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Topics - FFMaster

Pages: [1] 2 3 4
1
FFT Arena / 139 changes
« on: January 06, 2013, 02:33:37 AM »
In about a week, I'll start work on very 139. Compile a list of changes and bug fixes since I haven't been able to keep up to date. Scholar changes will not be needed. They are getting replaced by Druids and will have different stats and skills

 I know everyone has different ideas currently on things like spellguns and Oil, but let's try to work together


See you guys soon.

2
FFT Arena / Monk skillset overhaul concept
« on: October 19, 2012, 11:10:22 AM »
NUMBERS WILL PROBABLY BE REALLY BAD. BASH IDEAS AS YOU LIKE OR ADD YOUR OWN

I thought about adding the Pokemon Elemental punches but decided against it. =)

Spin Fist - 2 AoE, 0 Vert, PA*9 damage(Basically, an AoE fist regular attack)
Repeating Fist - 1 Range, 0 Vert, 4 CT, 10 MP, PA*4 damage, hits 1-4 times(an actual repeating attack, we have a bunch already though i guess)
Wave Fist - 4 Range, 3 Vert, 3 MP, PA*8 damage(longer range and weaker than the melee attack)
Earth Slash - 6 Range, 1 Vert, 10 MP, linear, PA*6 damage(spell caster range attack, the idea is to attack casters, of course)
Secret Fist, Stigma Magic and Chakra will probably remain the same.

3
FFT Arena / Title splash vote time! (revote if you haven't)
« on: July 06, 2012, 09:57:54 AM »
Here are the options:


MiKeMiTchi 1



MiKeMiTchi 2



Taichii 1



Taichii 2




EDIT: Remade Poll. Revote please.

4
Recruitment / WANTED: Artist for FFT Arena Title Banner.
« on: June 12, 2012, 07:29:36 AM »
I want a title banner for FFT Arena title screen. The image below is extracted from the Arena ISO. Title does not need to be magnificent, but the best I can do is use Comic Sans or something and write "FFT ARENA" which is why this request exists.



The image is 320x240, but I can give an upsized version of the background to work with if needed. If a better background is possible, that would be appreciated.

Submission rules:
1) Pretty obvious, use .png format or some other lossless format(NOT JPG). Pretty sure it doesn't even need to be stated.
2) The submission doesn't need to be smaller than 320x240. In fact, I would like it if you gave multiple sizes. I can use them for the Master Guide and other things. Even if you only submit one size, I can upsize/downsize as needed.
3) Please use a transparent background.

NOTE: This title banner is not high priority, so even if you volunteer, I don't expect something to be done super quickly. Arena can survive without a decent title page I think =p

5
Non-FFT Mods / Pokemon World 8.0
« on: January 06, 2012, 11:28:23 PM »
Here is an update to an old map I used to work on. Unfortunately, the newest version I found was  a WIP of 7.3-7.4ish, so the features from 7.4 aren't implemented, such as new pokemon. However, I think it's worth losing those features temporarily for being able to use 6 Pokemon. If anyone wants to add/readd any features, I can do them given free time.

But for now, here is Pokemon World 8.0! Once you try out the new Pokemon Sending System, you will definitely love it over the old one. Trust me on this.

Link on epicwar.

http://www.epicwar.com/maps/194315/

6
FFT Arena / Final check for bugs before tournament
« on: December 30, 2011, 11:59:17 AM »
Current bugs fixed:

- Death proper X/Y values
- Raise 2 X fixed

If anything else pops up, tell me asap.

7
FFT Arena / Remove weather effects?
« on: November 14, 2011, 12:35:37 PM »
Right now, there is a little issue with weather I think. Basically, Rain > Fire, Thunderstom + Lightning spells = strong and night time screws Archers. Snow is restricted to a few maps, and isn't as big an impact.

Here are the map weathers, I think, other than sunny:
http://ffhacktics.com/wiki/Ai_tourney_map_list

Should we remove the effects of weather and day/night completely? I personally see it as a random event which should be removed for balance. Fire gets bent over due to weather, while the other 2 will only receive benefits. It's why people only used Bolt 1/2/3 in a normal run after all.

