Please login or register.

Login with username, password and session length
Advanced search  


Do not use ePSXe (PC)! Instead use any other emulator. For the purposes of FFT, pSX works wonderfully well!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gaignun

Pages: [1] 2 3 ... 19
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.

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.

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.

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.

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.

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.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 05, 2015, 05:35:23 PM »
As for Heaven's Cloud, I went for PA*6 and 3 AoE because I thought it'd be equal parts stupid and fun.  What I really wanted was another PA-based Draw Out to accompany Samurai's +1 PA boost.  The precise formula is up for discussion.  I'll include PA*7 and 2 AoE for now.

Sorry.  I forgot about Kaiser Plate.  It's now listed.

I don't believe there has been any particular preference toward which shield absorbs which element as of yet, so I'll change Mythril and Gold shields elements to water and wind, respectively.

Blood and Dia spears sound fine.  I think there have been several spear suggestions many months ago, but I couldn't find any solid numbers.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 05, 2015, 03:01:28 PM »
A few responses:

Concerning new accessories, I would love to discuss any suggestions.  Feel free to throw something together!

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 05, 2015, 09:01:59 AM »
Many proposals have been thrown around over the last few months. (Thank you for your input everybody!)

Accordingly, I have assembled another proposal summary to help everybody who has not been closely following the discussions get on the same page.  I tried to include every proposal that occurred in the last ~20 pages or so.  This should be the most comprehensive summary to date. Proposals that raised a hitherto unsettled debate, as well as those intended for patches beyond 1.40 (e.g., Lancer skillset redesign, Onion Knight, MP Regen, monsters?), are omitted.

I sneaked in a few minor ones of my own as well (e.g., (Hi-)Ether restoring an extra 10 MP).  Concerning shields, at least one status immunity is added to the elemental shields.  It would be much appreciated if people could provide input on these immunities.

If there are other proposals that are not included here, or if there are proposals that are in conflict with what is written here, please let me know and I'll accommodate them.

Skills/items that could use a redesign, but require a consensus:
Ninjutsu's Tsumazuku
Cloth weapon class
Shieldrender (sword) (I personally would prefer a radical redesign rather than an incremental change)
Spear, Mythril Spear, Partisan, Holy Lance (spears) (Preferably redesigned for balanced two-hand use to accommodate Samurai)

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 29, 2015, 07:09:19 AM »
Revival with random HP would be neat if achievable.  I am for it!
Edit: Upon implementation, it might be worthwhile to inspect the algorithm that determines Phoenix Down's or the Undead status's heal amount.  I am wondering if there is some value that determines this amount's deviation.

Concerning the formula modifier, the choice between UnFury and UnFaith is basically a choice between mages and melee units (... fighters after D&D?).  UnFury is strong against mages and incompatible with fighters, and UnFaith is strong against fighters and incompatible with mages.

(By incompatibility, I mean that the Netherseer and its teammates cannot heal and support each other well with their respective skills.)

At present, I believe we already have many skillsets compatible with mages, but comparatively few with fighters.  White, Summon, and Black magicks can be used to heal multiple high-faith units at once.  On the other hand, only Punch Art's Earth Slash can be used to heal multiple high-fury units at once.  Hence, high-fury teams typically fall back on weaker forms of healing and revival, such as Item.  This imbalance is what makes damage control on high-fury teams comparatively difficult.

Consequently, I believe that making all Nethermagicks UnFaith, including revival, would be more satisfactory for the sake of variety.  Would others be inclined to agree?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 27, 2015, 11:18:04 AM »
It is certainly worth testing!  Counter Tackle and Transfusion already self-inflict HP damage.  Finding new situations in which this behaviour applies could expand this class of skills.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 26, 2015, 11:00:55 AM »
I'm going to go with the popular opinion that Raise stays at 50% for reasons that silentkaster mentioned.

@dw6561: Concerning Fairy, I suggested increasing Fairy's healing to 50% at the cost of +1 CT back in July. A few people were for it, but Shintroy raised a dissenting opinion. The discussion pretty much ended there.

Be that as it may, I am glad to see others independently suggest that Fairy could use a buff.  If everyone cannot be convinced by my suggestion for 50% healing, then I personally would settle for adding status healing of some sort instead.  Cancel: Undead would be cool since there are currently so few ways to heal this status.  I wouldn't want to make Summon Magic too robust against status ailments, though, since the skillset is already pretty versatile.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 19, 2015, 10:14:19 AM »
If we are keen to conform to the Ivalice universe, Final Fantasy XII provides many guns from which we can appropriate a name.  All guns are named after the brightest stars of their respective constellations.

