Please login or register.

Login with username, password and session length
Advanced search  


Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed. Find out how you can help in the Recruitment section.

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 ... 24
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: July 05, 2017, 06:13:57 AM »
What counterplay are we expecting? For example, the AI will still spam Slow, and teams will still spend a turn healing it. However, those teams with haste will now spend two: One to heal slow, and another to reapply haste.  When faced against slow, the recommended counterstrategies now seem to become either running slow immunity as before, or dropping all haste spells to prevent yourself from running turn deficits.  The most substantive change to the metagame is therefore a buff to slow and a nerf to haste.  (I'm not complaining; I'm just curious about this patch.)

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: July 04, 2017, 07:56:22 AM »
Thank you for the prompt response, Heroebal.

If that is the case, then Poison/Slow effectively disables Regen/Haste.  That's pretty powerful.

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: July 04, 2017, 04:40:09 AM »
How does that even work, by the way?

Do units affected by both Poison and Regen lose and recover the same amount of HP and MP at the end of their turn? In that event, do they lose or recover the HP and MP first?

Similarly, since Haste now no longer overwrites Slow, can units be affected by both Haste and Slow at the same time, and in that event do the effects of Haste and Slow combine to leave the affected unit's SP at its base value?

FFT Arena / Re: Team Design Tool
« on: June 29, 2017, 02:07:15 PM »
Version 1.07 is released for compatibility with FFTA 1.41a.

A few quirks in the Weapons spreadsheet have arisen due to the changes patch 1.41a made to certain pieces of armor.  I would fix these quirks, but I simply lack the willpower.  That said, the spreadsheet as a whole should still work mostly as intended for those seeking to compare the relative strengths and weaknesses of weapons.

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: March 30, 2017, 03:12:08 PM »
Thank you for the quick response as always, Andrew!

A 3 direction AoE would be awesome, even if its JP cost must go up by ~50 to compensate.

Its accuracy dropped awhile ago, huh? +5% accuracy would be lovely if only to keep up the pace of matches. (Watching a Mediator spend 2~3 turns trying to remove a status ailment on a friendly unit is a little wearing.)

MA+45% accuracy sounds OK with me. If it comes to pass that this accuracy boost enables extreme XA stacking strategies, we could even keep its accuracy low at MA+35%, but remove its CT.

I see. Though it might no longer be the best GC weapon, I suppose it's not so bad, as you said.

It depends on what we want, I suppose. Dropping Bizen Boat's multiplier nerfs Bizen Boat. Dropping Samurai's MA nerfs Samurai, but keeps Bizen Boat as the go-to powerhouse skill.  Seeing that Samurai took an HP hit this patch, I'm leaning toward the former option.

You're certainly not wrong about the elemental strengthening. I just never felt that they were terribly powerful in their last form before being removed in spite of that (4 Range and lower raw damage than Stone Gun - before Pilgrimage kicks in, anyway). Oh well.  There is always Healing Gun.  (Even a hypothetical Demi or Demi 2 gun would be nice. This gun would have the ability to heal, deal damage, and be Counter Magicked as before, but wouldn't have the same runaway damage problem.)

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: March 29, 2017, 04:30:39 PM »
I have had some time to play around with 1.41. I like many of the changes. However, there are a few things that are nagging me:

Cheer Up
I think that this skill could use an AoE buff (like Yell) to make it more useful.

Was the accuracy of this skill always (MA+55)%?

Battle Orders & Pathos Speech
Currently underwhelming in comparison to their Sing predecessors for several reasons:
  • Lower success rate than Sing (<66%) even under optimal conditions (e.g., 15+ MA and Best compatibility)
  • Does not target the user
  • Is not a performing skill, so it does not continue to charge after being executed.
I never felt that the Sing skills were particularly powerful to begin with, so these changes are particularly discouraging for me.

What happened to this weapon? It took a big WP nerf, and now it is only worth using in combination with the Two Hand support ability. The Grand Cross Excalibur build is no more.

