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Messages - Gaignun

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1
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: April 21, 2016, 07:36:19 AM »
Throwing this out before I forget.  Doesn't mean much with FFMaster MIA, though.

A few adjustments
Heaven's Cloud: Dmg_(PA*7), 100% Cancel: Haste, Wind element, 200 JP
Muramasa: Dmg_(PA*9), 25% Add: Death Sentence, 200 JP
Reduce weakness modifier from 2.0 to 1.5.

A few new status effects
Celerity: Halve CT of skills, 48 CT
Amplify: Add Strengthen: All elements, 48 CT
Veil: Add Half: All elements, 48 CT

Reaction abilities
Chrono Trigger: Add Haste & Celerity. 300 JP
Sunken State: New reaction ability.  Add Transparent when targeted. 100 JP
Veil: New reaction ability.  Add Veil when damaged. 200 JP

2
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: March 03, 2016, 07:20:20 AM »
I am comfortable with adding Always: Reflect to more equipment, as well as adding Reflect and Faith reaction abilities.  People who cover high Faith with Always: Reflect instead of high M-EV will get burned by Black Magic Water/Flare and Summon Magic.

Concerning resurrection with Reflect, I wonder if we can add another high-cost raise ability that pierces Reflect.  Currently, all raise options outside of White Magic are generally miserable.  If we could add a raise ability that resurrects a fallen ally with 50%+ HP, but at the cost of high MP/CT, and if we could add this ability to a skill set other than White Magic, we might be able to decentralize healing roles from White Magic.  I am leaning toward Lore or Nether Magic as this skill set.

3
FFT Arena / Re: Arena battle videos and discussion
« on: January 20, 2016, 10:25:17 PM »
Thank you for your contributions, Barren!

It is important to constantly keep yourself engaged with new things.  Have fun!

4
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 05, 2016, 07:17:29 AM »
The Move-MP UP monopoly is consistent with my concern: The AI sucks at healing MP damage, so players rely in restoring MP automatically.  Unlike HP, whose restoration overrides offense when reduced to 50% of its maximum, the AI restores MP only when there is nothing else to do.  Consequently, unless a caster has some means of replenishing its own MP (possible with only Item and Punch Art, both of which aren't attractive on a caster), a caster's MP tends to stay depleted.  Since the AI treats HP and MP differently like this, I don't believe HP damage and MP damage are equatable in terms of their respective maxima.

If we enable the AI to proactively drain MP, we should also enable it to proactively restore it, or at the very least give casters a few attractive means of restoring their own MP from 0.  Removing Carbunkle's and Spell Absorb's MP cost would be a start.  Implementing a "MP Regen" status effect (or having Regen also restore MP) and tuning MP Restore would be others.

5
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 01, 2016, 11:13:10 AM »
Thematic consistency, I suppose.  Fire, Ice, Bolt, and Water were given status ailments years ago to buff Black Magic, which was underwhelming at the time.  Summon Magic was buffed in this fashion at the same time.

Among the recent changes, I proposed that Fire Shield adds Oil immunity and Ice Shield adds Slow immunity to allow teams to absorb friendly tier 1 Fire and Ice spells without becoming afflicted with the accompanying status ailment.

As for Mage Masher, it would be nice to make it dual-wieldable, wouldn't it?  Pairing it with an HP damaging weapon would be the only way to proactively drain MP.  However, I have a premonition: Put Mage Masher on a Thief with stacked SP, and the Thief will devour the opposing team's MP pool in a flash.  It would be like a miniature Bizen Boat that the AI uses every turn, and we all know how destructive Bizen Boat can be.

If the AI restored MP as actively as HP, then I wouldn't see a problem with a dual-wieldable Mage Masher.  But since replenishing lost MP is such a pain, I would advise against the motion.

6
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 31, 2015, 04:32:42 PM »
Having Mage Masher do MP damage is cool with me.  That weapon is pretty bland right now.  I don't think additional WP and stats are necessary, but adding an element could be really neat.  With the right equipment, the weapon could be used to replenish teammates' MP.  Something like:

Mage Masher: 9 WP, 15 W-EV, +1 Move, Holy Element, MP damage

Then casters could equip Chameleon Robe or Magic Ring (a caster-friendly accessory) to absorb the MP damage.