If so, how do we remove it? I can't find it with my poor skills in ASM. I can slap on Any Weather for all units at worst, but that doesn't stop night time accuracy reduction for ranged attacks.

8
FFT Arena / Updating for 134 - shove everything here
« on: October 25, 2011, 11:31:47 PM »
Since I haven't been able to watch any matches for a while, that puts me completely out for having the final say for balance. Instead, I think the best method is for everyone to input what needs to be changed and work from there.

My only input would be to add a faith constant to both caster and target(s). The problem has been around since forever. The alternative would have team faith minimum. It's up in the air.

EDIT: I'm leaving this open until 8/11, which is when my exams are done, or 2 weeks.

EDIT2: Base version will be Raven's latest one.

9
FFT Arena / Bug cleaning and obvious imalance cleaning for 133
« on: September 23, 2011, 12:06:17 PM »
Here is a list of my stuff
Changelog

BUGS
- Haku Korosu properly renamed to Tsuzumazuku
- Magic Ward and a few other skills mimic bug fixed. Tell me if other skills aren't mimicing.
- Holy Spear now correctly has 50% proc
- Hidden Knife now correctly has +1 speed
- Green Beret fixed
- Echo Grass now correctly appears on Item skillset
- Mad Science now correctly appears on Lore skillset
- Dragon Spirit now correctly 300 JP
- Status proc for Geomancy and a few other skills fixed
- Blind fixed


JOBS
- Chemist loses Move Find Item(worthless anyway)


SKILLSETS
- Bio 1/2/3 are now Dark elemental
- Dancer formulas changed to PA+X(debating on what X currently)


TODO
- Auto Potion
- Dual Cutters?
- Nerf H-Bag
- Remove initial: transparent from diamond helm
- Pumping Cursed Ring
- Paladin HP++
- Xif's Stat hack thingy
- Make flails not evadable and pump damage

If I missed any bugs or other obviously broken equipment/skills, then shout out here.

10
I think you really should put a warning that patching it takes a long time. It would remove half of those questions about proper PPF patching and bad ISOs. Put it in BIG BOLD LETTERS LIKE THIS.

That is all.

11
FFT Arena / Problem Maps and Rearranging Maps
« on: August 26, 2011, 01:00:52 PM »
List all the problem maps you know and they will be fixed.

I want them in this layout(makes it easier for me)

Map Number
Why it is a problem(blocking, unbalanced map, height difference, etc)
How to fix(change starting positions, map editing, that's about it really =p)

This can also be a good point to start arranging maps in terms of Large/Medium/Small. Maybe we can use S5's base and work from there.

12
Help! / Map Editing Help Me Kokojo!
« on: August 26, 2011, 12:51:32 PM »
http://i272.photobucket.com/albums/jj174/FF255Master/MapEdit1.jpg
http://i272.photobucket.com/albums/jj174/FF255Master/MapEdit2.png

All I've done is raise the edges around the water by 1 height (+12 in Ganesha), shrunk the water by the same amount, and messed with the terrain editor to make the water 1h instead of 2. Did I miss something?

Assuming only Kokojo can help since he is the only map editor here...

13
FFT Arena / FFT Arena: Questionnaire Time Again! (For 131)
« on: July 28, 2011, 07:47:44 AM »
Had a bit of spare time so it appears a little earlier.

For the upcoming version 131, I want to see if people disagree with the direction this patch is going. I know a few changes have been gladly welcomed, while others have been met with a lot of hate. Plenty of people have discussed about different balancing concepts, and it all gets muddled up. So here is a place to tell me exactly what you want. I have a list of questions you can answer. If there are too many questions for you, then just answer as many as you want. So here goes:

1) Overall, what do you think of the general direction of balance? Would you change/add/remove any core mechanics in Arena?

2) What do you think of the number of equipment options available? Are there too many or too little?

3) What do you think of the number of skills available? Are there too many or too little?

4) List the classes/skillsets which you think are too powerful/weak, explain why and what you would do to remedy the situation.

5) List the equipment which you think are too powerful/weak, explain why and what you would do to remedy the situation.

6) Anything else that needs to be mentioned that doesn't fit here.

