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Topics - CT5Holy

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1
FFT Arena / ☢ ☢ ☢ FFT Arena AI Tournament Season 3 ☢ ☢ ☢
« on: July 28, 2014, 08:08:02 PM »
♈ ♉ ♊ ♋ S 3 ♌ ♍ ♎ ♏ T O U R N A M E N T ♐ ♑ ♒ ♓

Hosted by Barren, CT5Holy, TrueLight, and Zotis

Legend

Red = Winner's/Regular Bracket Commentators

Blue = Loser's Bracket Commentators

Yellow = Helpers who structured S3 and put the pieces together

Extra Notes

Barren - Checked and registered the teams
CT5Holy - Managing the brackets, randomized maps for all matches (includes Winner's + Loser's Bracket and Final Match; X videos in total, Y-Z rounds in total)

FFH AI Tournament Youtube Channel

Brackets - http://challonge.com/arenas3

Videos & Maps

2
FFT Arena / Seeding for upcoming tournament
« on: July 25, 2014, 04:10:50 AM »
Simple question before I can generate the brackets - do we want to use seeds or not?

Seeding would (theoretically) reward people who did well in the previous tournament. Then again, this is a new format/ruleset we're using, so we're all sorta on even footing, in a sense.

Leaving poll open for 2 days. Once it closes, I'll generate the brackets.

3
FFT Arena / FFT Arena Stream day
« on: May 12, 2014, 09:58:10 PM »
So, I'd like to have a few days during the summer where I stream FFT Arena! Most likely, there will be matches with commentary, where you guys send in teams and request matches and etc live. Another idea I had was for all of us to essentially build a team together! And we can talk through our decisions on equips and abilities and themes maybe and all that fun stuff.

I'm not too sure how many opportunities I'll have to stream though, due to work and/or housing situation. Work for me prob won't start till June, so I'm thinking of having at least one of these stream days (well, it obviously won't be a whole day, but for as long as there is interest, I suppose) in the next week. I'm thinking of having the first one be on May 21, Wednesday, 4 PM Pacific Time (GMT -7).

Stream link: http://www.twitch.tv/ctfive

Are there any specific days and times of the week people prefer? Sundays usually won't work for me, as an fyi.

4
General / Sleep!
« on: November 26, 2013, 10:32:07 PM »
Hey everyone,

As part of a class, we were asked to do something to help educate the community about the awesomeness of sleep. So I made a very short story that is hopefully both amusing and educational. If you want more specifics, I'll try to answer as best as I can.

But yeah, enjoy! Hopefully you'll have learned something from the mini-story =P

5
FFT Arena / ☢ ☢ ☢ FFT Arena AI Tournament Season 2 ☢ ☢ ☢
« on: July 05, 2013, 07:03:08 AM »
♈ ♉ ♊ ♋ S 2 ♌ ♍ ♎ ♏ T O U R N A M E N T ♐ ♑ ♒ ♓

Hosted by Barren, CT5Holy, Dokurider, FFMaster, Gaignun, and The Damned

Legend

Red = Winner's/Regular Bracket Commentators

Blue = Loser's Bracket Commentators

Yellow = Helpers who structured S2 and put the pieces together

Extra Notes

Barren - Checked and registered the teams
Gaignun - Randomized maps for all matches (includes Winner's + Loser's Bracket and Final Match; X videos in total, Y-Z rounds in total)
CT5Holy - Managing the brackets

FFH AI Tournament Youtube Channel

Brackets - http://challonge.com/arenas2

Videos & Maps

6
FFT Arena / How long does it take you to make a team?
« on: March 26, 2013, 09:12:14 AM »
What the topic asks. =P

I'm just curious, really. I think it'd be interesting to see the differences.

Anyways, I take... a while. I don't make teams that often, either, so that isn't helping things. Recently, it probably takes me 2-3 hours per team on average, though there was definitely a time when I would crank out a team to mess around with in ~45 minutes.
That number only counts how long I actively spend thinking about a team - usually the initial idea I have for a team comes to me like weeks or months beforehand, but I don't get around to building a team until way later. Or I'll come up with a unit I want to try out but I don't use him for whatever reason, either me forgetting or me feeling like the unit doesn't fit in the team.

Also, how do you guys go about building your teams? Where do your ideas come from? Do you just think of ideas on your own? Do you get ideas from watching videos?
For me, I usually just go through the Master Guide looking for... something that interests me, I suppose. Usually something that can produce big numbers.

Share and discuss and what not~

(I get the feeling that there'll only be like ~6-8 replies haha)

7
Introduce Yourself! / o/
« on: April 17, 2012, 05:43:25 AM »
That's about all I say on chat, and that's just about all I'll say here.




Well, okay, I'll say a bit more. But just a bit.

I think everyone knows where I got my name from, so no need to explain that. Although, this is the first time I've used it, so if you see another CT5Holy anywhere else, it's not me.

