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### Topics - Gaignun

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1
##### 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.

Enjoy!

 Patch version: 1.42Population size, N = 272 unitsThe population consists of publically available data submitted up to 1 October 2017.Legend#: Number of instances%: Percentage of the population (= #/N)AR: Adoption Rate (= #/p, where p is the number of units that have the option of learning the given ability, equipping the given shield, etc. The AR is a rough estimate of how popular the given skill/equipment is among others in its skillset/class.)

 Std. dev. (max): The standard deviation were every unit to choose either 40 or 70 Brave/Faith.
 DefinitionsOffense = o/NDefense = (a+c+0.5*h)/Nwhereo: Number of units with at least one weapon or skill with the specified elementa: Number of units that absorb the specified elementc: Number of units that cancel the specified elementh: Number of units that halve the specified elementN: population (=272)S5: AI Tournament Season 5 (Autumn 2016)S2: AI Tournament Season 2 (Summer 2013)

2
##### FFT Arena / 【PROPOSAL】Evasion-piercing Summon Magic
« on: February 06, 2017, 11:36:12 AM »
I would like to propose a new design concept for Summon Magic: Evasion-piercing.  That's right. I'm going old school on your derriere and taking you back to vanilla FFT.

What's wrong with my current Summon Magicks?
Nothing, really. It has a job. It does its job. It works 9-to-5 with a co-worker called Black Magic. They do the same stuff.  Occasionally, Summon Magic steps in to take care of that touchy feely healing stuff, and other times it leaves the heavy lifting to Black Magic. There's nothing wrong with a bit of cooperation. But here's the problem: Nobody is working the night shift.

Night shift? What are you talking about?
A competitive game needs to spin like the Earth needs to spin.  Lock your planet in geosynchronous orbit and people on one half of the planet will freeze. Right now the world of magicks is in geosynchronous orbit. It is always sunny in the land of magic evasion.  Are the skies looking stormy with black magicks, summoned beasts, and feudal warriors walking around in funny armor that looks like it is made of papier-mâché? Put a shield in your hand and a mantle on your back to keep yourself dry.  Is the pollen of status magic blowing in the wind? Hold that shield in front of you and wrap your face in that mantle to filter the air.  Magic evasion is living in the sun, growing its hair long, and walking around barefoot while whistling John Lennon songs. Meanwhile, magic defense is freezing its pants off on the far side of the globe, burning coal in its log cabin, and nobody visits even for Christmas.

Nobody likes magic defense? You're being silly. I was playing Smash Bros at its log cabin just last week.
Yes I am silly. Magic defense is good. I would not hesitate to introduce magic defense to my parents if we were dating.  But magic evasion is even better. There's a reason why there were 28 pieces of evasion-boosting accessories used last tournament, but only 6 Setiemsons. Magic defense protects you from the odd Holy and Chirijiraden. Magic evasion does that and even more. When Time and Yin Yang Magic come to town, magic defense leaves you for a better mate.  But magic evasion? That girl (guy) stays with you to the end.

What does any of this have to do with my Summon Magicks?
Basically, it's time we rain on magic evasion's parade. One can listen to only so much John Lennon. Right now, the sister planet of physicks is spinning freely. The rotation of this planet has been initiated by a support skill called Concentrate. On this planet is a country of people who spread evasion on everything like mustard.  But then day falls to night and those from a neighbouring country with better Concentration come and steal all their mustard.  Back on our first planet of magicks, there is no equivalent "Concentrate" support skill. This means that its world of cuisine is inundated with the smell and taste of mustard.  The only ways of washing out the sour taste of this condiment is with the fashionably constricted Geomancy and the fashionably unfashionable Lore spells.  I say that we add Summon Magic to this list.  Think of it as the easily-boostable Geomancy you always wanted but couldn't have, or the Lore you always had but never wanted.

So what exactly are you proposing here?
In a sentence: Weak-to-mid damage magic AoE spells that ignore evasion, but have high MP and/or CT costs.  Summon Magic will essentially become Black Magic that trades offensive potential for reliability, or Geomancy that trades consistency for offensive potential. Auxiliary healing functionalities with Moogle, Carbuncle, and Fairy will be retained.  Rough categories would look something like the following (note that no number is final):

 Low-tier summons:Ifrit: MA*7, 2 AoE, 28 MP, 3 CT, Fire elementShiva: MA*7, 2 AoE, 28 MP, 3 CT, Ice elementRamuh: MA*7, 2 AoE, 28 MP, 3 CT, Lightning elementSilf: MA*7, 2 AoE, 32 MP, 3 CT, +DA/DM, Wind elementLeviathan: MA*7, 3 AoE, 32 MP, 5 CT, +Debuff, Water elementSalamander: MA*8, 2 AoE, 32 MP, 5 CT, +PoisonMid-tier summons:Titan: MA*9, 2 AoE, 48 MP, 5 CT, Earth elementCyclops: MA*9, 2 AoE, 54 MP, 5 CT, +Blind, Holy elementHigh-tier summons:Odin: MA*7, 2 AoE, 48 MP, 6 CT, +Death, Dark elementBahamut: MA*12, 2 AoE, 60 MP, 6 CTZodiac: MA*11, 3 AoE, 60 MP, 6 CT, +SapUnlisted spells (Moogle, Fairy, Carbuncle, and Lich) are unchanged.