+1 Move on Samurai
I understand that the +1 Move tremendously helps the male melee Samurai out, but it helps the female Draw Out samurai just as much.  Before we had to settle for Draw Out Geomancers if we wanted 4 base Move. Now we can stick with Samurai and use their secondary skill slot for whatever we please.  Female Samurai have become much more effective as a result (and they were already pretty effective to begin with).  This is just something to keep an eye on.

And speaking of Draw Out...

Nerf Bizen Boat
MA*8, element-boostable, BrFa-piercing damage is too high.  The synergy of Bizen Boat and Crystal Helm on the now fleet-footed Samurai is incredible.
Chirijiraden took a damage hit from MA*9 to MA*8. Bizen Boat should take a hit, too, if only to keep Draw Out internally balanced.

I am puzzled over why Stone Gun got its one-handed property back. Stone Gun was made Force-2H because it eclipsed crossbows. The new Peacemaker with Attack UP beats Gastrafitis with Concentrate hands down: Peacemaker delivers similar damage, but requires none of the PA stacking that Gastrafitis does. If Peacemaker remained Forced-2H, at least you'd have to give up your shield for this extra equipment freedom.

I am sure I will take heat for this, but I miss the fire, ice, and lightning spell guns. These three guns served a unique role: Healing high-faith friendly targets with high M-EV.  As a bonus, these guns could trigger Counter Magic, so with the right equipment the spellgunner could also heal herself in the process. On the flipside, White Robes were effective at defending against these spellguns. Flare Gun feels a little lackluster in comparison: It cannot be used for friendly healing, and it cannot be mitigated by White Robe. Perhaps Flare Gun is a slightly more consistent offensive weapon, but it is not nearly as versatile as its predecessors.

I think that would be very interesting, and also educational.

For accessibility, it might be best to have the scripts written in a custom, higher level language, then have them parsed and compiled into ASM. If the scripts must be written in ASM, then I do not believe there will be enough people that know ASM (and can write the scripts without bugs) to even run a tournament.

FFT Arena / Re: Team Design Tool
« on: March 20, 2017, 11:51:11 AM »
Version 1.06 is released for compatibility with FFTA 1.41.

So many things have changed this time around, so there are bound to be a few inaccuracies. Let me know if anything is wrong or broken and I will get on it.

FFT Arena / Re: 【PROPOSAL】Evasion-piercing Summon Magic
« on: March 06, 2017, 02:40:52 AM »
Small addenda:

A safer damage formula for an evasion-piercing Titan would be MA*8, and not MA*9 as presented three posts ago.  If we go MA*9, then non-piercing Cyclops and even Zodiac will likely become the new unused summons. (For example, I personally would never trade a MA*9, evasion-piercing Titan for a MA*9, +1 AoE, non-piercing Zodiac unless I'm doing some sort of spray-and-pray Mime strategy.)

A MA*8 Titan would be only slightly stronger than the IRS (Ifrit, Ramuh, Shiva), so in this case I would suggest we keep Titan affordable (e.g., 30~40 MP, 200~250 JP) and usable (e.g., 4 CT).

I would suggest we also make Leviathan evasion-piercing, but drop its damage from MA*8 to MA*7, to keep Summon Magic internally balanced.  Then, moving up from the IRS, one can either spend a little extra MP, CT, and JP for +1 damage multiplier (Titan) or +1 AoE (Leviathan).

These two changes ought to make Titan and Leviathan more popular choices, but also prevent the other choices from becoming redundant.

FFT Arena / Re: SCC Tournament, Season 3, Formal Thread
« on: February 13, 2017, 05:22:38 AM »
Dancer a go go, baby.  Prepare to succumb to low probability -- Probability as low as my likelihood of making it through round 1.

FFT Arena / Re: 【PROPOSAL】Evasion-piercing Summon Magic
« on: February 08, 2017, 04:05:20 AM »
Thank you for the input!

