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Messages - Gaignun

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1
FFT Arena / Re: Team Design Tool
« on: August 03, 2015, 09:17:58 AM »
Thanks for the kind words, Mudvayne.  My objective is and has always been to make team design as painless as possible. 

The latest version of the Team Design Tool is uploaded just in time for the single-class tournament.  In this version, I added a new spreadsheet called "Weapon." This spreadsheet calculates weapon damage over the range of achievable PA or MA.  I tried to make it as robust as possible, so it took quite awhile to write.  (Writing inline code with Excel's inbuilt functions is a real pain!)

I originally wrote this spreadsheet to guide my own recommendations concerning weapons in the balance thread.  I figured it had a bit of utility in team design, too, so it kind of grew from there... over the course of 1~2 years.  I might continue to tweak the spreadsheet in the future.

Edit: A few minor things, like skill tool tips, are not yet updated.  I'll get to them in due time.

2
FFT Arena / Re: FFT Arena SCC Tourney Registration
« on: July 26, 2015, 05:38:20 AM »
TechSmith offers a 30-day free trial of its Camtasia software, which allows both screen capture and rudimentary video editing under a single application.  It's what I used to record matches in the previous tournament.

3
FFT Arena / Re: FFT Arena SCC Tourney Registration
« on: July 26, 2015, 03:07:32 AM »
All right.  TrueLight, Corosar, Jumza and I are representing the squishies.  Let's squish!

I observe that Chemists and Thieves are not represented. Does anyone who is currently sharing a class with another wish to switch to either of these classes?

4
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 25, 2015, 06:04:57 PM »
That's a convincing explanation, silentkaster.  I can get behind the proposal now.  Though if Regen gets a cure bonus, we might need to adjust the CT, MP, etc. for the sake of balance.

5
FFT Arena / Re: FFT Arena SCC Tourney Registration
« on: July 24, 2015, 07:04:28 PM »
Are assignments going to be revealed before registration closes?  I'm flexible among my three choices, so if I end up sharing wizards with somebody when there are no time mages, I will gladly change to time mage.

6
FFT Arena / Re: FFT Arena SCC Tourney Registration
« on: July 24, 2015, 02:40:58 PM »
Sounds good.

Primary: Wizard
Secondaries: Time Mage, Summoner

I'll take wizards if they're not yet being represented.  Otherwise, throw me in the lottery.

7
FFT Arena / Re: FFT Arena SCC Tourney Registration
« on: July 24, 2015, 01:59:55 PM »
Have classes already been assigned?  I am thinking of submitting a team, but I do not know which classes are being represented.

8
FFT Arena / Re: SCC Tourney anyone?
« on: July 21, 2015, 07:11:50 PM »
For SCC, I would prefer the standard 2 abilities + 2 items.  However, if the majority wants to play with more restrictions, then settling for 2 abilities + 1 item would be OK.

9
FFT Arena / Re: SCC Tourney anyone?
« on: July 21, 2015, 07:04:51 PM »
I'm with Mudvayne: Ensure that an equal number of players choose each job.  Single-character challenges are inherently imbalanced, so we should place the focus on creativity over competition.  Otherwise, only the most versatile classes will be chosen.

Of course, some teams will be weaker than others.  This is why I vote for a Swiss tournament; even if you lose every game, you still get to enjoy watching your team compete until the end of the tournament.

As for assigning classes, we could allow players to provide their first and second (and possibly third) choice of class, then assign by lottery.

I can't say that I am a big fan of 1 item/ability restrictions.  SCC requires four units to share the same primary skillset.  If only one unit can learn each ability within that skillset, then there's going to be wasted potential among the remaining units.

10
FFT Arena / Re: Arena battle videos and discussion
« on: July 20, 2015, 05:17:52 PM »
Here is an exciting battle between Mudvayne and silentkaster that I didn't get a chance to show during the tournament:

FFT Arena AI Tournament Season 4 GAIDEN - Mudvayne vs silentkaster

11
Thanks to Barren, Mudvayne, and TrueLight for hosting, and to Andante for timely management of the brackets.  My contribution was a small one.


I wouldn't mind another quick tournament this summer.. Maybe a SCC tourney? I'd be interested in that.

I was thinking of a skill challenge, myself.  In this challenge, we would require at least one unit to learn a certain skill (e.g., Ultima, Demi 1/2, Lich, Song/Dance.)  The idea would be to encourage players to get creative with skills that aren't commonly seen in the meta-game.