All summons pierce evasion and are smart-targeting, but cost around twice as much MP as competitive Black Magic. In this way, Summon and Black Magic work different jobs. Specifically, Summon Magic interacts with the crotchety high-evasion customers, and Black Magic interacts with the freewheeling low-evasion customers.

Any thoughts and suggestions about the foregoing are much appreciated.

3
##### FFT Arena / Official names for MP poison and regen
« on: August 02, 2016, 03:59:33 PM »
I would like to confirm the official names of MP poison and regen before releasing an updated team design tool.

Currently, we are referring to MP regen and poison as exactly that.  Aesthetically, I and perhaps others would prefer to give these two new statuses unique names.  "MP regen" and "MP poison" are a mouthful, yet are difficult to abbreviate without inviting confusion with either the MP stat or regular old (HP) regen and poison.

Unfortunately, MP forms of regen and poison are uncommon in RPGs, so we do not have established nomenclature to fall back on.  Thus, we need to get creative.

I will start by proposing my own names:

MP regen: Refresh.  Easy to say alongside Regen, and alludes to the lucidity of one's state of mind, which which one is capable of reciting a tireless number of spells.

MP poison: To pair with the naming philosophy of Refresh, I want a name that reflects how one's mental aptitude degrades over time.  Unfortunately, using real world language here for inspiration gives names that are too technical or downright terrible: Dementia, Depression, Migraine, et cetera.  Thus, I am going for the nondescript yet delightfully concise name of Hex.  In the style of Breath of Fire IV, a Hex is some kind of poisonous miasma created from negative emotions such as hatred and sorrow, two emotions among many which perturb the clarity of thought and mind.

As a bonus, both names can easily be uttered as verbs in commentary (i.e., refreshed and hexed).

4
##### FFT Arena / 1.39 Patch - Proposal Summary
« on: May 31, 2013, 11:55:31 AM »
The following is a (mostly) complete list of changes proposed for FFT Arena 1.39.  This list is for the purpose of display only.  Nothing on this list is final.

I will attempt to transfer ideas from the discussion thread to this thread once per week.

Buffs are highlighted in green.
Nerfs are highlighted in maroon.
Neutral changes are highlighted in blue.
Disputed/new changes are highlighted in red.

