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Messages - doriantoki

Pages: [1] 2 3 ... 5
1
FFT Arena / Re: Final check for bugs before tournament
« on: February 17, 2012, 09:20:08 PM »
I agree that best of 5 is too long.  I concur on the best of 3.

Also, no one seems to be making use of my post in the problem maps thread!  I understand if you disagree with it, but I spent a lot of time counting squares between unit starting positions, and at the very lest, it seems to be a good starting point for utilizing a system that organizes maps between small/medium/large.  At the very lest, for large maps, which are genuinely large.

http://ffhacktics.com/smf/index.php?topic=7646.0

2
FFT Arena / Re: Arena battle videos and discussion
« on: February 14, 2012, 02:25:35 PM »
Just wanted to pop in and say, like always, thanks for all the matches Barren.  Would post more comments, but am pretty busy, as always, but I do make time to watch the matches here and there when I can.

3
FFT Arena / Re: Final check for bugs before tournament
« on: January 16, 2012, 08:16:59 PM »
As I mentioned earlier, I can upload match videos.  Depending on how busy I am though, they may or may not contain commentary.

4
FFT Arena / Re: Final check for bugs before tournament
« on: January 11, 2012, 06:46:48 PM »
Are we doing a team (multiple board members) vs. other teams type of thing?  Or just a basic single free for all?

5
Old Project Ideas / Re: Project Orlandu
« on: January 10, 2012, 11:30:16 PM »
Quote
4) Blade Grasp will now work only against bladed weapons.

You are my hero.  :)

I believe this was the developer's original intent with this skill, anyway.  After all, it is called blade grasp, and we already have a skill that blocks projectiles (arrow guard).

7
FFT Arena / Re: Arena battle videos and discussion
« on: January 01, 2012, 04:21:56 AM »
There are quite a few strong teams competing.  Unfortunately, looking at the match results, mine aren't any of them, with Blade Runners being the surprise exception, though that team at best is still somewhat of a gimmick team.

8
FFT Arena / Re: Arena battle videos and discussion
« on: December 27, 2011, 09:33:56 AM »



9
FFT Arena / Re: FFT Arena: Stats/Ability Discussion Thread [HUMANS]
« on: December 18, 2011, 08:51:48 PM »
Elemental weakness doesn't affect proc rates, as far as I know.

10
FFT Arena / Re: Arena battle videos and discussion
« on: December 17, 2011, 10:50:12 PM »
Big Assault is the strongest team here ATM.  According to my calculations, it has a 100% (!!!) win rate.  So congratulations Barren, IMO you have a good shot at the title.

11
FFT Arena / Re: Arena battle videos and discussion
« on: December 17, 2011, 12:57:22 PM »
Cloud of Darkness is interesting on paper, but doesn't work that well in practice.  They need some physical damage in there somewhere, cause even if they managed to blind an entire physical opponent team, they would still have trouble taking down that team if they had access to say, Auto Potion.  That's my only suggestion there.

13
FFT Arena / Re: Arena battle videos and discussion
« on: December 13, 2011, 12:45:55 PM »
What happened to the last video?  It says it was removed :?

14
FFT Arena / Re: Arena battle videos and discussion
« on: December 11, 2011, 08:04:45 PM »
It's pretty scary how well Blade Runners have been performing.  I can see them being slaughtered against a team like Playground Pioneers though (you know, all male, beefy units).

15
FFT Arena / Re: FFT Arena Season 6 Discussion
« on: December 05, 2011, 07:31:33 PM »
Oh, is this starting before Christmas or after?  I'm getting a little swamped now as Christmas approaches  :?

16
FFT Arena / Re: Arena battle videos and discussion
« on: November 25, 2011, 01:26:15 AM »


17
FFT Arena / Re: Arena battle videos and discussion
« on: November 23, 2011, 10:58:27 PM »





19
FFT Arena / Re: Arena battle videos and discussion
« on: November 23, 2011, 02:31:23 AM »
Quote
Um.

You haven't made any statements that has changed my mind.  Not saying it's impossible, but I still stand by what I said.

Quote
2x High-HP Units that double-turn Flare, have Always: Shell

Innocent is a better defensive strategy (that is, initial Innocent).  The Thieves have Heretic, yes, but a low faith unit with initial Innocent is a better strategy right off the bat.