Time and Yin Yang Magic would counterbalance Summon Magic.  If teams stack Magic Defend UP and/or Setiemson in fear of Summon Magic, then they would become vulnerable to status magic. Thus, magic evasion would still serve a role.

I believe Geomancy was broken due to Counter Flood.  140 damage with 1 AoE isn't much, but with Counter Flood you can do 140 damage one or two extra times per turn (and, crucially, during the opponents turn, so they don't get a chance to heal the damage)

Here are some reality-check calculations using the above parameters:
Test unit: Wizard (F), 241 HP, 127 MP, 17 MA, Faith Rod, Magic Attack UP (a veritable glass cannon)

Shiva: 155~218
Salamander: 178~248
Titan: 200~280
Zodiac: 245~343 (!!)
Bahamut: 267~374 (!!)

You are right about the ridiculous Bahamut damage.  In retrospect, no summon that pierces MEv should have a multiplier higher than around 9, no matter what its MP and CT costs are.  So let's focus on the summons up to Titan. Mind you, this is an extreme case. The Wizard is made of paper. As soon as she dies and loses the Faith status, the damage becomes

Shiva: 121~169
Salamander: 138~194
Titan: 155~218

More sensible. I imagine a low-faith team of Mystic Knights or Samurai could handle the damage. Keep in mind that most of these summons have an element, so elemental absorption is another line of defense.  Furthermore, if we put Titan at around 50 MP, then the Wizard will be able to cast the spell only 2~3 times before she needs to take a break, during which time the enemy team can either recoup its losses if it fared miserably through the loincloth buttslams, or go on the offensive if it didn't.  If she replaces Magic Attack UP for 1/3 of MP, then the damage will drop even further:

Shiva: 93~131
Salamander: 107~149
Titan: 120~168

At that point you are probably better off spamming Geomancy.

Anyway, perhaps an agreeable solution at some future point in time is to meet halfway.  Devote the low- and mid-tier summons (i.e., from Shiva to Titan) into costly, low-damage, evasion-piercing magic, and leave the big fish (e.g., Bahamut and Zodiac) alone.

FFT Arena / 【PROPOSAL】Evasion-piercing Summon Magic
« on: February 06, 2017, 11:36:12 AM »
I would like to propose a new design concept for Summon Magic: Evasion-piercing.  That's right. I'm going old school on your derriere and taking you back to vanilla FFT.

What's wrong with my current Summon Magicks?
Nothing, really. It has a job. It does its job. It works 9-to-5 with a co-worker called Black Magic. They do the same stuff.  Occasionally, Summon Magic steps in to take care of that touchy feely healing stuff, and other times it leaves the heavy lifting to Black Magic. There's nothing wrong with a bit of cooperation. But here's the problem: Nobody is working the night shift.

Night shift? What are you talking about?
A competitive game needs to spin like the Earth needs to spin.  Lock your planet in geosynchronous orbit and people on one half of the planet will freeze. Right now the world of magicks is in geosynchronous orbit. It is always sunny in the land of magic evasion.  Are the skies looking stormy with black magicks, summoned beasts, and feudal warriors walking around in funny armor that looks like it is made of papier-mâché? Put a shield in your hand and a mantle on your back to keep yourself dry.  Is the pollen of status magic blowing in the wind? Hold that shield in front of you and wrap your face in that mantle to filter the air.  Magic evasion is living in the sun, growing its hair long, and walking around barefoot while whistling John Lennon songs. Meanwhile, magic defense is freezing its pants off on the far side of the globe, burning coal in its log cabin, and nobody visits even for Christmas.

Nobody likes magic defense? You're being silly. I was playing Smash Bros at its log cabin just last week.
Yes I am silly. Magic defense is good. I would not hesitate to introduce magic defense to my parents if we were dating.  But magic evasion is even better. There's a reason why there were 28 pieces of evasion-boosting accessories used last tournament, but only 6 Setiemsons. Magic defense protects you from the odd Holy and Chirijiraden. Magic evasion does that and even more. When Time and Yin Yang Magic come to town, magic defense leaves you for a better mate.  But magic evasion? That girl (guy) stays with you to the end.