On the subject of element-absorbing weapons, we could also add Absorb: Holy to the tragically underwhelming White Staff to increase the number of options for absorbing Mage Masher damage.

7
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 29, 2015, 05:44:49 PM »
Like a 0 WP P Bag, an MP damaging weapon could be used to prevent the AI from using melee strikes.  Does the weapon have to be Bizen Boat, though?

8
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 17, 2015, 06:06:49 PM »
I would love to compile a list of all these quirky bugs and hidden effects.

A few weeks ago, I encountered a most peculiar bug with Hawk's Eye in which I knocked a unit out of bounds and soft froze the game.  The map was Slums of Goug.  An enemy unit was standing atop the wooden shack on the tile indicated in the attached picture.  One of my archers hit this unit with Hawk's Eye.  The attack was a critical hit. The unit was knocked off the shack and drifted off into the blue expanse.

I wonder if it is possible to knock units off this tile in vanilla FFT.

9
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 11, 2015, 05:44:24 AM »
Holy does less damage than it should from time to time for me, too.  It is difficult to reproduce, though.  I would suspect it is some kind of register bug, like the Shell flag is being retained in a register when damage is being calculated.

Is Shell or Magic Defend UP present on any unit when spells do less damage?

Moving [Haste and Shell] down to 8 MP also puts them on the same level with Yell (which I still believe needs Regen), which either could be the better ability depending on the situation. (Example, do you want a 100% Add: Haste ability that isn't reflectable and is instant with no AOE? Or do you want a possibly slightly inaccurate spell that has a small AOE but is reflectable and requires a short charge time?)

That is a good assessment:
Haste: AoE
Yell: Pierces reflect, instant, also applies Regen

10
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 04, 2015, 10:20:19 AM »
I personally like increased accuracy the most, and possibly also lower MP cost.  These changes make the skills easier to use on non-casters.

11
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 02, 2015, 08:30:37 AM »
The only tanky caster I can think of is maybe Oracle, and even then I don't think high movement suits them that well.

The other option is a redesigned scholar/battlemage.  4 movement would be right at home on a caster with Clairvoyance/Awareness and innate access to shields.

[We] could add a Talk Skill that could add Reflect maybe MA + 65% of the time or something.

Thank you for the Reflect critique, silentkaster.  If Float is only applied to avoid spells mid-charge, then a skill that applies Float should certainly have 0 CT.  As you suggest, a talk skill would be perfect for this.  Considering its situational application, this talk skill should probably be both cheap (~100 JP) as well as accurate (MA+75 or so).  As a counter, we could add Cancel: Float to Don't Move, as WKW suggests.  Don't Move would become something like gravity: It makes the target so heavy that they are forced to the ground and can't move.

To push Float into the metagame, it would also help to move forward with the Titan buff, so people start using Titan more often (or at all).

Last, I threw together a few spear ideas, some of which are based on CT5Holy's suggestions:

Jumping Spears (none can be used with Two Hands)
Javelin: 9 WP, 10 W-EV, +1 SP, +2 Jump
Obelisk: 11 WP, 10 W-EV, +2 PA, +1 Jump
Dragon Whisker: 14 WP, 10 W-EV

Poking Spears (all can be used with Two Hands)
Blood Spear: 9 WP, 10 W-EV, 50% Cast: Life Drain
Heavy Lance: 10 WP, 10 W-EV, 100% Knockback
Gungnir: 10 WP, 10 W-EV, 50% Cast: Last Dance OR 50% lower CT by 30
Holy Lance: 10 WP, 10 W-EV, Holy element, +1 SP and Holy Breath proc removed

12
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 28, 2015, 05:56:44 PM »
I wouldn't mind a Meteor Staff, personally.  It sounds like stupid fun.

Speaking of Move, I feel that Summoners should also be bumped to 4 Move and be given access to knives.  Low HP, high MP, high Move support caster is something that appeals to me.  I know that this suggestion is rather unorthodox, but so is a lot of Arena in comparison to other patches and especially vanilla.  :P

High movement on a squishy caster is kind of counterproductive, though.  The summoner will outpace its team on larger maps and be focus-fired.  Maybe we could give 4 movement to a tankier caster.

