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Messages - Gaignun

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FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: Today at 05:19:25 PM »
Carbuncle needs to have an MP requirement to be balanced. With so many ways to replenish MP I hardly see a reason to have Carbunkle at zero MP cost.

I understand that there are other ways to replenish MP, but all the 5 MP cost accomplishes on paper is having a naked summoner replenish 61 MP instead of 66.  There is a second, much bigger cost, and that involves the AI not knowing how to proactively replenish MP before dropping below 5 MP.  We players would never make the mistake of depleting our summoner's MP below Carbunkle's MP cost, but the AI does so time and time again.

"Shiva, Ifrit, and Ramuh being unevadable, 3 CT, and MA*8 aren't used"

My tournament team's Wizard has them specifically because they're unevadable.

Shiva, Ifrit, and Ramuh are really good, huh?  I think they are being slept on, myself.  They and Flare are currently the only faith-based spells that ignore M-EV, so they're great counters to high faith, high M-EV teams.  The other summons acted as counters, too, before they became affected by M-EV.  In fact, precisely because of these three summons, I think that giving summoners +1 MA would be overcompensating.

I encourage people to try out 12 MA summoners with Magic Attack UP and elemental strengthening.  These units deal 126~176 AoE damage at 100% accuracy.  It's like an AoE Romanda Gun.

@Barren: I agree with Time Mages needing a support ability.  Summoners should share one of theirs.  My vote is for Half of MP.  This will make it easier for low-MP classes like Thieves to use Time Magick sustainably.  Summoners themselves have little use for this support ability with their giant MP pools.

Also, I recall reading elsewhere that FFMaster was considering redesigning Lances.  I'm not sure where that discussion ended up.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: Today at 08:00:30 AM »
I'm honoured that you remember me, reinoe.  It's nice to see that you are still around.

RE: Summoner I wouldn't mind seeing them get a huge buff to MP; a 40 mp boost doesn't sound all that crazy to me especially considering how expensive summon magic is.  This has the added benefit of Summoners not really needing to invest in boosting their MP with clothes if they don't want too.

This is another option, indeed.  At their current MP of 118, I think they can already manage to cast low-tier summons with full HP gear. 1.39's Black Hood buff is just too good; even when you aim for high HP, you get a decent MP boost on the side.  An MP boost to summoners would mostly be felt with the high-tier summons.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 01, 2015, 07:07:35 PM »
Yes, but a 18 PA monk (without an accessory) would now only be able to have an HP of 265. This would make them very squishy and likely to be targeted first. So, I'd be okay with that (if The HP given for wearing this is 0. If it is 50 or close to it, I would say drop the +1 speed at least.)

I suppose if it grants no HP, then the PA is OK.  If it grants 50 HP, though, I would rather drop the PA than the SP.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 01, 2015, 04:48:17 PM »
I was thinking for the choice band should have HP Increased to 80 and gain innocent, faith, don't move, silence, poison, oil, and petrify protection. Maybe have initial haste removed so that way it can be a bit balanced.

Weren't headbands that way in 1.38?  If I recall correctly, both Chakra and Choice gave status immunity, but players ended up choosing one over the other to block the ailments that were most common in the metagame.

We could also follow Shintroy's proposal and make one headband grant stats.  His proposal is as follows:

Quote from: Shintroy
Super Ribbon - SP+1, PA+1, MA+1 +0-50 HP (See FFV/FFXI)

Although I am hesitant about the +1 PA.  If the headband gives +1 PA, then monks can reach 18 PA without an accessory.  18 PA monks with Martial Arts hit like a truck.

I think summoners in general need a MA buff or their summons to hit a little harder while keeping the MA the way it is. Time mages should get at least a speed buff so again they become fast and reliable mages

I am fine with these changes. Giving summoners +1 MA would make them Wizards with -10 HP and +31 MP. If this difference is too great, we can adjust it by dropping summoners' HP or increasing wizards' MP.

As for Time Mages, giving them +1 SP will enable them to cast Haste on 8 SP units before those units get their first turn.  I would recommend dropping their HP or MP by 10 or so to compensate, though, or else they will far outclass the other mages at equal SP and MA. 

@Gaignun: I think the intended function was to break then damage if break hits first. Weapon Break has it right but not the other breaks.