What does any of this have to do with my Summon Magicks?
Basically, it's time we rain on magic evasion's parade. One can listen to only so much John Lennon. Right now, the sister planet of physicks is spinning freely. The rotation of this planet has been initiated by a support skill called Concentrate. On this planet is a country of people who spread evasion on everything like mustard.  But then day falls to night and those from a neighbouring country with better Concentration come and steal all their mustard.  Back on our first planet of magicks, there is no equivalent "Concentrate" support skill. This means that its world of cuisine is inundated with the smell and taste of mustard.  The only ways of washing out the sour taste of this condiment is with the fashionably constricted Geomancy and the fashionably unfashionable Lore spells.  I say that we add Summon Magic to this list.  Think of it as the easily-boostable Geomancy you always wanted but couldn't have, or the Lore you always had but never wanted.

So what exactly are you proposing here?
In a sentence: Weak-to-mid damage magic AoE spells that ignore evasion, but have high MP and/or CT costs.  Summon Magic will essentially become Black Magic that trades offensive potential for reliability, or Geomancy that trades consistency for offensive potential. Auxiliary healing functionalities with Moogle, Carbuncle, and Fairy will be retained.  Rough categories would look something like the following (note that no number is final):

All summons pierce evasion and are smart-targeting, but cost around twice as much MP as competitive Black Magic. In this way, Summon and Black Magic work different jobs. Specifically, Summon Magic interacts with the crotchety high-evasion customers, and Black Magic interacts with the freewheeling low-evasion customers.

Any thoughts and suggestions about the foregoing are much appreciated.

FFT Arena / Re: SCC Tournament Round 3
« on: January 13, 2017, 01:02:32 PM »
1. Holy Swordsmen
2. Hydra
3. Whatever isn't unpopular enough for CT5Holy

FFT Arena / Re: Barren's Mini AI Tournament
« on: December 22, 2016, 05:34:55 AM »
Some quick and dirty stats.

Code-free versions

FFT Arena / Re: FFT Arena 1.40 ASMs
« on: December 05, 2016, 08:37:02 AM »
So, if I am understanding this correctly, do Cover Fire and Bullrish assign some Fury data to a register that is used by unrelated skills, like magic, later on?

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: December 01, 2016, 01:32:35 AM »
Thank you for your comments, silentkaster.  I think you're right to worry about Monks losing bags if Earth-strengthening clothes disappear.

I need to correct my spellbook proposal.  I got confused over the Master's guide.  Spellguns have tier 3 animations, right?  Yet they are written as casting tier 2 spells.  Anyway!

Spellbooks revision
Omnilex: 14 WP, 3 Range, Cast Fire 2 [Dmg_F(WP*10)]
Heptameron: 13 WP, 3 Range, Cast Ice 2 [Dmg_F(WP*11)]
Picatrix: 12 WP, 3 Range, Cast Bolt 2 [Dmg_F(WP*12)]
Necronomicon: 11 WP, 3 Range, Cast Bio 3 [Dmg_F(WP*11)]

Damage with MAtk UP and (without→with) elemental strengthening .
Faith is not factored in.

Omnilex: 180→220
Heptameron: 187→231
Picatrix: 192→240
Necronomicon: 154→187, 20% add Undead

Elemental strengthening costs up to 65 max HP (i.e., Brigandine→elemental robe) or the accessory slot (i.e., anything→108 Gems). The damage is roughly the same as current spellguns, but the books have shorter range, can miss, and can be equipped by only slow, squishy Priests and Summoners.  All in all, spellbooks should be much less potent than spellguns.

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: November 30, 2016, 07:33:28 AM »
I'm looking for ways to avoid preparing for an exam, so here's a survey of the proposed elemental armor along with my predictions on the metagame.