I found this place by one day browsing the FFT message boards on GameFAQs and seeing a topic about 1.3. I got curious, tried it out, liked it, etc.
Then the first 1.3 AI Tournament rolled around. The idea in theory just sounded so awesome, and indeed it was awesome. And several tournaments later, we now have FFT Arena! Lots of fun, even though I don't even build or test teams that much nowadays. I commend fdc's knack for constantly coming up with new ideas and actually going back to refine his ten billion teams. I'm so lazy.
I basically only play Arena, haha. Well, Arena is what I'm most likely spending my time on here at FFH. I have played through CoP and PW, most of CCP, a good bit of LFT, and some EGCC. All fun stuff. Well, EGCC right now is kinda depressing. But hopefully I'll figure it out.

As for real life stuff, well, I'm just a college student right now. Planning on being a Psychology major. Not sure what to do after I graduate, but that's a ways away.

Other games I like to play are table tennis, Starcraft 2, and Magic: the Gathering.

And that's me. I actually wrote down a decent amount of stuff, it looks like? Huh. Anyways.

o/

8
FFT Arena / Season One Arena AI Tournament Registration
« on: March 27, 2012, 07:58:13 PM »
It's time, folks!

Register by PMing me your teams (one team per player), following the same rules and format we all know and love:

If you would like to revise your team, please re-submit your whole team. Do not just list changes.

-Any Zodiac, including Serpentarius, is legal
-State which palettes you want your team in
#0 Black
#1 Blue
#2 Red
#3 Green
#4 White
#5 Purple
#6 Yellow
#7 Brown

RULES:
  • Teams will consist of 4 generic humans at Level 35, controlled by enemy AI routines.
  • Fury and Faith range is between 40 and 70. There is no minimum or maximum for Team Fury/Faith
  • Each unit has 3000 JP to spend on various abilities. It costs 250 JP to unlock ANY job.(includes Squire/Chemist) For example, to unlock Ninja, you only have to spend 250 JP(the 250 JP is lost forever). You do not need to unlock Squire/Knight/etc to unlock Ninja.
  • Only two units can buy any individual ability. Innates do not count towards this. (i.e. four units could have the Punch Art skillset, but only two could have purchased Earth Slash; conversely, you can have two Chemists and a Knight with Throw Item)
  • Only two units can equip any individual item.


REGISTRATION FORMAT:
Name
Gender
Zodiac
Fury
Faith
Primary Class
Secondary
Reaction
Support
Movement
Right Hand
Left Hand
Head
Body
Accessory

Primary abilities known
Second abilities known

For example


  • All fields are case-insensitive. (You'll probably want to capitalize names, though)
  • Name can only be a maximum of 16 characters.
  • Sex is male or female ONLY.
  • Skillset action abilities have no limit on writing style, though the briefer yet more understandable it is, the better. Refrain from writing JP costs, though.
  • Leave any blank slots empty. DO NOT write "blank", "---", etc.
  • Don't forget proper spelling. Whilst it will probably be corrected when received, it will save people from a bit of extra work. For example, Magic AttackUP is "Magic Attack UP", Move HP UP is "Move-HP UP", H-Bag is "H Bag", etc.

VERY IMPORTANT: Based on map placement:
• Unit #1 will be on highest panel and Unit #4 will stand on lowest panel
IF the panels heights are about the same:
• Unit #1 will be the nearest unit to access a high leveled area.
IF there is no high leveled area:
• Unit #1 will be in front of the others.
Note that I used constantly "Unit #1". But in fact if we'd have 4 units on different heights, for example #1 would be placed on height 7, #2 on height 5, #3 on height 4, and #4 on height 2.

Check the Master Guide for all the information you'll need to build your teams!
Also take a look at the very handy Team Design Helper by Gaignun
And the Arena patch itself so you can actually test!

Registration deadline: April 28th, 23:59 PST

Registered competitors:
AeroGP
Angelus
Avalanche
Barren
Celdia
CT5Holy
dacheat
Dol
DomieV
Dynablade
Eternal248
Fanatic
Fantactic1316
iamBQB
jansported
Kagebunji
Leif1991
LordBobBree
Otabo
Reks
Ryason55
Shade
Shadowstrike
skiploom188
Squidgy
Taichii
the frisky dingo
TrueLight
Vigilanti
Wiz
Xeno
mucus
Pierce
Kihaku_FTW
Dome
FFMaster
fattyzila
Havermayer
LightningHax

Reserved slots:
The Damned
FDC
secondadvent
Pride
Odal
Star
Alaris
dinosaur

9
FFT Arena / AI team building guide
« on: January 04, 2011, 05:13:11 AM »
If you are new to FFT: Arena, please take a look at the Master Guide to familiarize yourself with the rules, since that's what you'll need to work around as you build your team. Worry about stats, abilities, and items later.