 2-Hand and 2-Sword properties are not changed unless otherwise stated.KnivesDual Cutters: 8 WP, 15 W-EV, +1 Move, 50% Extra AttackOrichalcum: 11 WP, 15 W-EV, +1 MA, +1 MoveKatar: 11 WP, 15 W-EV, +1 PA, +1 MoveAir Knife: 13 WP, 15 W-EV, +1 Move, Wind Elemental, No 2HNinjatouHidden Knife: 8 WP, 0 W-EV, Always: Transparent, (+1 SP removed)Short Edge: 9 WP, 5 W-EV, 50% Add: OilNinja Edge: 10 WP, 10 W-EV, 50% Add: Don't MoveSpell Edge: 11 WP, 5 W-EV, +1 MA, 100% Cast: Spell AbsorbIga Knife: 11 WP, 10 W-EV, Fire Elemental, Strengthen Earth, 2-SwordableNaruto Koga Knife: 11 WP, 10 W-EV, Earth Elemental, Strengthen Fire, 2-SwordableSasuke Knife Orochimaru Fang: 10 WP, 0 W-EV, 50% Add: Blind, 2-SwordableSwordsPhoenix Blade Kazekiri or Balmung (decision pending)Coral Sword: 8 WP, 10 W-EV, Water elemental, Strengthen: Water, 25% Cast: SuitonParry Edge: 9 WP, 25 W-EVLionheart: 10 WP, 10 W-EV, +2 PAKnight SwordsDefender: 16 WP, 40 W-EV, Immune: Don't ActSave the Queen: 15 WP, 10 W-EV, Always: ProtectExcalibur: 14 WP, 20 W-EV, Holy elemental, Strengthen: HolyRagnarok: 15 WP, 10 W-EV, Always: ShellKatanaMasamune: 8 WP, 15 W-EV, 50% Cast: Dispel, Initial: Haste, RegenAxesBattle Axe: 9 WP, 30 W-EV, 33% Decapitate (Damage: 50% of max HP)Slasher: 12 WP, 20 W-EV, Two-SwordableRodsThunder Rod: 6 WP, 10 W-EV, Lightning elemental, Strengthen: Lightning, 50% Cast: Bolt 2Ice Rod: 7 WP, 10 W-EV, Ice elemental, Strengthen: Ice, 50% Cast: Ice 2StavesWhite Staff: 8 WP, 10 W-EV, Holy Elemental, 50% Cast: DiaHealing Eldritch Staff: 12 WP, 10 W-EV, +1 SP, Heals on hit, Strengthen: Holy, DarkRainbow Staff: 11 WP, 10 W-EV, Immune: OilWizard Staff: 9 WP, +2 MA, 10 W-EVGold Staff: 8 WP, 20 W-EV, 100% Cancel: Positive StatiiFlailsAspergillum Desert Rose: 10 WP, 5 W-EV, Earth elemental, Strengthen: EarthGunsBlaze Gun: 14 WP, 0 W-EV, 6 Range, Cast: Nether FireGlacier Gun: 12 WP, 0 W-EV, 6 Range, Cast: Nether IceBlast Gun: 11 WP, 0 W-EV, 6 Range, Cast: Nether BoltStone Gun: 12 WP, 0 W-EV, 6 Range, Init: Petrify, Force Two-HandsCrossbowsSilencer: 12 WP, 0 W-EV, 4 Range, 50% Add: SilenceGastrafitis: 14 WP, 0 W-EV, 4 Range, Force Two-Hands, 100% Random Add: Poison, Blind, Silence, Don't MoveLongbowsLong Bow: 14 WP, 10 W-EV, 6 Range, +1 MoveSilver Bow: 13 WP, 10 W-EV, 6 Range, 40% Cast: HolyMythril Bow: 14 WP, +1 SP, 10 W-EV, 5 RangeUltimus Bow: 15 WP, +1 PA, 10 W-EV, 5 RangeSpearsSpear: 12 WP, 5 W-EV, +1 SP, 50% Cast: Ice Bracelet (Damage: MA*8, Ice Element)Mythril Spear: 12 WP, 5 W-EV, +1 SP, 50% Cast: Fire Bracelet (Damage: MA*8, Fire Element)Spear: 12 WP, 5 W-EV, +1 SP, 50% Cast: Thunder Bracelet (Damage: MA*8, Lightning Element)Holy Lance: 10 WP, 15 W-EV, +1 SP, 50% Cast: Holy Bracelet (Damage: MA*8, Holy Element)PolesIron Fan: 14 WP, 15 W-EV, Dark ElementalHarpsBloody Strings: 10 WP, 5 W-EV, 3 Range, Absorbs HPBagsP Bag: 5 WP, 0 W-EV, Always: Regen, Heals on hit
 HelmetsCross Helmet: 120 HP, 50 MPGenji Helmet: 120 HP, Strengthen: Wind, Strengthen: Earth (Initial: Berserk removed)Grand Helmet: 150 HPArmourMaximilian: 160 HPHatsTwist Headband: 70 HP, +2 PAHoly Miter: 70 HP, +2 MABlack Hood: 110 HP, 30 MPGolden Hairpin: 70 HP, 50 MP, Strengthen: Holy, Dark (+1 MA removed)Thief Hat: 60 HP, +1 SP, Half: Wind, Earth (Half: Water removed)Green Beret: 80 HP, 20 MP, +1 Move, +1 Jump, Half: WaterHeadbandsFocus Band: 80 HP, 60 MP, Immune: Undead, Charm, Innocent, FaithChoice Band: 70 HP, 40 MP, Immune: Dead, Frog, Petrify, Berserk, Sleep, Death SentenceChakra Band: 60 HP, 20 MP, Immune: Poison, Silence, Blind, Slow, Stop, Don't Act, Don't Move, OilClothingBrigandine: 120 HP, 20 MPSanta Outfit: 100 HP, 10 MP, Absorb: Ice, WindBlack Costume: 100 HP, 10 MP, Absorb: Fire, DarkRubber Costume: 100 HP, 10 MP Absorb: Lightning, WaterEarth Clothes: 90 HP, 20 MP, Absorb: Earth, Strengthen: EarthSecret Clothes: 70 HP, +1 SPRobesSilk Robe: 110 HP, 50 MP
 Crystal Shield: 20 P-EV, 20 M-EV, Immune: Oil
 Power Wrist: 30 P-EV, +1 PAGenji Gauntlet: 30 M-EV, +1 MASprint Shoes: +1 SP, Immune: SlowJade Armlet: Absorb: Water, Immune: Slow, Stop, PetrifyDefense Ring: Null: Ice, Immune: Dead, Death Sentence, Silence, Berserk, SleepDefense Armlet: Null: Fire, Immune: Poison, Blind, Don't Move, Don't ActCursed Ring: +1 PA, +1 MA, Weak: Fire, Absorb: Dark, Immune: Crystal, Always: Undead (Null: Holy and +1 SP removed)Salty Rage: Always: Berserk
 Time Mage(M) 113 HP, 77 MP, 10 SP, 4 PA, 7 MA, 3 Move, 3 Jump, 5 C-EV(F) 106 HP, 82 MP, 10 SP, 3 PA, 9 MA, 3 Move, 3 Jump, 5 C-EVSummoner(M) 103 HP, ~130 MP, 8 SP, 3 PA, 9 MA, 3 Move, 3 Jump, 5 C-EV(F) 96 HP, ~140 MP, 8 SP, 2 PA, 11 MA, 3 Move, 3 Jump, 5 C-EVThief(M) 144 HP, 24 MP, 10 SP, 9 PA, 3 MA, 4 Move, 4 Jump, 20 C-EV(F) 135 HP, 25 MP, 10 SP, 7 PA, 4 MA, 4 Move, 4 Jump, 20 C-EVLancerCan now equip robes
 Blind: Increase CT from 0 to 48Silence: Increase CT from 0 to 48Oil: Change to only set the "weak" flagBerserk: Increase CT from 0 to 48Poison: Decrease CT from 96 to 64Regen: Decrease CT from 96 to 64

5
##### FFT Arena / ☢ ☢ ☢ FFT Arena AI Tournament Season 1 ☢ ☢ ☢ (FINISHED!)
« on: May 01, 2012, 07:48:46 AM »