Quote
Use Charm to both Cancel Charging and turn mages against each other.

This is a crapshoot strategy and I know it.  There are better strategies against this, such as Reflect, Sinkhole, or even Silence.  To be fair, the Priest uses two of the above, but can only effectively keep down one Wizard.  And I said, Charm is hardly an anti anything, since the percentages are so low.  I would argue more versus the fact that your team is all female, not that it's a particularly powerful strategy versus mages.

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1x Moderate-HP Priest with Initial: Reflect to make her invulnerable to most low-CT Spells and Sinkhole to stop the few that get through Reflect, as well as herself being a lightning rod for getting all aggro magic targeted on herself.

She ate Bahamut pretty good on multiple occasions.  Which still does a shit ton of damage, so she's not protected.

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Sure, the Archer really didn't do jack shit, but to say this isn't "as bad as would think" is pretty... false.

I still stand by this.  This isn't an anti-Santa team, nor was it meant to be.  Remember that Blade Runners came before Santa did, and in a similar twist, they murdered another team that had female units.  My initial intent with Blade Runners were very high evasion thieves that pestered the opponent to death.  It's just that when there's a female in the enemy team, it becomes the most obvious advantage.

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This is close to as Hard-Anti-Cannons as it gets

No, for the reasons mentioned above.

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to the point where something trying that hard to beat Cannons should be winning with a fairly solid 2-0 and is likely at a very huge detriment if they fight anything not focused on magic, even if it's still all-Female.

Uh ... I've tested this team against my own teams, and Blade Runners basically wins whenever there's a female involved in the opponent team, and she happens to get charmed.  Going back to what I initially said, however, if the charm misses, they're dead.  The Thieves are built for survivability, both magical and physical.

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It's similar to Thank You for the New Shoes in that way - that team has huge Axe with high Move that make its other matchups much better, but they should always 2-0 a team like Bombardment Cannons.  The fact the games had a back and forth and the match went to a third game only really states how fucktarded my DPS is, since you're running an almost completely hard-counter and were still at a very realistic risk of losing.

You're contradicting yourself here, as this argument actually works in my favor.

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I was fully expecting to win that third game despite it being a smaller-end map with chokepoints my casters hate after that first round, said risk is so realistic.

Right.  Just listen to my commentary, all it takes is one charm to completely reverse the match.  To be honest, if Blade Runners perform that well consistently, I will be surprised, to the point where I would consider lowering the charm hit rate, since it's such a ridiculously debilitating status.  If you think about it, most teams are built to work well with each other, when you charm the competition, the said is true in reverse, in that the ally is suited to dealing just as much damage to his or her team mates.

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I'm not calling shenanigans, people make these kinds of teams and verifying they can actually beat what they're hard-countering is important.  It's more of the "Why in the fuck did this go into 3 games?" kind of statement, where I feel going 2-1 is a compliment to my team's raw power more than showing a particular flaw beyond "It's four magic users with long CT Spells."

I'm confused now.  I agree with this statement, but it doesn't even seem like you're disagreeing with me anymore???  Or are you just writing down a string of thoughts as they come to you?  Sometimes I do that as well, and come to a different conclusion, than my initial thought.

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Though, I think those Oracles might need to lose Beguile, I dunno, so that might be showing a particular flaw.  It's hard to say exactly what's flawed on those Oracles though since they still had the wrong Spellbook, so I don't know exactly what set of Statuses they had available in those matches.  You can just learn a unit's skills in-game you know, so if the Spreadsheet is giving you trouble on learning Primary/Secondary skills, just don't teach them through the Spreadsheet and grab them in-game instead, for future reference for when you do matches involving Oracles or if you just want to stick to doing that to prevent errors.  Also, never use Palette 5 (Purple), shit bugs the game, and I don't know why everyone (including FFMaster >_>) still uses it.

Just to address the last point, yes palette 5 needs to go.  I usually just copy a team into the spreadsheet without giving it much thought, so sometimes it creeps by.  If you want my opinion on the oracles, even though the spreadsheet was whack, they actually got some solid use out of Life Drain.  Petrify definitely needs to stay, and I like your other choices (Silence Song, Sleep and Don't Act).  I agree that Beguile, just in general, is not preferable to Petrify, or even Sleep.  Zombie I could see getting some use.  I don't know if they'd ever forgoe an attack spell for Blind, however.