14
Spam / Hi guys, I dyed my hair and bleached my skin!
« on: July 20, 2011, 01:32:24 AM »
So, what do you think?

15
FFT v1.3 / Request - version 13029
« on: June 24, 2011, 10:41:17 AM »
Does anyone still have that version? Or do they remember how Wild Blow/Bulls Eye appeared in Patcher?

16
Bugs and Suggestions / I can edit topic polls
« on: June 18, 2011, 10:22:20 AM »
Just a heads up.

http://ffhacktics.com/smf/index.php?topic=6929.0

Managed to add an option 3. However, I can't open polls. Not sure about closing them though. Can I ask if anyone else has the ability to do this?

EDIT: I can also lock polls. I can open polls as long as it hasn't been locked by an admin (ie Xif and Eternal)

17
FFT Arena / Arena BETA 130 changes discussion Thread
« on: May 26, 2011, 10:48:30 AM »
Since it has been a while, I'm making this thread to refresh my memory as well as others. This is mainly for people to discuss on what direction Arena should go, how to balance it, and any other changes that should happen.

Right now, I can remember a few things being debated before I left:

- Good/Bad compat being reduced to 12.5%. Best/Worst compat being reduced to 25%. For all I know, fdc is the only person who is truly against this change. From my view though, it would be an indirect nerf to healing as well as positive status abilities, since it will reduce their heal/hit rate, assuming all teams runs good/best compat teams (I've yet to see a team run 4 bad/worst compat team members =p). Damaging attacks will also become more standardised, assuming the opponent has a completely random Zodiac/gender. There may be other effects to this.

- Remaking weapons. As of right now, most weapons are using the PA*WP formula (Swords, Knight Swords, Katanas, Spears, Crossbows off the top of my head, there are likely more) and the only difference between them is range and equipment restrictions. I think diversifying them by changing the formula that each weapon uses will help some needed weapons that will always be shadowed.

- Status effects. This discussion is fairly recent on IRC. A suggestion was brought up (forgot who, sorry) suggesting that positive statii cancel negative statii and vice versa, similar to Haste/Slow. For example, Reraise could cancel Death Sentence, and Death Sentence could cancel Reraise. Now, a few problems arise. Firstly, we would have to decide which status goes with where (I honestly don't know what can go well with things like Frog or Oil). Secondly, this would make spells like Paralyze even stronger, although very little. Thirdly, this would make status healing spells less shiny, but once again this is quite minor. On the other hand, this would give the AI more incentive to use spells such as Protect/Shell, which were only used when allies were in critical.

Well, that's all I've got for now. Feel free to voice your opinions or to raise your own suggestions. If it is reasonable (ie. Doable), and has support we can try it out. If it doesn't work, then we can always revert back a bit.

18
FFT Arena / FFT Arena Beta Tournament - Discussion and videos here!
« on: January 14, 2011, 09:19:22 PM »
Here we go.

Set 1

Set 2

Set 3

Set 4

TEAMS

If there are problems with any team, let me know.

19
FFT Arena / Thread for people to complain about the Master Guide
« on: January 03, 2011, 10:03:43 PM »
Firstly, I don't want people to post in the Master Guide at all to keep it as clean as possible, compared to say, the 1.3 Master Guide.

If anyone sees problems on it, or if some information is missing, then please tell me. Is it too early to put in a Credits section?

Finally, I need a team building guide, and I don't feel like I would be the right person to do this. If possible, I would want it so that a newer person to Arena can read it. If someone can do this, it would be great.

20
FFT Arena / FFT Arena Master Guide
« on: December 31, 2010, 03:04:48 AM »
TABLE OF CONTENTS
[1] FAQ
[2] BASE MECHANICS CHANGES
[3] HUMAN STATS
[4] HUMAN ABILITIES
[5] ITEMS
[6] STATUS EFFECTS
[7] REGISTRATION FORMAT

[1] FAQ
What is FFT Arena?
FFT: Arena is a patch where balance for AI battles takes top priority. All changes are made with the goal of balancing the game for AI battle at level 35 with the ruleset posted below.