♈ ♉ ♊ ♋ S 1 ♌ ♍ ♎ ♏ T O U R N A M E N T ♐ ♑ ♒ ♓

Hosted by Avalanche, Barren, CT5Holy, Dol, Fanatic, Gaignun, and Wiz

Legend

Red = Winner's/Regular Bracket Commentators

Blue = Loser's Bracket Commentators

Yellow = Helpers who structured S1 and put the pieces together

Extra Notes

Wiz = Made this page via copy/paste and S1 Intro clip. Also made slight alterations to the patch such as disabling of weather effects and changing unit placement on a few of the maps.
CT5Holy = Checked/Registered, and put the data of the individual teams in spoilers, and made S1 registration page via copy/paste
Gaignun = Randomized maps for all matches (includes Winner's + Loser's Bracket and Final Match; X videos in total, Y-Z rounds in total) and generated Winner's/Loser's brackets.

And of course everyone else for giving input and those who put their foot forward making the transition from pussified silly boy/girl to a merciless warrior ready to shed blood

FFH Season 1 Youtube Account (You can also click on the 137b image to get there too)

Brackets

Videos & Maps

 Match 1 - Leif1991 vs TaichiiS: (012) At the Gate of Lionel CastleL: (076) Zeklaus DesertM: (080) Araguay WoodsMatch 2 - st4rw4k3r vs mucusS: (103) Windmill ShedL: (085) Mandalia PlainsM: (095) ChurchMatch 3 - Eternal248 vs dacheatS: (092) Igros, Beoulve ResidenceL: (055) Graveyard of AirshipsM: (001) At Main Gate of Igros CastleMatch 4 - LightningHax vs Kihaku_FTWS: (051) St. Murond TempleL: (102) Tutorial (2)M: (017) Underground Cemetery of Limberry CastleMatch 5 - FFMaster vs DomeS: (013) Inside of Lionel CastleL: (100) Public CemeteryM: (077) Lenalia PlateauMatch 6 - fattyzila vs Fantactic1316S: (058) Underground Book Storage Second FloorL: (125) Checkerboard StairsM: (034) Cellar of Sand MouseMatch 7 - dinosaur vs ShadowstrikeS: (021) Zeltennia CastleL: (061) Underground Book Storage Fifth FloorM: (118) Checkerboard Land 2Match 8 - The Damned vs ReksS: (053) Entrance to Death CityL: (071) Dolbodar SwampM: (056) Orbonne MonasteryMatch 9 - Havermayer vs iamBQBS: (086) Doguola PassL: (110) VALKYRIESM: (098) Outside Castle Gate in LesaliaMatch 10 - Vigilanti vs AvalancheS: (025) Yardow Fort CityL: (106) DELTAM: (002) Back Gate of Lesalia CastleMatch 11 - Kagebunji vs the frisky dingoS: (018) Office of Limberry CastleL: (046) Cemetery of Heavenly Knight BalbanesM: (035) Zaland Fort CityMatch 12 - LordBobBree vs VireblazeS: (041) Besrodio's HouseL: (045) Ruins of Zeltennia Castle's ChurchM: (027) Goland Coal CityMatch 13 - Ryason55 vs XenoS: (068) Bethla GarrisonL: (044) Bervenia Free CityM: (091) Thieves FortMatch 14 - Celdia vs DynabladeS: (096) PubL: (088) Finath RiverM: (016) Inside of Limberry Castle
 Match 15 - Gaignun vs Leif1991S: (024) Military Academy's AuditoriumL: (037) Ruins Outside ZalandM: (040) Slums in GougMatch 16 - Shade vs TrueLightS: (011) Office of Igros CastleL: (087) Bariaus ValleyM: (079) Yuguo WoodsMatch 17 - jansported vs mucusS: (073) Inside of Windmill ShedL: (030) Colliery Underground Third FloorM: (060) Underground Book Storage Fourth FloorMatch 18 - Otabo vs dacheatS: (065) Granary of Bethla GarrisonL: (105) TERMINATEM: (069) Murond Death CityMatch 19 - Squidgy vs LightningHaxS: (020) Inside of Zeltennia CastleL: (054) Lost Sacred PrecinctsM: (005) Roof of Riovanes CastleMatch 20 - Angelus vs FFMasterS: (094) Broke Down Shed-Stone BuildingL: (084) Bariaus HillM: (072) Fovoham PlainsMatch 21 - Wiz vs Fantactic1316S: (008) Riovanes CastleL: (074) Sweegy WoodsM: (010) Inside of Igros CastleMatch 22 - DomieV vs ShadowstrikeS: (004) Office of Lesalia CastleL: (006) At the Gate of Riovanes CastleM: (049) Fort ZeakdenMatch 23 - AeroGP vs ReksS: (094) Broke Down Shed-Stone BuildingL: (029) Colliery Underground Second FloorM: (063) Golgorland Execution SiteMatch 24 - Fanatic vs PrideS: (073) Inside of Windmill ShedL: (089) Poeskas LakeM: (090) Germinas PeakMatch 25 - Dol vs iamBQBS: (096) PubL: (109) BRIDGEM: (022) Magic City GarilandMatch 26 - Barren vs AvalancheS: (025) Yardow Fort CityL: (071) Dolbodar SwampM: (031) Dorter Trade CityMatch 27 - FDC vs Frisky DingoS: (068) Bethla GarrisonL: (106) DELTAM: (003) Hall of St. Murond TempleMatch 28 - CT5Holy vs VireBlazeS: (051) St. Murond TempleL: (029) Colliery Underground Second FloorM: (028) Colliery Underground First FloorMatch 29 - Pierce vs XenoS: (013) Inside of Lionel CastleL: (054) Lost Sacred PrecinctsM: (032) Slums in DorterMatch 30 - Skiploom188 vs CeldiaS: (053) Entrance to Death CityL: (102) Tutorial (2)M: (075) Bervenia Volcano
 Match 31 - Gaignun vs ShadeS: (103) Windmill ShedL: (100) Public CemeteryM: (048) Slums in ZarghidasMatch 32 - mucus vs dacheatS: (086) Doguola PassL: (109) BRIDGEM: (060) Underground Book Storage Fourth FloorMatch 33 - Squidgy vs AngelusS: (018) Office of Limberry CastleL: (110) VALKYRIESM: (072) Fovoham PlainsMatch 34 - Wiz vs ShadowstrikeS: (012) At the Gate of Lionel CastleL: (074) Sweegy WoodsM: (035) Zaland Fort CityMatch 35 - AeroGP vs FanaticS: (021) Zeltennia CastleL: (045) Ruins of Zeltennia Castle's ChurchM: (005) Roof of Riovanes CastleMatch 36 - iamBQB vs AvalancheS: (065) Granary of Bethla GarrisonL: (006) At the Gate of Riovanes CastleM: (080) Araguay WoodsMatch 37 - formerdeathcorps vs CT5HolyS: (008) Riovanes CastleL: (084) Bariaus HillM: (091) Thieves FortMatch 38 - Xeno vs Celdia S: (020) Inside of Zeltennia CastleL: (085) Mandalia PlainsM: (118) Checkerboard Land 2
 Match 39 - Gaignun vs dacheatS: (092) Igros, Beoulve ResidenceL: (044) Bervenia Free CityM: (063) Golgorland Execution SiteMatch 40 - Squidgy vs WizS: (058) Underground Book Storage Second FloorL: (089) Poeskas LakeM: (028) Colliery Underground First FloorMatch 41 - Fanatic vs AvalancheS: (011) Office of Igros CastleL: (088) Finath RiverM: (034) Cellar of Sand MouseMatch 42 - formerdeathcorps vs CeldiaS: (004) Office of Lesalia CastleL: (037) Ruins Outside ZalandM: (098) Outside Castle Gate in Lesalia
 Match 43 - Gaignun vs WizS: (024) Military Academy's AuditoriumL: (125) Checkerboard StairsM: (048) Slums in ZarghidasMatch 44 - Avalanche vs formerdeathcorpsS: (041) Besrodio's HouseL: (105) TERMINATEM: (017) Underground Cemetery of Limberry Castle
 Match 45 - Gaignun vs AvalancheS: (053) Entrance to Death CityL: (061) Underground Book Storage Fifth FloorM: (010) Inside of Igros Castle
 Match 46 - LightningHax vs KagebunjiS: (024) Military Academy's AuditoriumL: (055) Graveyard of AirshipsM: (027) Goland Coal CityMatch 47 - FFMaster vs LordBobBreeS: (021) Zeltennia CastleL: (030) Colliery Underground Third FloorM: (016) Inside of Limberry CastleMatch 48 - Fantactic1316 vs Ryason55S: (041) Besrodio's HouseL: (076) Zeklaus DesertM: (077) Lenalia PlateauMatch 49 - DomieV vs DynabladeS: (094) Broke Down Shed-Stone BuildingL: (046) Cemetery of Heavenly Knight BalbanesM: (049) Fort ZeakdenMatch 50 - Leif1991 vs The DamnedS: (096) PubL: (087) Bariaus ValleyM: (032) Slums in DorterMatch 51 - Jansported vs HavermayerS: (092) Igros, Beoulve ResidenceL: (084) Bariaus HillM: (095) ChurchMatch 52 - Otabo vs VigilantiS: (086) Doguola PassL: (006) At the Gate of Riovanes CastleM: (002) Back Gate of Lesalia CastleMatch 53 - The Frisky Dingo vs Kihaku_FTWS: (073) Inside of Windmill ShedL: (055) Graveyard of AirshipsM: (075) Bervenia VolcanoMatch 54 - VireBlaze vs DomeS: (058) Underground Book Storage Second FloorL: (071) Dolbodar SwampM: (003) Hall of St. Murond TempleMatch 55 - Pierce vs FattyzillaS: (011) Office of Igros CastleL: (089) Poeskas LakeM: (001) At Main Gate of Igros CastleMatch 56 - Skiploom188 vs DinosaurS: (013) Inside of Lionel CastleL: (085) Mandalia PlainsM: (090) Germinas PeakMatch 57 - Reks vs TaichiS: (004) Office of Lesalia CastleL: (076) Zeklaus DesertM: (040) Slums in GougMatch 58 - Dol vs St4rw4k3rS: (008) Riovanes CastleL: (087) Bariaus ValleyM: (056) Orbonne MonasteryMatch 59 - Barren vs Eternal248S: (065) Granary of Bethla GarrisonL: (046) Cemetery of Heavenly Knight BalbanesM: (079) Yuguo Woods