13
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 27, 2015, 07:18:42 PM »
Wow, you're right.  In spite of having not played vanilla FFT in many years, I was still under the impression that squires can equip axes.

14
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 27, 2015, 04:00:41 AM »
Giant Axe will be great on nether magic squires, knights, and geomancers: +2~4 effective PA for wind and earth spells with +30% P-EV as a bonus.  In the current patch, Giant Axe would be good for Fuuton and Suiton were it not for monks' supercharged PA overshadowing everyone else.

15
FFT Arena / Re: Team submissions
« on: November 17, 2015, 03:49:14 PM »
Threw together "Where is Your God Now?" to test Unfaith skills in the current metagame.


16
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 12, 2015, 07:56:29 AM »
Ah, I understand.  There would be too many large-AoE wind spells, so the wind element would become too prevalent, huh?

In that case, we could keep Heaven's Cloud's AoE, damage, and slow proc as they currently are, but change the formula from MA to PA.  The slow proc ought to curb Heaven's Cloud's use as a healing skill.

17
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 12, 2015, 03:52:05 AM »
Actually, if Netherseer becomes a thing, I would vote against 3 AoE [Heaven's Cloud], but if Netherseer can't make it for some reason, then 3 AoE HC sounds good.

Hmm.  Monks have high PA, too.  Is 3 AoE Heaven's Cloud fine on monks but not netherseers?

Actually, I suppose it depends on the katana changes.  If a katana grants Strengthen: Wind, then Heaven's Cloud will hurt much more on netherseers than monks.  I suppose this means we'll have to balance katana and Draw Out in unison.

Possible Spear designs! Copy-pasted from an earlier post of mine + adding a couple new ideas:
Spear with 50% Don't Move proc
Spear with 50% Power Ruin / Mind Ruin proc
Spear with 33% Undead proc
Spear with 100% Consecration proc
Blood Spear
Spear with 50% cast Life Drain proc (redundant with Blood Spear, but this encourages high Fa Lancers, possibly even 40/70!)
Spear with 50% cast Stop (someone else had this idea before)
Spear with 50% Blade Beam proc or 50% cast Balance proc
Spear with 100% Knockback (is this possible?) (ok maybe it shouldn't be 100% but it sounds funny!)
Spear with 50% cast Execute (possibly bonkers)
Spear with 75% cast Last Dance (overall result is 30% CT 00)

I like the Blood Spear, as well as the knockback and Last Dance spears.  In particular,
  • a 100% knockback spear would be awesome at interfering with AoE targeting, and killing targets with fall damage is always fun.
  • the concept of a Last Dance spear is neat.  It disrupts turn order, and is more effective against targets that are slowed, and conversely less effective against targets that are hasted.  The Last Dance animation might be a little jarring, though. (Poke the target, then interrupt the battle to do a dance?)  I wonder if it is possible to create a skill with a simpler animation (or no animation) and that reduces CT by a fixed value (30~50), and have the spear cast that skill at a 50~100% chance.
I was about to write about the Execute spear as well, but then realized that Execute is essentially a Climhazzard proc that kills the target at 25% HP rather than 50% HP.

To add, as I believe has already been mentioned elsewhere, a MP Blood Spear might also be neat.  Throw it on a caster unit, and the unit will poke something to restore its MP whenever its MP is depleted.  With this spear, conventional forms of MP healing, like Move-MP UP or Absorb MP, will not be necessary. On second thought, this type of weapon might be better as a pole than a spear, since caster classes have access predominately to the former.

Since Chiri would be Always: Berserk, it may as well have 0 W-EV since Berserk removes your evasion anyway. Just a small thought I had.

You're right, WKW.  W-EV would be superfluous on a weapon that grants Always: Berserk.  I'll update the list of proposals.

What about a geomancy proc? It could be 100%, but the weapon itself would then have to be lower in WP so that it's not too overpowered. It would have the chance to proc status and get a little bit of unavoidable damage in there as well. We could use it for Kiku or a spear.

I vote for a spear for the sake of thematic consistency among katana.