20
FFT Arena / Re: Problem Maps and Rearranging Maps
« on: November 22, 2011, 11:48:55 PM »
Well, I went through all the maps with the current 1.36b starting position placement and noted the SHORTEST amount of space between the two closest units.  This will obviously change on some maps due to the Jump stat, which I've noted.  I've also listed maps that split the party up in unusual (more than two spaces apart, or impeded by height or obstacles) ways as separate from the rest.  I've organized them into five categories based on the amount of space between the two closest units.  These are small (1-9 spaces), small/moderate (10-12 spaces), moderate 13-18 spaces and large (19+ spaces) and team split maps.  They are also listed from smallest to largest in each separate map category.  The number after the map number is the amount of spaces between two closest units.

Small Maps

map 019 - 3
map 092 - 4
map 104 - 4
map 117 - 4 to attack, > otherwise
map 119 - 4
map 083 - 4 but heavy obstacle/height based map
map 011 - 5
map 031 - 5
map 041 - 5
map 049 - 5
map 066 - 5
map 070 - 5
map 073 - 5
map 086 - 5
map 093 - 5
map 111 - 5
map 001 - 6
map 007 - 6
map 008 - 6
map 013 - 6
map 018 - 6
map 024 - 6
map 062 - 6
map 069 - 6
map 077 - 6
map 096 - 6
map 005 - 7
map 012 -7
map 020 - 7
map 023 - 7
map 043 - 7
map 053 - 7
map 065 - 7
map 094 - 7
map 097 - 7
map 105 - 7
map 113 - 7
map 048 - 7/8
map 067 - 7-9
map 002 - 8
map 003 - 8
map 009 - 8
map 014 - 8
map 022 - 8
map 025 - 8
map 032 - 8
map 051 - 8
map 058 - 8
map 064 - 8
map 072 - 8
map 088 - 8
map 091 - 8
map 118 - 8
map 016 - 9
map 021 - 9
map 029 - 9
map 036 - 9
map 046 - 9
map 063 - 9
map 075 - 9
map 080 - 9
map 101 - 9
map 102 - 9

Small/Moderate Maps

map 004 - 10
map 035 - 10
map 038 - 10
map 061 - 10
map 068 - 10
map 098 - 10
map 103 - 10
map 028 - 11
map 037 - 11
map 040 - 11
map 055 - 11
map 056 - 11
map 060 - 11
map 082 - 11
map 084 - 11
map 087 - 11
map 089 - 11
map 090 - 11
map 095 - 11
map 006 - 12
map 017 - 12
map 027 - 12
map 034 - 12
map 044 - 12
map 045 - 12
map 054 - 12
map 071 - 12
map 079 - 12
map 115 - 12

Moderate Maps

map 009 - 13
map 010 - 13
map 074 - 13
map 100 - 13
map 042 - 13 height restriction, 14 w/o
map 059  -14
map 125 - 14
map 026 - 15
map 030  -15
map 078 - 15
map 099 - 15
map 108 - 15
map 047 - 16 height restriction, 12 w/o
map 076 - 16
map 085 - 17
map 109 - 17 with 5 jump, so realistically, more
map 050 - 18

Large Maps

map 110 - >20 with low jump, with more jump, varies considerably
map 015 - 6 with ignore height otherwise ~19
map 106 - ~20
map 033 - 20
map 039 - 20
map 112 - 29

Team Split Maps

map 114 - 1
map 116 - 5
map 052 - 8
map 107 - 8
map 057 - 9
map 081 - 9

Some observations.  In truth, very few actual large maps.  Very many small and small/moderate maps.  I wouldn't be opposed to eliminating the Small/Moderate category.  They don't really serve much purpose.  They're like small+ maps at the moment, unless the unit starting positions are changed.  I see bouts going small/large or large/small, then a moderate for the final round, if it comes to that.  The small/moderate maps don't really fit in there nicely, and I've seen complaints about them.  I think I have already, but I will again stress the fact these are based on unit starting positions, and the spaces between the two closest units.  Some maps look deceptively large, where it might take the units one turn to hit each other.  This is actually the case with most of the maps, either via mobility, or ranged attack or spell.  In reality, most teams will collide either the first or second round with some sort of attack, be it magical or otherwise.  The only exception to this seems to be the 20+ maps.

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