Ah, is that so?  Shield Break deals damage on the second hit, too.  That must mean that only Armor and Head Break are bugged.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 01, 2015, 12:11:03 PM »
A few more thoughts:

Reduce Carbuncle's MP cost from 5 to 0: From my observations, the AI prioritizes most other actions over Carbuncle, even if those actions reduce its MP below 5.  In this event, Carbuncle cannot perform the task it was assigned to do.  To accommodate this stupidity, I recommend that Carbuncle's MP cost be removed.  This will have the added benefit of becoming the only way mages can self-recover from being nuked by Bizen Boat, which will make Summon Magic more attractive.

Redesign headbands? Echoing The Damned's sentiments, what I currently see is a super-awesome headband (Chakra) and two normal ones (Focus and Choice).
  • Chakra Band provides the status resistance of a full suit of armor, turning monks into anti-Mediator and anti-Oracle wrecking machines, and is a natural choice on monk builds of all kinds. 
  • Choice Band could work on specialized teams that emphasize winning battles quickly with a first strike, but in most cases, Haste is supplied and sustained in other ways.
  • Focus Band gives +80 MP, so it allows Monks to be used as mages.  However, to be used so, the monk requires high Faith and becomes vulnerable to status magic, which makes Chakra Band more attractive.
Regardless of how far these headbands are redesigned, could we at least add few status immunities -- particularly ones benefit mages, such as Silence and Berserk -- to Focus Band and remove these immunities from Chakra Band where appropriate?  We can reduce Focus Band's HP to compensate.

Buff Fairy in some way:  In most cases, the +33% HP revival of Fairy is not enough to keep the resurrected units from dying again to a single blow.  Furthermore, in teams that rely on Fairy for resurrection , and especially on large maps where units are spread out, Fairy will often be cast on a single fallen unit, so the skill's 1 AoE is seldom utilized.  In such cases, Fairy is about as useful as a very expensive Phoenix Down.  It heals for less than Raise, but costs +100 JP and +10 MP and has -25% accuracy.

I think increasing the heal to 50% would be more than enough to make Fairy, as well as Summon Magic as a whole, an effective method for damage control.  I do not expect this buff to overshadow Raise and White Magic, especially if Protect, Shell, or Regen are buffed as well.

Also, some bug checks:

Sinkhole: This skill seems to heal the undead.  Does it share a property with Blood Sword?
Break skills and Two Swords: When Shield Break succeeds on the first hit, the second hit becomes a physical attack.  Conversely, when the other break skills succeed on the first hit, the second hit displays "Break" once more.  Which function is intended?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 29, 2015, 07:09:24 PM »
Dark strengthening boosts Demi's hit chance by [MA/4]% rounded down.  A very slight improvement, indeed, but not to its damage.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 29, 2015, 05:06:41 PM »
At this point it will become irrelevant, but since I've located the ASM to change Defend I may as well post it.[/font]


This is my first time looking at the code.  I did not realize how many NOPs there are!

Now that I've thought about it a little further, I wonder how the AI would respond to the change.  Would the AI refrain from attacking a defending target even when Defend adds no evasion?  This would depend on whether the AI queries the "Defend" flag or the evasion stat when making decisions.

Even though I'm new, I feel the need to give my own two cents here. I'm actually kind of shy though, so it's difficult to make my opinions known without feeling at least slightly embarrassed.

Thank you for your post, dw6561!  Allow me to provide my own comments.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 27, 2015, 04:44:01 PM »
Adding Defending to it would be bad I think. The AI LOVES defend and I feel like that would make it end up being literally the only ability the AI would ever use for that unit. I could be wrong but I know how much the AI priorities Defend over basically every other status, so if that was added to Protect/Shell then it would just be spammed all the time.
If memory serves me right, the only statuses the AI uses proactively are Haste and Defend.  The AI will cease to apply either once engaged with the enemy.  Only when the AI retreats or is out of range of the enemy will it reapply them.

Therefore, if we make Protect and Shell apply Defend as well, then I am sure that the AI will use these spells at the start of the match as they should.  If required, we could even scrap Defend's +Evasion, which would effectively turn the status into a dirty AI priority hack.  Unfortunately, this would require uncovering where the +Evasion is applied in ASM.