 Match 60 - LightningHax vs LordBobBreeS: (068) Bethla GarrisonL: (088) Finath RiverM: (022) Magic City GarilandMatch 61 - Ryason55 vs DomieVS: (020) Inside of Zeltennia CastleL: (045) Ruins of Zeltennia Castle's ChurchM: (069) Murond Death CityMatch 62 - TrueLight vs Leif1991S: (103) Windmill ShedL: (102) Tutorial (2)M: (031) Dorter Trade CityMatch 63 - jansported vs VigilantiS: (018) Office of Limberry CastleL: (110) VALKYRIESM: (001) At Main Gate of Igros CastleMatch 64 -The Frisky Dingo vs VireBlazeS: (025) Yardow Fort CityL: (044) Bervenia Free CityM: (040) Slums in GougMatch 65 - Pierce vs Dinosaur S: (051) St. Murond TempleL: (054) Lost Sacred PrecinctsM: (028) Colliery Underground First FloorMatch 66 - Pride vs TaichiiS: (012) At the Gate of Lionel CastleL: (105) TERMINATEM: (079) Yuguo WoodsMatch 67 - Dol vs BarrenS: (012) At the Gate of Lionel CastleL: (074) Sweegy WoodsM: (075) Bervenia Volcano
 Match 68 - iamBQB vs LordBobBreeS: (094) Broke Down Shed-Stone BuildingL: (030) Colliery Underground Third FloorM: (031) Dorter Trade CityMatch 69 - AeroGP vs DomieVS: (073) Inside of Windmill ShedL: (061) Underground Book Storage Fifth FloorM: (118) Checkerboard Land 2Match 70 - Xeno vs Leif1991S: (068) Bethla GarrisonL: (029) Colliery Underground Second FloorM: (027) Goland Coal CityMatch 71 - CT5Holy vs VigilantiS: (020) Inside of Zeltennia CastleL: (037) Ruins Outside ZalandM: (069) Murond Death CityMatch 72 - mucus vs the frisky dingoS: (018) Office of Limberry CastleL: (100) Public CemeteryM: (090) Germinas PeakMatch 73 - Shade vs PierceS: (103) Windmill ShedL: (106) DELTAM: (077) Lenalia PlateauMatch 74 - Shadowstrike vs TaichiiS: (021) Zeltennia CastleL: (109) BRIDGEM: (049) Fort ZeakdenMatch 75 - Angelus vs BarrenS: (004) Office of Lesalia CastleL: (125) Checkerboard StairsM: (005) Roof of Riovanes Castle
 Match 76 - iamBQB vs AeroGPS: (092) Igros, Beoulve ResidenceL: (046) Cemetery of Heavenly Knight BalbanesM: (048) Slums in ZarghidasMatch 77 - Leif1991 vs CT5HolyS: (025) Yardow Fort CityL: (088) Finath RiverM: (091) Thieves FortMatch 78 - the frisky dingo vs ShadeS: (013) Inside of Lionel CastleL: (044) Bervenia Free CityM: (080) Araguay WoodsMatch 79 - Shadowstrike vs BarrenS: (024) Military Academy's AuditoriumL: (085) Mandalia PlainsM: (032) Slums in Dorter
 Match 80 - dacheat vs iamBQBMatch 80S: (011) Office of Igros CastleL: (084) Bariaus HillM: (010) Inside of Igros CastleMatch 81 - Squidgy vs CT5HolyS: (096) PubL: (087) Bariaus ValleyM: (016) Inside of Limberry CastleMatch 82 - Fanatic v ShadeS: (058) Underground Book Storage Second FloorL: (125) Checkerboard StairsM: (002) Back Gate of Lesalia CastleMatch 83 - Celdia vs BarrenS: (065) Granary of Bethla GarrisonL: (071) Dolbodar SwampM: (034) Cellar of Sand Mouse
 Match 84 - iamBQB vs CT5HolyS: (051) St. Murond TempleL: (105) TERMINATEM: (056) Orbonne MonasteryMatch 85 - Shade vs BarrenS: (086) Doguola PassL: (109) BRIDGEM: (003) Hall of St. Murond Temple
 Match 86 - formerdeathcorps vs CT5HolyS: (008) Riovanes CastleL: (054) Lost Sacred PrecinctsM: (022) Magic City GarilandMatch 87 - Wiz vs BarrenS: (053) Entrance to Death CityL: (074) Sweegy WoodsM: (060) Underground Book Storage Fourth Floor
 Match 88 - CT5Holy vs BarrenS: (041) Besrodio's HouseL: (102) Tutorial (2)M: (017) Underground Cemetery of Limberry Castle
 Match 89 - Avalanche vs BarrenS: (086) Doguola PassL: (030) Colliery Underground Third FloorM: (063) Golgorland Execution Site
 Match 90 - Gaignun vs AvalancheS: (096) PubL: (089) Poeskas LakeM: (098) Outside Castle Gate in LesaliaM: (035) Zaland Fort CityM: (072) Fovoham PlainsMatch 91 - Gaignun vs AvalancheS: (068) Bethla GarrisonL: (055) Graveyard of AirshipsM: (095) ChurchM: (075) Bervenia VolcanoM: (028) Colliery Underground First Floor