12
FFT Arena / Re: Team Design Tool
« on: July 18, 2015, 07:25:23 PM »
MemCardRex and FFTastic were used to generate memory cards many moons ago.  I'm not sure if these programs are compatible with the current patch, though.

FFMaster has a brief tutorial on these programs here.

13
Thanks Mudvayne.  It feels good drawing the loser's bracket to a close.

15
FFT Arena / Re: How does items that have strengthen really work?
« on: July 15, 2015, 09:47:15 PM »
Basically, in regards to Overwhelm and Attack UP and the like, I'm more curious to know what those effect that the other does not.

Overwhelm and Unyielding are like elemental weakness: They modify the healing/damage value after the formula is evaluated.  Healing and damage of all forms, including Jump, is modified.  I believe FFMaster implemented these support abilities, so he would be able to confirm.

Conversely, Attack UP, Defend UP, and so on modify the primary stat before the formula is evaluated.  Furthermore, these support abilities are applicable to only a subset of skills.  Certain skills in FFTArena are insensitive to stat modifiers.  To the best of my knowledge, these skills are:

Talk skills
※Song skills
※Dance skills
Steal Heart
Jump
Murasame

(※ These skills are also insensitive to zodiac compatibility.)

Since the "UPs" modify the primary stat, they will also weakly influence status formulae like Yin Yang Magic, whereas Overwhelm/Unyielding have no effect.

I hope this helps.

16
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 15, 2015, 09:07:43 PM »
It is my humble opinion that no unit should be able to reach 12 SP without making some serious sacrifices.  12 SP is significant, since it is the value at which Haste grants an additional point of SP.  If units can hit 12 SP while retaining destructive potential, then 8 SP units like Paladin become quite unpalatable.

This means allowing no weapon to grant +1 SP while also doubling as an effective melee weapon, like knives.  Healing Staff gets a pass for now because all classes that can equip it have 8 base SP.  (Time Mage has 9 SP, but suffers from lousy HP and MA, so it's fine.)  However, letting Healing Staff be dual-wielded makes it too effective on Ninja, since Ninja can use Healing Staff for breaks and Kagesougi.

In fact, seeing how Thieves have a whopping 10 base SP and have the easiest time reaching 12 SP, I wouldn't mind seeing them lose an extra 10 base HP.  This change isn't so much to weaken Thieves as it is to buff Paladin and male Samurai by comparison.

With Samurai no longer having innate Two Hands, they could use a buff in PA as well since they'll no longer have Two Hands + Concentrate/Attack Up. 10 PA/9 MA for males and 11 MA/9 PA for female doesn't sound OP since, out of all the armored classes, samurai has the worst weapon options and no access to shields.

If female samurai have 9 PA, male samurai would have 11 PA, if I'm not mistaken.

Another word of caution to giving lancers innate two-hands: If lancers have innate two-hands, then spears will need to take a hit to WP to prevent lancers from 1HKOing everything with a pulse.  Unfortunately, this will cripple the Jump command: Jump is not affected by two-hands, so Jump will deal less damage across the board.  Jump will also deal less damage than a simple two-handed melee strike unless the lancer equips a shield for whatever reason (which won't be easy if lancers also lose access to shields.)

Considering how difficult it is to use Jump to begin with, I would not recommend giving lancers innate two-hands.  Otherwise, lancers will become incompatible with their own skill set.

17
FFT Arena / Re: How does items that have strengthen really work?
« on: July 15, 2015, 08:48:51 PM »
Unfortunately, the spreadsheet does not display the melee damage and proc damage at the same time.  I am trying to create a more comprehensive weapon damage calculator for the next version, but I still need to iron out a few kinks before releasing it.

18
You'll have to wait and see!  All I will say now is that it is the most entertaining match I recorded thus far.

19
FFT Arena / Re: How does items that have strengthen really work?
« on: July 15, 2015, 04:09:55 AM »
Strengthen increases the primary stat of a formula by 5/4.  The trailing decimal is truncated after multiplication.

E.g.
A unit with 13 MA wields a Fire Rod with fire strengthening.
The Fire Rod has 8 WP.

Melee damage is:

WP * MA
= 8 * [13 * 5/4]
= 128

If Fire 2 procs, its damage is:

10 * MA
= 10 * [13 * 5/4]
= 160

The spreadsheet Shintroy links calculates these numbers for you.

20
Oh my goodness.  I recorded and edited a Mudvayne/silentkaster match, as well, but had to give my computer surgery before uploading because my PSU went kaputt.

No big deal.  I'll upload my video to the videos thread after the tournament is over.

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