2015.06.28 Edit
Consolidating a few numbers here.  Feel free to pick apart the details.

Protect: Heal_F(MA*7), 100% Add: Protect, 10 MP, 1 AoE, 1 Vert, 2 CT, 150 JP
Shell: Heal_F(MA*7), 100% Add: Shell, 10 MP, 1 AoE, 1 Vert, 2 CT, 150 JP
Protect 2: Heal_F(MA*7), 100% Add: Protect, 20 MP, 2 AoE, 2 Vert, 4 CT, 250 JP
Shell 2: Heal_F(MA*7), 100% Add: Shell, 20 MP, 2 AoE, 2 Vert, 4 CT, 250 JP
Regen: Heal_F(MA*7), 100% Add: Regen, 10 MP, 1 AoE, 1 Vert, 2 CT, 150 JP

Protect, Shell, and Regen turn into Cure spells that add a positive status at the expense of a finite CT.  Second-tier Protect/Shell are changed to match the change to the first tier.

M: 134 HP, 67 MP, 8 SP, 10 PA, 8 MA, 3 Move, 3 Jump, 0 C-EV
F: 125 HP, 72 MP, 8 SP, 8 PA, 10 MA, 3 Move, 3 Jump, 0 C-EV
Can equip: Swd, Rod, Stf, Book, Pole, Shld, Helm, Armr, Robe, Acc
Innate abilities: Clairvoyance (see below)

Maelstrom: As before
Rime Bolt: As before
Earth Dragon: As before
Thunder Flare: As before
Shadow Shade: As before
Mad Science: Removed
Tornado: 4 Rng, 2 AoE, 2 Vert, 2 CT, 20 MP, Wind elemental, Dmg_F(MA*7), 100% Cancel: Protect/Shell, 250 JP
Quake: 4 Rng, 2 AoE, 2 Vert, 2 CT, 20 MP, Earth elemental, Dmg_F(MA*7), 100% Cancel: Haste/Regen, 250 JP
Bio 1: Sent to Wizard.  Made Dark elemental to prevent wizards from having innate access to non-elemental damage.
Bio 2: Removed. (If it was sent to Wizard, it would overlap with the Frog spell)
Bio 3: Sent to Wizard or removed.
Poison: Inherited from Wizard
Amplify: 4 Rng, 1 AoE, 1 Vert, 3 CT, 12 MP, Heal_F(MA*7), 100% Add: Amplify (strengthens all elements), 150 JP
Veil: 4 Rng, 1 AoE, 1 Vert, 3 CT, 12 MP, Heal_F(MA*7), 100% Add: Veil (halves all elements), 150 JP
Clairvoyance: Allows P-EV and M-EV to be applied even when Charging/Performing. 200 JP. (The name is inspired from Barren's proposed "Extrasensory.")
Distribute: As before
Damage Split: As before
Equip Magegear: As before
Move=0: As before
Total skill count: 16

This new class would be the first mage class that can equip armor and shields.  With the M-EV from shields and the status immunity from armor, it can be used as a reliable status healer.  Also, with its decent MA and high HP pool from armor, the female version of this class can also be used as a reliable frontline attacker with staves and rods (e.g., with Dragon Rod, Golden Staff, Poison Rod, etc.) Conversely, the male version can attack with swords.  Both versions can attack with books and poles equally well.  The innate ability "Clairvoyance" makes this new class attractive as a primary class.

As for the skills, Tornado and Quake are redesigned, and Amplify and Veil are new. Tornado and Quake are changed to oppose the new Protect, Shell, and Regen, which will likely see more widespread use upon implementation of the proposed changes. Amplify and Veil will require the ASM hacking of two new status effects.  These status effects are similar to 6.39's Oil, only instead of adding "Neutral: All elements", they add "Strengthen: All elements" and "Halve: All elements." These two abilities also heal the targets to encourage the AI to use them consistently.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 25, 2015, 01:00:37 PM »
Hunh.  I've been away for a long time, and my memory is all fuzzy, but let me weigh in on a few recent topics.

First, a preface: I've noticed since before my absence that FFT Arena suffers from overlap.  There are many weapons, skills, and jobs that do similar things.  As a result, a large part of the metagame is focused on figuring out which builds accomplish the same task better than the others.  The cure to this is diversity.  Rather than tweak all parts of a given role until they are equally attractive, I believe that it is better to repurpose some into a different role entirely.

Let me provide an example.

Mythril Gun

Now onto a few other things.

