TABLE OF CONTENTS[1] FAQ
[2] BASE MECHANICS CHANGES
[3] HUMAN STATS
[4] HUMAN ABILITIES
[5] ITEMS
[6] STATUS EFFECTS
[7] REGISTRATION FORMAT
[1] FAQWhat 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 CHANGESFuryFury 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.
FaithSimilar 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.
UnFuryA 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.
CompatabilityCurrently, Good/Bad compat is +/- 12.5% and Best/Worst compat is +/- 25%.
Reaction RateThe current chance for a reaction to activate is (Br+Fa)/2 percent.
Unit action priorityHere 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: ElementAnything 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