6
##### FFT Arena / Season 6 Map Selection
« on: March 18, 2012, 09:33:42 AM »
I would like to arrange the map selection for season 6 here.

I believe that a team's design, and not the map on which it does battle, should determine the outcome of a match.   One of the largest conflicting factors to this criterion is a map's size.  Some designs naturally synchronise with large maps, others small.  In attempt to excuse this factor, we change the map's size between rounds.  Other conflicting factors, such as bottlenecks, poor placement, and so on, are less excusable.  As the majority of FFT's maps contain at least one of these other factors, the majority are ill-suited for an assessment of sound team design.  While I am comfortable with throwing out all of these maps, I would suspect the resultant lack of map variety will not sit well with most others.  So, it is our task to separate the bad from the irredeemable.

I'll kick things off with my own arrangement.  I've sorted them in terms of size.  Here are my size qualifiers.

Small
• Teams placed closely enough to make contact within the first turn
• The majority of the opposing team's units are within striking distance at all times during battle

Large
• Teams cannot make contact within their first turn
• The map is large enough for units to attempt to stay outside of striking distance
• Teams are subjected to the risk of spreading out and fighting on several fronts

Naturally, most maps will not fit all of a size's qualifiers in practise.  For example, Colliery Underground First Floor (028) is large enough to be labeled large, but fighting tends to be clustered on its high ground, so teams stick together.  This is where medium maps - which meet the small and large qualifiers halfway - come in.

I deem maps guilty of
• bottlenecks (ex. Gates of Limberry Castle)
• wide unit placement (ex. Inside of Riovanes Castle)
• Unfair unit placement (ex. Weapon Storage of Yardow - team 1 is split across different heights, while team 2 is not)
to be the irredeemable kind.  Of course, classification of such maps is subjective.

Anyway, here is my arrangement.  I regard maps in bold to be of high quality.   Maps I regard to be nearly irredeemable but are present for the sake of variety are italicised.  If I believe that a map has undesirable features, I will indicate so in parentheses.

 004 - Office of Lesalia Castle008 - Riovanes Castle012 - Office of Igros Castle013 - Inside of Lionel Castle014 - Office of Igros Castle (extremely small - teams are susceptible to fatal first round AoE)018 - Office of Limberry Castle020 - Inside of Zeltennia Castle021 - Zeltennia Castle024 - Military Academy's Auditorium (units with fly/teleport can escape to the elevated platform)025 - Yardow Fort City051 - St. Murond Temple053 - Entrance to Death City (units can escape melee damage by fleeing the centre platform)058 - Underground Book Storage Second Floor  (medium size, but fighting is clustered above the stairs)065 - Granary of Bethla Garrison068 - Bethla Garrison073 - Inside of Windmill Shed (units might attempt to throw items through the elevated platform and fail)086 - Doguola Pass (medium size, but clustered fighting in low region)092 - Igros, Beoulve Residence094 - Broke Down Shed-Stone Building096 - Pub103 - Windmill Shed (distant unit placement for a small map)112 - HORROR (large map, but fighting is clustered on one side)

 006 - At the Gate of Riovanes Castle029 - Colliery Underground Second Floor030 - Colliery Underground Third Floor037 - Ruins Outside Zaland044 - Bervenia Free City045 - Ruins of Zeltennia Castle's Church046 - Cemetary of Heavenly Knight Balbanes (medium size, but placement is separated)054 - Lost Sacred Precincts (bottlenecks exist, but there is plenty of room to run around)055 - Graveyard of Airships061 - Underground Book Storage Fifth Floor071 - Dolbodar Swamp074 - Sweegy Woods076 - Zeklaus Desert084 - Bariaus Hill (close placement)085 - Mandalia Plains (fighting tends to cluster in one corner)087 - Bariaus Valley088 - Finath River089 - Poeskas Lake100 - Public Cemetary102 - Tutorial (2)105 - TERMINATE106 - DELTA109 - BRIDGE110 - VALKYRIES (extremely distant placement and clustered fighting upon contact)112 - TIGER (units with fly/teleport outpace their team)125 - Checkerboard Stairs

 001 - At Main Gate of Igros Castle002 - Back Gate of Lesalia Castle003 - Hall of St. Murond Temple005 - Roof of Riovanes Castle010 - Inside of Igros Castle (movement restricted for units without fly/teleport/ignore height)016 - Inside of Limberry Castle017 - Underground Cemetary of Limberry Castle019 - At the Gate of Limberry Castle (2)022 - Magic City Gariland027 - Goland Coal City028 - Colliery Underground First Floor (large size, but fighting is clustered in the high region)031 - Dorter Trade City032 - Slums in Dorter (large size, but fighting is clustered on the ground)034 - Cellar of Sand Mouse035 - Zaland Fort City048 - Slums in Zarghidas (large size, but fighting is clustered on one half of the map049 - Fort Zeakden056 - Orbonne Monastery060 - Underground Book Storage Fourth Floor (large size, but fighting is clustered in the lower region)063 - Golgorland Execution Site069 - Murond Death City072 - Fovoham Plains (large size, but fighting is clustered by the water)075 - Bervenia Volcano077 - Lenalia Plateau079 - Yuguo Woods080 - Araguay Woods090 - Germinas Peak091 - Thieves Fort098 - Outside Castle Gate in Lesalia101 - Tutorial (1)108 - VOYAGE (map is large, but narrow)118 - Checkerboard Land 2

Here are the maps that didn't make the cut with my reasons for cutting them.