Ras Algethi
Fomalhaut (Oh, beautiful Fomalhaut.  My low-level challenge would have been impossible without you.)

FFT Arena / Re: What video recording software do each of you use?
« on: October 19, 2015, 10:05:18 AM »
Barren, is that $300 price tag on Camtasia Studio a periodic license fee or a one-time payment?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 18, 2015, 11:33:02 AM »
Can crit rates be modified by weapon?  That would be a really cool feature.

What if we removed Stone Gun's initial petrify?  Would that be enough?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 16, 2015, 08:03:49 AM »
My breakdown of archer equipment options is as follows:
  • For power, choose longbows or spellguns
  • For defense, choose Romanda Gun or crossbows
The problem is that the majority of archers are choosing option 1 (spellguns last patch, longbows current patch) most of the time.  In addition to their high damage and long range, longbows also provide +1 SP and can be made 100% accurate with Hawk's Eye.  If we remove the SP bonuses and make Hawk's Eye subject to P-EV (or at least Blind), and if we also provide a more attractive selection of shields, then option 2 will become more attractive in turn.

And concerning option 2, one can choose between Romanda Gun for reliable, but weak damage, or crossbows for higher, but unreliable damage.  Posed thus, a crossbow that is unevadable (i.e. more reliable), but weaker would be functionally indistinguishable from Romanda Gun.  The difference between guns and crossbows is not so much a balance of raw power as a division of purpose.  Consequently, I am reluctant to endorse improving crossbows in this fashion.  If crossbows absolutely need a buff, it would be best to consider an alternative (such as making them elemental as wkw suggests).

This is an aside, but to make a quantitative comparison that reflects the difference in purpose between crossbow and Romanda Gun, it is best to calculate expectation values that incorporate target evasion.  A crossbow has equal expected damage when

WPc = WPg^2 / (PA*HIT)

  • WPc is crossbow WP
  • WPg is Romanda Gun WP
  • PA is the archer's physical attack
  • HIT is the hit chance of the crossbow

Setting WPg = 10, we obtain the graph below.  Each line is a contour of equivalent expected damage.  For fair comparison, assume the archer has 10 PA (i.e., no PA-boosting equipment).  Then, a 12 WP crossbow would be more powerful than a Romanda Gun as long as the crossbow's hit rate is approximately 84% or higher.  In other words, crossbows are more powerful against units with little to no evasion (e.g., monks, samurai, mages).  (Of course, the crossbow can inflict its target with a status ailment as a bonus.)

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 15, 2015, 06:18:56 AM »
MP switch is fine if we can have HP incur the remaining damage.  At the cost of a reaction ability, it would allow players to design summoners as unconventional tanks, and use Carbunkle as an unconventional Moogle.

As far as Paladins getting left behind as opposed to Samurai, Paladins are actually a pretty decent class right now. Their primary purpose is a support/tanky character that is hard to eliminate. With the highest Base HP, access to Shields, Armor and Axes (which give high HP and evade), and abilities that make self healing (and others) relatively easy, Paladins aren't too requiring of buffs right now.

I generally agree about Paladins.  They're strong on their own, but are currently being outsped by clothes-wearers.  Paladins have 3 Move and 8 SP.  Though their melee damage is high, this paltry mobility and speed means they have trouble putting this damage to use.  Curbing speed across the board (and possibly also introducing PA-based spells via Netherseer and making EV persist while charging via a new Reaction ability) would help make Paladins more popular. 

Samurai are probably being mentioned since they are one of two classes that can only equip one weapon type (besides bags...the other being Time Mage...Monks can't equip any non bagged weapons). I'd like to see Time Mages get access to an additional weapon, too, but Samurai won't become a speed class.

This is true.  Giving samurai longbows would make them slower, armored archers.  It's mainly for making the male samurai more versatile like the female one.

As for Time Mages, I agree that they could use another weapon.  I would recommend poles.  Together with my suggestions for pole changes (i.e., turning them into status-spell-procing weapons), poles would suit the Time Mage's role as a saboteur along with the Oracle, another wielder of poles.

As mentioned, Life Drain/Spell Absorb could be made instant to buff them, but my other idea was to make them based on the caster's HP/MP. This would make them pretty darn relevant when placed on a high HP unit.

I am personally for basing Life Drain and Spell Absorb on caster HP/MP values.  As silentkaster mentions, this will make high HP/MP equipment and classes (such as Paladins!) more relevant.

Also...Atheist bow...can we do something about that proc percentage?

Yeah, as it is with no conventional way to block or cure Innocent, Atheist Bow's proc rate should probably drop to around 50%.  We can increase the bow's range by 1 to compensate.