When I build a team, I always start with an idea. I like to look through the list of abilities and equipment for inspiration. An excellent way to gather ideas, especially for those new to team creation, is to watch videos. Videos are great sources of ideas and concepts – you can get a feel for not only what works and what doesn't, but also for AI behavior. Once you have your idea, start thinking of other units and abilities that would go well with it, and work from there.

General guidelines when actually constructing your team:
1. Stick to your plan. Make sure each unit can do its job. You only have 3000 JP, and since each unit will most likely dabble in 3-5 jobs, you really only have ~2000 JP to spend on abilities. If you want your unit to have good R/S/M, said unit probably won't have many action abilities, and vice versa. Whether you choose to focus on explosiveness or opt for more stability and resilience (ex. status protection), make sure your team can carry out the plan.

2. Try to build a cohesive, synergistic team, not four individually strong units that are unfocused as a team. My S3 team is a good example of this problem. It was composed of four solid units, similar to my fairly successful S2 team. I was eliminated in the first round. Elemental absorb teams (popularized by the success of the S3 finalists) are a simple, straightforward way to have a team work together. Make sure the healing is worthwhile though – quite a few teams in S4 are capable of elemental healing, but it typically isn't enough to offset the damage by the opponent. Pride's “Return of Another Boring Team” and The3rdOracle's team are examples of elemental healing done right. Another fairly common example is the Lore + Save teams from older versions of Arena. Constant, low damage from the Lore user would power its teammates to absurd speeds and damage capabilities.

3. Revival and healing are good. Obvious, yes, but absolutely essential. At least one person needs to be able to heal and revive on a team. I don't remember any decent teams with no revival, or if anyone even had the guts to try a team with no revival.

4. Speed is good. More speed → more turns → more chances to make your opponent sad/mitigate any problems your opponent has inflicted. Haste is quite valuable – in AI tournaments, ~70% of teams will have someone that can apply Haste. With the recent change to Haste (increases speed by 25% instead of 50%), it will not be as important if you can't fit Haste into your team. Haste will only increase the effective speed of most units by 2-3 instead of 4-6. Slow, however, remains a 50% speed penalty, and is still rather crippling when applied at the right time. If you test against The3rdOracle's winning team from S3 (and/or Akwikone's resubmission of said team for S4), you will likely find that once Slow lands, any chance of comeback is instantly erased. That team runs on speed – the Hasted thieves are already fairly difficult to keep up with. Slow makes it impossible.

As for AI behavior, if you watch videos and test, you'll get familiar with it very quickly. If you've played FFT before, you already know a tiny bit about it! Now it's about manipulating it to do what we want. Here's how it tends to behave:
1. Be stupid. It's the AI. It'll somehow find a way to make you sad with their awful decisions, guaranteed.

2. Revival/healing is top priority. Always. Even if they could kill the last opponent (I'm pretty sure, anyway). If they think someone needs to be healed or revived and they can do it, they will. End of story. A rather extreme example that stands out in my mind, was I believe a match in S2, I think Dol vs Saeru. A geomancer had an opportunity to kill two units on the enemy team, but chose to retreat and revive instead. That move likely cost the team a victory.

3. Will almost always move and act, even if moving is unnecessary. The one exception is when they're at the end of the map, like in my match vs Skip Sandwich (S1, round 2)). The Lancer waited in place after throwing Phoenix Downs. They also like to act then move; rather frustrating when instead of Chakraing himself and his low-on-MP mage, the monk acts first, healing only himself, then moves next to the mage anyway.

4. MP restoration is erratic. Sometimes they'll throw that Hi-Ether on the Wizard when she needs it, and other times they'll ignore the Wizard and let her go whack the enemy for inconsequential damage and trigger their Speed Save. Most mages will have Move-MP UP to prevent them from becoming useless if they never get MP from their allies. In general, you'll want your units to be self-sufficient.

5. AI loves Haste, but hates every other buff. Absolutely loves Haste. If someone doesn't have Haste, they'll try to stick it onto them. In critical? Run away and Haste yourself. Other buffs? Not so much. Protect and Shell will only be cast after someone has been hurt, but at that point, they'll likely need to be healed, instead. Regen is considered healing, so they'll use it when in critical and have no better way to heal (say, a male Samurai with Masamune). Reraise? Forget about it. It's 100% hit in Arena and they still won't use it. Maybe if they're in critical. That's when they would use Preach in 1.3.

6. AI targets lowest HP units. They also like to waste actions – ex. a Lancer jumps on a target for enough to kill, but while he's in the air, a teammate kills the target. Lancer lands on corpse, action wasted.
I'm sure there's more, but these should be enough to take into consideration while you make your team.

"Know the AI, be the AI, kill everyone else!" - philsov

Suggestions? Any other topics I should address?

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