Black Costume   100   10   Absorb: Dark, Fire
Mirage Vest      100   10   Absorb: Holy, Wind
Rubber Suit      100   10   Absorb: Lighting, Earth
Aqua Suit        100   10   Absorb: Ice, Water

White Robe    80   50   Half: Fire, Ice, Lightning
Black Robe     65   40   Boost: Fire, Ice, Lightning
Cultist Robe    65   40   Boost: Holy, Dark

The elemental meta is flattened
Until recently, each element had its own niche:
  • Fire, Ice, and Lightning are easily defended against thanks to White Robe and elemental clothing. (Two of the most common elemental defenses in S5 were Fire and Lightning.) They are also easily boosted thanks to Black Robe, rods, and Mace of Zeus.
  • Water suffers from a lack of solid weapons and skills, so it is probably the least threatening element of the bunch. Teams that defend against water usually do so incidentally (e.g., they use Flash hat to protect themselves from Earth, or Wizard Mantle to protect themselves from Don't Act.)
  • Earth, in contrast, has some great weapons and skills in its repertoire (e.g. Kikuichimonji, Quake, and Earth is Slash). Furthermore, it is the easiest element to simultaneously boost and absorb thanks to Earth Clothes.  Together with Black Robe, Earth Clothes is the only armor to boost elements, but unlike Black Robe, you got absorption as a two-for-one deal.  Furthermore, Earth Clothes granted a whopping +25 HP over Black Robe. Altogether, Earth-absorption teams are the easiest to design. For that reason, earth protection is important in the metagame.
  • Wind is earth's retarded cousin: It is represented with a similar set of skills and is countered by the same equipment (Flash Hat), but is harder to boost. Wind-themed teams have been taking a backseat ever since their only self-absorbable AoE spell (Tornado) was nerfed to be weaker than Black Magic's Fire spell and Wave Fist became Holy elemental. (Seriously, only 3% of units used Wind offense in S5 -- by far the lowest of all elements.)
  • Holy is currently the offensive superstar: Easily boosted thanks to Golden Hairpin and easily accessible and destructive due to the presence of its eponymous skill on White Magic.  Meanwhile, Holy absorption gear is hard to utilize (i.e., the only Holy-absorbing armor is on a robe, and Magic Ring is underwhelming compared to superior accessories like Diamond Armlet.) Consequently, Holy-absorption teams are uncommon. (Holy was the most effective offensive element in S5: 20% of units used it, but only 11% blocked it.) With White Magic Holy users abound, you can count on equipment like Dracula Mantle and Chameleon robe to save your bacon.
  • Dark is Holy's dark twin (heh), as it is boostable by the same means (Golden Hairpin). However, Dark is more easily absorbed due to Black Costume, so more teams shy away from Dark-themed offense on average.  Dark was by far the most absorbed element back when Golden Hairpin gave +1 MA and you were stupid to not run a Draw Out Kotetsu unit.
With the introduction of the new clothes, the absorption of every element becomes equally accessible.  So, instead on banking on Holy and Earth, you might as well just pick your favourite color.

Earth teams take a hit
The loss of Earth Clothes means that Earth is now no easier to use than any other element.  Earth strengthening is now only practical with Crystal Helmet and Prismatic Rod.  Furthermore, a second piece of equipment is needed to absorb Earth.  Crystal Helmet wearers have access to only Diamond Armlet, which severely restricts design freedom.  Also, users without helmet or rod access can no longer strengthen Earth natively.  The biggest losers that comes to mind due to this are Monks.

Holy and Dark teams take a hit
Shifting holy/dark strengthening from Golden Hairpin to a new piece of armor means that units without access to shields can no longer boost and absorb Holy and Dark without using their accessory slot.  And the accessories that absorb Holy (Magic Ring) and Dark (N-Kai Armlet) are lousy in my opinion.  Furthermore, the Holy/Dark boosting robe has very low HP.  Flimsy armor + no accessory freedom means Holy/Dark teams will be pretty fragile.  Furthermore, the loss of Chameleon Robe means that Grand Cross Excalibur Paladins go extinct.

