magic, which was underwhelming at the time.  Summon Magic was buffed in this fashion at the same time.

Among the recent changes, I proposed that Fire Shield adds Oil immunity and Ice Shield adds Slow immunity to allow teams to absorb friendly tier 1 Fire and Ice spells without becoming afflicted with the accompanying status ailment.

As for Mage Masher, it would be nice to make it dual-wieldable, wouldn't it?  Pairing it with an HP damaging weapon would be the only way to proactively drain MP.  However, I have a premonition: Put Mage Masher on a Thief with stacked SP, and the Thief will devour the opposing team's MP pool in a flash.  It would be like a miniature Bizen Boat that the AI uses every turn, and we all know how destructive Bizen Boat can be.

If the AI restored MP as actively as HP, then I wouldn't see a problem with a dual-wieldable Mage Masher.  But since replenishing lost MP is such a pain, I would advise against the motion.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 31, 2015, 04:32:42 PM »
Having Mage Masher do MP damage is cool with me.  That weapon is pretty bland right now.  I don't think additional WP and stats are necessary, but adding an element could be really neat.  With the right equipment, the weapon could be used to replenish teammates' MP.  Something like:

Mage Masher: 9 WP, 15 W-EV, +1 Move, Holy Element, MP damage

Then casters could equip Chameleon Robe or Magic Ring (a caster-friendly accessory) to absorb the MP damage.

On the subject of element-absorbing weapons, we could also add Absorb: Holy to the tragically underwhelming White Staff to increase the number of options for absorbing Mage Masher damage.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 29, 2015, 05:44:49 PM »
Like a 0 WP P Bag, an MP damaging weapon could be used to prevent the AI from using melee strikes.  Does the weapon have to be Bizen Boat, though?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 17, 2015, 06:06:49 PM »
I would love to compile a list of all these quirky bugs and hidden effects.

A few weeks ago, I encountered a most peculiar bug with Hawk's Eye in which I knocked a unit out of bounds and soft froze the game.  The map was Slums of Goug.  An enemy unit was standing atop the wooden shack on the tile indicated in the attached picture.  One of my archers hit this unit with Hawk's Eye.  The attack was a critical hit. The unit was knocked off the shack and drifted off into the blue expanse.

I wonder if it is possible to knock units off this tile in vanilla FFT.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 11, 2015, 05:44:24 AM »
Holy does less damage than it should from time to time for me, too.  It is difficult to reproduce, though.  I would suspect it is some kind of register bug, like the Shell flag is being retained in a register when damage is being calculated.

Is Shell or Magic Defend UP present on any unit when spells do less damage?

Moving [Haste and Shell] down to 8 MP also puts them on the same level with Yell (which I still believe needs Regen), which either could be the better ability depending on the situation. (Example, do you want a 100% Add: Haste ability that isn't reflectable and is instant with no AOE? Or do you want a possibly slightly inaccurate spell that has a small AOE but is reflectable and requires a short charge time?)

That is a good assessment:
Haste: AoE
Yell: Pierces reflect, instant, also applies Regen

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 04, 2015, 10:20:19 AM »
I personally like increased accuracy the most, and possibly also lower MP cost.  These changes make the skills easier to use on non-casters.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 02, 2015, 08:30:37 AM »
The only tanky caster I can think of is maybe Oracle, and even then I don't think high movement suits them that well.

The other option is a redesigned scholar/battlemage.  4 movement would be right at home on a caster with Clairvoyance/Awareness and innate access to shields.

[We] could add a Talk Skill that could add Reflect maybe MA + 65% of the time or something.

Thank you for the Reflect critique, silentkaster.  If Float is only applied to avoid spells mid-charge, then a skill that applies Float should certainly have 0 CT.  As you suggest, a talk skill would be perfect for this.  Considering its situational application, this talk skill should probably be both cheap (~100 JP) as well as accurate (MA+75 or so).  As a counter, we could add Cancel: Float to Don't Move, as WKW suggests.  Don't Move would become something like gravity: It makes the target so heavy that they are forced to the ground and can't move.

To push Float into the metagame, it would also help to move forward with the Titan buff, so people start using Titan more often (or at all).

Last, I threw together a few spear ideas, some of which are based on CT5Holy's suggestions:

Jumping Spears (none can be used with Two Hands)
Javelin: 9 WP, 10 W-EV, +1 SP, +2 Jump
Obelisk: 11 WP, 10 W-EV, +2 PA, +1 Jump
Dragon Whisker: 14 WP, 10 W-EV

Poking Spears (all can be used with Two Hands)
Blood Spear: 9 WP, 10 W-EV, 50% Cast: Life Drain
Heavy Lance: 10 WP, 10 W-EV, 100% Knockback
Gungnir: 10 WP, 10 W-EV, 50% Cast: Last Dance OR 50% lower CT by 30
Holy Lance: 10 WP, 10 W-EV, Holy element, +1 SP and Holy Breath proc removed

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 28, 2015, 05:56:44 PM »
I wouldn't mind a Meteor Staff, personally.  It sounds like stupid fun.

Speaking of Move, I feel that Summoners should also be bumped to 4 Move and be given access to knives.  Low HP, high MP, high Move support caster is something that appeals to me.  I know that this suggestion is rather unorthodox, but so is a lot of Arena in comparison to other patches and especially vanilla.  :P

High movement on a squishy caster is kind of counterproductive, though.  The summoner will outpace its team on larger maps and be focus-fired.  Maybe we could give 4 movement to a tankier caster.

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