I'd give Always: Reflect to Reflect Ring. This way you couldn't have Cursed Ring users that can permanently dodge Raise 2.

Ability suggestions:

- Remove Weapon Break and give Steal Weapon to the Thief. Arm Aim just outclasses it.
- According to some online Japanese-English dictionary, Tsumazuku means 'to trip' or 'to stumble'. If we go by that, 100% Don't Move would make a lot more sense than 100% cancel Reraise.
- Just remove Bad Luck's CT.
- Please make Hawk's Eye not bypass Blind status. It is incredibly difficult to counter. It should probably take your weapon's element into account as well.
- To take care of AoE Stop procs, since Esuna and Stigma Magic have their hands full already, how about Dispel Magic? I'd throw in Slow into it as well.
- Maybe give Heal 2-3 range? More often than not, harm will be done by the time I reach an ally to remove the appropriate bad status.

I agree with this.  However, I wouldn't get too strung up on skill names.  Kagesougi (影争議) means "shadow-dispute," as in, "The shadows are upset about low pay and are going on strike," and Houkouton (方向遁) means "let free the directions," as if directions are corporeal entities that are unleashed on opponents.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 09, 2015, 09:16:48 AM »
Oh right.  I forgot that Ultima ignores evasion.  In that case, putting it on par with tier 1 magic is going a little too far.  Nevertheless, to make a case that Ultima needs adjustment, I think it is best to put Ultima on terms with Chirijiraden. Both are non-elemental, BrFa-independent AoE skills of identical strength:

  • Pros: 0 CT, 0 MP, 2 AoE, shares a skillset with Murasame and Masamune
  • Cons: 0 Range, evadable

  • Pros: 5 Range, ignores evasion
  • Cons: 5 CT, 20 MP

I claim here that the cost of +5 CT is a not worth the extra range and 100% accuracy.  Spell redirection is a big problem on 5 CT AoE spells.  Perhaps we could make Ultima smart-targeting to solve this problem, as Heroebal suggests.

As for Masamune and Yell, I would rather have Haste+Regen on a one-target skill than a two-target skill.  Haste+Regen is perhaps the most effective combination of two separate buffs in Arena, and it is a large contributor to Draw Out's popularity.  Many players, including me, equip Draw Out on support units for Masamune and Masamune alone.  Shuffling its effect to Yell would help curb the ubiquity of Draw Out and help Basic Skill find a little more representation in competitive play.

If anything add more basic abilities to the class instead of unbalancing it. If there's room for two abilities when lets get a self boosting brave and faith ability. Instant, +5 br/fa sounds okay.

Unfortunately, I don't believe the AI will ever use +Br/Fa skills unless they carry other perks.  Do you have any ideas?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 08, 2015, 08:41:48 AM »
I am fine with Yell getting Regen.  It is currently the lousiest way to apply Haste. Reduce its range from 3 to 2 if needs be.

I would rather improve Ultima's usability than change its purpose.  It is currently a slow, weak spell on a skillset which is, on the whole, unattractive to casters.  Its only current purpose I can think of is as an AoE nuke on 40-40 tank teams that, for some reason, wish to eschew Draw Out.  Buffing Yell would make Basic Skill, and Ultima by extension, more attractive in general (especially if Masamune loses Regen).  In addition, we could reduce the CT.  I personally would like it to drop from 5 to 3 to put it on par with tier-1 magic.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 02, 2015, 05:41:44 AM »
The AI is fickle with mp recovery. They'll use carbuncle correctly, but not Ether.

Just to weigh in, the AI sucks at using Carbunkle proactively, too.  It only casts Carbunkle if it has nothing else to do.

I know what you mean by taking steps back, but the fact is if we add MP to Regen, Masamune would become overpowered. Add Masamune to a caster unit (which, incidentally, Draw Out is a great skill set to have on a caster anyway) and what do you have? A caster that doesn't have to worry about MP, who has good magic, possible very strong draw outs, and HP restoration to boot which is instant and has an (admittedly small) AOE.

Yes.  If Regen adds MP regen as well, then I second the motion that Masamune should change.  Of your suggestions, I like Add: Haste + Transparent the most.

No idea how to buff the absorb spells outside of making them follow the MA*x formula most spells follow. I mean why is it based of the user's max hp?

I am fine with this.

MP poison sounds weird to me.. honestly i go Manaleak but ehh.. personal opinion.. i am not one to come up with naming conventions... on the subject of that MP-regen in my oppinion would be better Manawell or Manafill? i don't know just throwing MP onto a name does not sound right to me.. then again i like coming up with words

I think the names we're throwing around right now are temporary.  If they are actually implemented, it is probably best to come up with better names as you say.

Pages: [1] 2 3 ... 19