Lightning is the new Earth
With Earth Clothes gone, Mace of Zeus becomes the only piece of equipment that both boosts and absorbs.  Slap that on a mage, pick and mix your armor and accessories, and have some fun.

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: November 28, 2016, 05:14:53 PM »
Muramasa: What if it was PAx9 and had more vertical going for it, since Attack's vertical is only 2?

I don't think even 9*PA would make much difference seeing how most two-handed weapons have at least 16 effective WP.  Extra vertical would be nice, but then the skill would be very situational.

Murasame: I hope that (MA+PA/2)*X is at least a step in the right direction.  Originally, it was *12, not *13.

Let's see.  Currently Murasame is MA*10 and cannot be boosted with MAtk UP (i.e., its output value is immutable).  Turning it into (MA+PA/2)*10 would add a flat 5*PA.  Going from there to (MA+PA/2)*12 would be equivalent to first buffing the current Murasame to MA*12, then adding a flat 6*PA on top of that.  I'm sure you can see by now how strong of a buff that is.

How about we start with XA = (MA+PA)/2 as a guide? Most classes have somewhere around 7 XA. The top scorers are the Dancerbard (10) and Monk, Geomancer, Samurai, and Scholar (9). To uphold the healing "floor" (e.g., 110 healing by an 11 MA female samurai (famurai?)) the formula XA*(11~12) would be appropriate.  To uphold the healing "ceiling" (e.g., 180 healing by a MA-stacked Geomancer), the formula XA*14 would be appropriate.  Upholding the floor knocks down the ceiling, and upholding the ceiling lifts up the floor.

Next, let's consider XA = (MA+PA/2) as originally suggested. Now the average XA is around 12~13, and the top scorers are the Bard (16), female Samurai and Scholar (14.5), and Dancer (14).  The appropriate formula is then around XA*8 (floor and ceiling).

Counter Comet: I originally thought 75 would be okay.  How about 80?

80 is better than 70!

Cone AoE stuff

The cone AoE feels like something I would see in Disgaea.  I am eager to listen to the possibilities this AoE hack would bring.  It feels a little thematically inconsistent on Draw Out, but definitely neat on Punch Art.

Finally, let me close with a few formal spellbook suggestions.  As a common theme, every book is imbued with an element.

Omnilex: 14 WP, 3 Range, Cast Fire 2 [Dmg_F(WP*12)]
Heptameron: 13 WP, 3 Range, Cast Ice 2 [Dmg_F(WP*13)]
Picatrix: 12 WP, 3 Range, Cast Bolt 2 [Dmg_F(WP*14)]
Necronomicon: 14 WP, 3 Range, Cast Bio 3 [Dmg_F(WP*11)]

The book colors are coordinated with the spell elements (i.e., Omnilex is red, Heptameron is blue, Picatrix is yellow, and Necronomicon is an ominous green).  These books would replace the current ones.

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: November 25, 2016, 06:10:29 PM »
- Spell Guns: WP reduction or turn into books (Magical books that shoot... magic.  It makes sense!)

I'm glad you like the book idea!  We can do Harry Potter cosplay together.

My comments on the new ideas as a Discord outsider:

FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: November 22, 2016, 07:41:04 PM »
Thanks for the concept matches, dw.  You raise some good points!  An RSXM system would be hugely beneficial for units like monster truck monks with pointed sticks and mages with Hidden Knife.  As you kindly demonstrated, the current jobs and equipment aren't balanced to accommodate such a system.

Now that I think about it, opening up combos like Equip Spellgun/Magic Attack UP/Pilgrimage to every unit in the game would suck.  I hope spellguns get changed regardless, though.

Instead of RSXM, what if we only had three Equip X support skills: Equip Armor, Equip Shield, and Equip Weapon?  Equip Armor would allow access to all armour except for headbands, Equip Shield would function just how it does currently, and Equip Weapon would allow access to *any* weapon.

I am personally fine with this. 

Pages: [1] 2 3 ... 24