Who are the creators FFT Arena?
PX_Timefordeath was the person to start this project. However, it never picked up and soon died. Afterwards AeroGP picked up the project, with PX and FFMaster as helpers. The project gained some attention, but due to disputes in balancing, Aero left. Currently the project is maintained by FFMaster with a lot of input from the players.

What are FFT Arena's goals?
The main goals are, in order of importance:
1) To create a balanced playing field for AI battles
2) To ensure that players have fun when watching and making teams
3) To be a seamless system for a single player mode when the need arises

How do I build a team?
The best way to build a team would be to download the .rar and use the spreadsheet. All the rules are in the last post of this thread. The spreadsheet removes the need to calculate JP by hand, and is simple to use. You can see team ideas in the team submissions thread or watching some of the videos.

[2] BASE MECHANICS CHANGES
Fury
Fury is a mechanic which is applied to all weapon attacks. In the original game, the damage was not affected by Brave unless it was specifically in the formula (eg. Knight Swords). With Fury, the damage is changed depending on the attackers Brave as well as the targets Brave. The formula is:

New damage = Old damage * (Attacker Brave + 35) * (Defender Brave + 35) / 10000

So, if both the Attacker and Defender have 65 Brave, then the damage will not change. This gives a reason to use lower Brave, for example, if your unit in question is a mage unit.

Faith
Similar to Fury above, Faith now also receives a constant. The current implementation is ((CasterFaith+35)*(TargetFaith+35))/100000. Overall, this means that caster damage will have less variance.

UnFury
A damage modifier inspired by Malak's spells in vanilla. The current implementation is ((145-CasterBrave)*(145-TargetBrave))/100000. In other words, the lower your Brave, the higher the damage.

Compatability
Currently, Good/Bad compat is +/- 12.5% and Best/Worst compat is +/- 25%.

Reaction Rate
The current chance for a reaction to activate is (Br+Fa)/2 percent.

Unit action priority
Here is a question that appears a lot of times. If 2 units both have 100CT, which unit goes first? The answer is very simple, the first unit that is generated when the game loads the map, etc gets priority. This is why in normal FFT, the enemy and guests always move before you do, unless you have higher speed - they appear in the ENTD before your units do. Since it wouldn't be very balanced if all units on one side had action priority, Arena has tried to give both sides as much of an even footing as possible. Say, for example, both teams have 4 Units with 100CT. The priority order in in Arena would be:

P1 Unit1/P2 Unit1/P2 Unit2/P1 Unit2/P1 Unit3/P2 Unit 3/P2 Unit4/P1 Unit4

This can be important for team building as well. If you want a unit to move before the others, like a unit with Phoenix Down, you would want to put him/her as Unit 1 in the submission. However, if you have a unit with Haste 2, you may want to put him/her as Unit 4. It is up to you.

Absorb: Element
Anything labelled Absorb is always neutral. This means you cannot do Weak: Element and Absorb: Element to double the absorb. Oil Also falls under this restriction.

[3] HUMAN STATS

[4] HUMAN ABILITIES

[5] ITEMS
  • FISTS: PA * 9
  • DAGGERS: [(PA + Sp) / 2] * WP
  • NINJA SWORDS: [(PA + Sp) / 2] * WP
  • SWORDS: PA * WP
  • KNIGHT SWORDS: PA * WP
  • KATANA: PA * WP
  • AXES: WP * F | F = (PA/2..PA+PA/2)
  • RODS: MA * WP
  • STAVES: MA * WP
  • FLAILS: WP * WP
  • GUNS, PHYSICAL: WP * WP
  • GUNS, MAGICAL: [CFa/100 * TFa/100 * Q * WP]; Q = 16 : 60% of the time; Q = 20 : 30% of the time; Q = 24 : 10% of the time; Works as a magic spell with MA = WP
  • CROSSBOWS: PA * WP
  • LONGBOWS: [(PA + Sp) / 2] * WP
  • INSTRUMENTS: MA * WP
  • DICTIONARIES: [(PA + MA) / 2] * WP
  • SPEARS: PA * WP
  • STICKS: MA * WP
  • BAGS: F * WP | F = (PA/2..PA+PA/2)
  • CLOTHS: PA * WP




[6] STATUS EFFECTS

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