Scholars vs Wizards


Changing Jump timing to XX\Jump

Protect and Shell

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 24, 2015, 05:05:27 PM »
I'm about 9 months late, but it's nice to see that the 1.39 patch finally came out.  I'm a little bummed to see that Time Mage and Summoner still suffer from poor stats, but thank you all the same FFMaster.

Does the new Oil dispel on hit?

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 3 ☢ ☢ ☢
« on: August 08, 2014, 10:20:29 AM »
What?  There's a tournament and nobody told me?  I picked the wrong months to space out.

At the very least, I will try to get Camtasia and an emulator up and running on a laptop in case a host needs filling in for.

FFT Arena / Re: AI Tournament This Summer 2014
« on: June 19, 2014, 01:32:56 PM »
What are "Joint Team" rules?  Is that when a team is comprised of units submitted by different entrants?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: March 26, 2014, 06:35:10 PM »
Maybe!  It's been nearly one year since the 1.39 summary was written.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: March 26, 2014, 01:27:11 PM »
On the subject of status effects, I've been thinking of ways to reduce the overreliance on White Magick for support.  I wonder how feasible coding the following status effects are.

Curtain: Add "Halve: all elements" (basically an "anti-oil." Whether it expires on hit is optional.)
Amplify: Add "Strengthen: all elements"
Veil: Add "Immune: all status effects" (or a limited number of status effects)
Transparent: Increase P-EV/M-EV (or both) by 50% (for a single hit or a short time)
Celerity: Add "Short Charge"

To help against the AI's general stupidity at applying anything proactively other than Haste, I'm thinking of having these buffs added using weak healing spells or to a version of the Haste spell itself.

The Lounge / Re: Yasumi Matusno new kickstarter!
« on: January 15, 2014, 10:15:15 AM »
3.2 million USD for a map editor.  Let's go!  If everyone on this forum donated about 100 thousand, we could have it by the end of the week.

The synopsis seems like standard Matsuno fare to me.  Tactics Ogre, FFT, and FFXII are primarily world-driven narratives.  The protagonist of these games is a small actor on a much larger stage.  In the present case, it seems that there will be not one, but many small actors, each of whose story is told over a shorter length of (gameplay) time.  This is likely to conform the gameplay to its smartphone platform, on which games are expected to be played on the go in short bursts.

I think this formula has potential.  It will be like George R. R. Martin's A Song of Ice and Fire.  With many actors onstage, Matsuno has the freedom to write tragic endings without breaking the narrative's continuity.  Thus, he needs not rely on tired tropes like Plot Armour.

FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 2 ☢ ☢ ☢
« on: January 08, 2014, 05:13:52 PM »
I wouldn't mind seeing a tournament with stipulations, like unlimited JP, no duplicate skills/skill sets/equipment, or anything in between.

I might be able to host if I find a way to get an emulator working on this laptop of mine.  Whatever the case, I strongly suggest minimizing the number of hosts to two or three.  Any more and the tournament will drag on for months, as the last two seasons did.

FFT Arena / Re: A.I. Q&A
« on: December 22, 2013, 02:06:23 AM »
So thats why my latest test had a black costume blackmage with plenty of MP sitting in a corner doing nothing instead of netherfireing themselves to full

Curiously, the A.I. does seem to be capable of using single-target elemental attacks to heal itself.  Ninjutsu and Holy come to mind. 

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 28, 2013, 04:40:53 AM »
Random thought:

Crystal Shield: 30 P-EV, 0 M-EV, absorb Dark, weak Holy

Purpose: To give armoured units an easier way to absorb friendly Demi.

Balance: Armoured units can cover the Holy weakness with Chameleon Robe, whereas clothed units (i.e. Squires and Geomancers) will need to depend on Magic Ring or Small Mantle, neither of which suits these classes.  As a result, Crystal Shield is not expected to mingle with Black Costume to double the prevalence of Dark absorption on clothed units.  Armoured units can swap Chameleon Robe for armour to increase the effect of Demi healing at the cost of using the above-mentioned Magic Ring or Small Mantle, which also do not suit these classes, or simply living with the weakness.

FFT Arena / Re: Arena battle videos and discussion
« on: November 08, 2013, 07:05:48 PM »
So fast!  You kindly featured my team before I even had a chance to correct its typos.  Nice work on the careful pronunciation, by the way.

FFT Arena / Re: Team submissions
« on: November 08, 2013, 01:30:04 PM »
Here is a team I considered submitting in the latest tournament to demonstrate the power of spellguns with oil.

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