 007 - Inside of Riovanes Castle  (unit placement is too spread out)009 - Citadel of Igros Castle  (bottlenecks)015 - At the Gate of Limberry Castle (1)  (bottleneck)023 - Beoulve Residence  (placement clustered around the building; units with fly/teleport can escape to the roof)026 - Weapon Storage of Yardow  (team 1's unit placement is split across different heights)033 - Hospital in Slums  (horrible camera)036 - Church Outside of Town  (bottleneck for team 1)038 - Goug Machine City  (bottlenecks)039 - Underground Passage in Goland (team 1's side of the map lacks stairs near the middle area)042 - Warjilis Trade City  (bottleneck for team 2)047 - Zarghidas Trade City (fighting is split between either the rooftops or the ground; could be relabeled as large)050 - St. Murond Temple  (bottleneck)052 - Chapel of St. Murond Temple  (units are placed in pairs; unfavourable to support strategies)057 - Underground Book Storage First Floor  (bottlenecks)059 - Underground Book Storage Third Floor (movement severely restricted for 3 jump units)062 - Chapel of Orbonne Monastery  (units with fly/teleport can escape to the lower region)064 - In Front of Bethla Garrison's Sluice  (bottleneck)066 - South Wall of Bethla Garrison  (unit placement is too spread out)067 - North Wall of Bethla Garrison  (team 1's unit placement is spread across different heights)070 - Nelveska Temple  (team 2 is pinned within the temple)077 - Zigolis Swamp  (AI is not mindful of the poisonous water)081 - Grog Hill  (horrible layout)082 - Bed Desert  (bottleneck for team 2)083 - Zirekile Falls  (bottleneck)093 - Broke Down Shed-Wooden Building  (ridiculously small)097 - Inside Castle Gate in Lesalia  (ugly; fighting breaks into two sets of 2v2 at the start)104 - Beoulve Residence  (ridiculously small)107 - NOGIAS  (split placement)111 - MLAPAN  (water inhibits movement)114 - END  (horrible layout)115 - Banished Fort  (bottlenecks; units with >3 jump on team 1 easily separate themselves from their team)117 - Checkerboard Land 1  (same map as 118, but with worse placement)119 - Checkerboard Land 3  (same map as 118, but with worse placement)

And finally, here are maps whose fate is undecided

 041 - Besrodio's House  (small if that golden contraption is removed, else cut)095 - Church (medium if teams 1 and 2 are grouped together on opposing corners of the map, else cut.  Didn't Wiz fix this?)116 - Arena  (medium if teams 1 and 2 are grouped together on opposing corners of the map, else cut)

7
##### FFT Arena / Team Design Tool
« on: December 21, 2011, 03:42:12 AM »
Greetings,

I would like to share a spreadsheet I wrote to assist the team design process.  The spreadsheet streamlines calculations I make when putting a team together, such as damage output, success rate of support skills between party members, and so on.

Information is taken directly from the FFT Arena master's guide, so any errors in that guide will be reproduced in this spreadsheet.

Let me know of the errors you spot (that are not consistent with the master's guide) or any changes you'd like to see.  The spreadsheet uses some formatting rules that are not compatible with versions of Microsoft Excel earlier than 2007.

Current version: 1.08
Compatible with FFT Arena v1.42
Required software: Microsoft Excel 2007 or later

 Damage formula for Houkouton is not implemented.The Weapon spreadsheet might display incorrect maximum achievable PA/MA when accounting for elemental strengthening.Meteor Rod's spell proc is not displayed in the Weapon spreadsheet.

Changelog
 Released 25 September 2017Brought spreadsheet up to date with FFT Arena 1.42Fixed calculations involving the Overwhelm modifier in the Affinity and Simulation spreadsheets
 Released 30 June 2017Fixed a few whoopsies.
 Released 29 June 2017Brought spreadsheet up to date with FFT Arena 1.41aFixed a few careless errors that slipped through the last revision (e.g., Zorlin Shape not providing +1 Move and Male Samurai not having 4 base Move).
 Released 20 March 2017Brought spreadsheet up to date with FFT Arena 1.41
 Released 19 August 2016Brought spreadsheet up to date with FFT Arena 1.40aImproved the Weapon worksheetRemoved skill descriptions from the Unit worksheets
 Released 3 August 2015Brought spreadsheet up to date with FFT Arena 1.39cAdded "Weapon" sheet.  This sheet simulates weapon damage over the range of achievable PA or MA.
 Released 3 October 2012Brought spreadsheet up to date with FFT Arena 1.38d
 Released 6 September 2012Brought spreadsheet up to date with FFT Arena 1.38Added skill descriptions in the "Unit" worksheetsMade a few minor cosmetic changes
 Released 13 April 2012Corrected female Geomancer's move statMade Punch Art, Kagesougi, and Grand Cross dependent on Brave
 Released 28 December 2011Implemented "Simulation" worksheet"Skills" worksheet renamed as "Affinity"Implemented Two Hands support skillImplemented calculation of magic gun damageDiamond Helmet's effect is now properly written as "Init: Float, Reraise"Fixed a few minor bugs

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