Also, does anyone else feel that Bolt 2 neets to go down in power a bit or something? It just seems to utterly destroy everything, but that could also be because I like high faith teams.

I believe Bolt 2 is working as intended in that case.  It is meant to be a faith destroyer.  To counter it, I recommend Rubber Costumes, White Robes, Reflect Rings, or M-EV.

18
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 09, 2015, 05:22:17 PM »
Based on WKW's calculations, I threw together a few proposals for some of the weaker katana.  Kikuichimonji also needs an improvement, but I haven't thought of anything yet.

All calculations use 14 PA and 8 MA and do not consider BrFa modifiers.

Asura Knife: 15 WP, 15 W-EV, Fire element, Strengthen: Fire, 50% Cast: Asura, Forced 2H
NEW: 484 (330+154)
OLD: 440
Description: The 1HKO katana.  Good synergy with the Asura Draw Out skill.

Kotetsu Knife: 14 WP, 15 W-EV, Dark element, Absorb: Dark, 50% Cast: Kotetsu, Forced 2H
NEW: 308 (252+56)
OLD: 396
Description: Targeted towards MA-based samurai on teams with dark absorption.  Not attractive for its physical damage.  Essentially an easily accessible poor-man's Dark absorption shield for Samurai and Netherseer.

Murasame: 17 WP, 15 W-EV, Restore HP, Immune: Berserk, Forced 2H
NEW: 306
OLD: 432
Description: Has the highest WP in the game (shared with Chaos Blade). Recommended for use with WP-based skills.

Muramasa: 16 WP, 25 W-EV, 50% Cast: Muramasa, Forced 2H
NEW: 344 (288+56), 12.5% Add: Death Sentence
OLD: 324 (+1 MA, 50% Spell Absorb)
Description: Its average damage is bolstered by above-average W-EV and a small chance to add Death Sentence.

Heaven's Cloud: 10 WP, 15 W-EV, Wind element, Strengthen: Wind, Always: Float, 50% Cast: Heaven's Cloud, Forced 2H
OLD: 360, 50% Add: Slow
NEW: 308 (220+84)
Description: Has low physical damage, but grants permanent Float (+1 vertical jump, all terrain, and Earth immunity).  Also strengthens the Heaven's Cloud Draw Out skill.

Chirijiraden: 15 WP, 15 W-EV, +1 Move, Always: Berserk, +1 SP removed, Forced 2H
NEW: 405 (Berserked)
OLD: 396 (not Berserked), 594 (Berserked)
Description: Highest consistent damage among the new katana, and its +1 Move means fewer wasted turns approaching the enemy.

19
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 06, 2015, 10:09:15 AM »
Thank you for the numbers, WKW.

We can also return elemental strengthening to Asura as an alternative.  I removed it as a precaution, but never crunched the numbers myself, so I did not realize that the change was that big of a nerf.

Concerning Kotetsu, it's draw out is MA-based, so maybe we can use something more useful on female samurai.

20
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 06, 2015, 07:03:50 AM »
I am personally fine with boosting Angel and Life Song a bit.  There's been a power creep since the days of Y U SO DERP (the DERP days if you will).  Some forms of healing, particularly Chakra, Life Song, and Item, have been lagging behind. With offensive potential such as it is now, teams have the ability to punch through a single target's HP even if Life Song healed over 100 HP per cast.  Mind you, I don't mean to suggest that Life Song should actually heal that much, but at least we could boost the formula from MA+20 to MA+30 or so.

I also threw a graph together to discuss monk's PA nerf.  The attachment is (pre-Fury) Spin Fist damage as a function of PA.  If we reduce monk's base PA to 12 and ignore the Choice Band proposal, then the highest possible PA a monk can achieve drops from 19 to 18. To maintain monks' offensive potential, we can increase Spin Fist's formula from (PA/2)*PA to (1) [(PA+2)/2]*PA or (2) PA*10.  I labeled the former "nonlinear" and the latter "linear." Both have identical damage at 18 PA. The crucial difference is that the linear formula is much more effective at lower PA values.  As I argued before the last patch, this linear formula makes Punch Art more usable for jobs other than monk.

Anyway, all I want to demonstrate with this graph is that there are ways of maintaining monks damage with Punch Art while nerfing their PA.

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