Please login or register.

Login with username, password and session length
Advanced search  

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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 ... 23
1
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?

2
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.

3
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.

Shirts
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

Robes
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.

4
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.

Spellbooks
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.

5
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:

6
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. 

7
FFT Arena / Re: Barren's Mini AI Tournament Registration
« on: November 22, 2016, 02:26:36 AM »
I will stay out unless you're short on participants.

I look forward to seeing everyone's submissions.

8
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: November 21, 2016, 06:25:06 PM »
Here is something that has been kicking around the back of my mind for awhile.

RSM system redesign
How would people feel about replacing the RSM system with a "RSXM" system? The "X" in this new system stands for "Equip X."

Currently, we have seven "Equip X" abilities.  In spite of this, only 20 units used an Equip X ability during Season 5, and over half of those (11) was Equip Shield.  I believe the reason why Equip X is hardly used is because its opportunity cost almost never outweighs its benefits.  When you use Equip X, you receive a very slight and/or team-specific bonus.  Meanwhile, you pass up on much better support abilities such as (Magic) Attack/Defense UP.

In this new system, we would group all Equip X skills into a single, new ability class.  Other underwhelming abilities (such as Maintenance) can also be thrown into this new class.  Reaction, support, and movement ability classes would remain unchanged.  Then, units can equip up to three abilities as before, but only one ability from each of the (now) four classes.  In other words, players can choose to sacrifice not only their support slot, but also their reaction or movement slots to accommodate an Equip X ability.

Implementing this new system should be possible without any ASM tinkering.  Right now, RSM abilities seem to be able to be scrambled and still work as intended.  So, the game should be able to handle a unit with, say, Attack UP in the R slot, Move +1 in the S slot, and Equip Heavy Blade in the M slot without any hiccups.  All that is required is the consensus of the community.

This redesign ought to open up plenty of new, unconventional designs.  Attack UP, Excalibur Grand Cross Monk? No problem!  Short Charge, Equip Armor tank mage? You got it!  Of course, these unconventional designs will come at the cost of the R or M slot.

9
FFT Arena / Re: Team submissions
« on: November 21, 2016, 05:50:41 PM »
Some concept teams:

Jumper Hound: Tries to make good use of Hyper Wrist
Holy Ship: Tries to make use Excalibur Grand Cross


10
FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 5 ☢ ☢ ☢
« on: November 20, 2016, 10:54:36 PM »
Commendations to the hosts and contributors for persevering through this tounament to the bitter end.  You are the real champions.

This was the longest FFTA tournament of all, wasn't it?  To think we opened registration in the summer...

11
FFT Arena / Re: What should happen to counter flood?
« on: November 20, 2016, 10:42:15 PM »
I vote for option two.  Counter Flood is really effective even when it isn't getting its numbers wrong.  Counter Comet would be equivalent to an AoE, damage, and status proc nerf, but it still keeps its unique role at punishing Time and Yin Yang Magic teams.

At any rate, removing/replacing counter flood would let us tune geomancy damage as if it is a proper one-use-per-turn skill and not a one-use-plus-another-for-every-daring-opponent-who-chooses-to-attack-the-Counter-Flood-user skill.

12
FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 5 ☢ ☢ ☢
« on: November 08, 2016, 03:11:30 PM »

The championship team is not necessarily the most interesting team.  Rather, it is typically the team that uses the most broken setup.  One of my favourite teams this season is CT5Holy's with its Draw Out Monk.  I wouldn't say it is the strongest team of the lot, but its use of PA-based AoE is fascinating.

Looking back on my own championship (way back in the dinosaur ages of FFT 1.3), I attribute my success to my Draw Out + Abandon Wizard.  That thing was broken af: its low HP and stupidly high evasion made it an AI trap.

Then, in FFTA season 1, I made it to the championship round on the strength of a Holy spamming Bard.  Back then Holy pierced M-Ev.  Little wonder Holy got nerfed during the following patch!

After awhile, spellgun spam was the dominant strategy.  Didn't we have a single class tournament a year or two ago in which spellgun-toting mediators and chemists cleaned house?

The nice thing about the current tournament is that every player is guaranteed six matches in spite of performance.  I was originally going to try a stupid 15 SP Jump spam strategy before chickening out and putting all my chips on Chirijiraden and Raise 2 (again).  If we have another Swiss tournament in the future, I think I need to be more stupid.

It is always nice to see your teams, Barren, but I understand the value of a break.  Hopefully there will be a new patch with a new box of toys to play with when you return.

13
FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 5 ☢ ☢ ☢
« on: October 17, 2016, 07:07:05 PM »

14
FFT Arena / Re: Arena Map Alterations and Suggestions
« on: October 12, 2016, 10:42:09 PM »
I feel that not only the distance between starting positions, but also the total number of traversible tiles determines map size.  For example, in Gate of Lesalia, teams have the ability to disperse into either moat; in Lenalia Plateau, teams tend to fight atop the hill, but retreat toward the water.  Heavy AoE teams will perform much worse in these wide maps than in confined ones like the Pub.

Arena could be a medium map if we start teams at opposite corners.

Concerning large maps, we should be careful not to relabel too many as medium.  The pool of large maps is small enough as it is. And considering that tournament map order is typically small->large->medium, the medium maps tend to be underplayed.  Not every large map can feel as big as Zeklaus Desert.

15
FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 5 ☢ ☢ ☢
« on: October 12, 2016, 09:52:31 AM »
For tiebreakers, I suggest to refer to the scores on the right of the table. For instance, someone who's 3-3 but constantly has been winning with 2-1 and losing 0-2 is, in my view, lower ranked than another 3-3 player who's won his matches 2-0 and lost 1-2.

I am in agreement here.  I haven't done any math, but I suspect that we will have deal with tied scores even with a larger elimination bracket.  Tiebreaking is what the Buchholz and Points Difference systems are used to resolve.

Nevertheless, a larger elimination is bracket is fine provided our hosts have the time and energy to conduct it.

16
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: October 12, 2016, 09:40:03 AM »
I am fully in agreement with elevating Basic Skill to the level of... every other skill set.

Adjusting female Squires' PA and MA: If we change the female Squire's PA/MA to 7/9, then I believe we would incidentally change the male Squire's PA/MA to 9/7.  This co-dependence is why we currently have so many (generally) useless jobs in Arena (e.g., male wizard, female monk).

Bullrush: Oddly enough, I myself have considered making Bullrush unevadable.  Both this and making it cancel Protect and Shell are good ideas to me.  If Protect and Shell inherit the Refresh status as a priority flag (so that the AI uses Protect and Shell at the start of battle as they ought to), then Bullrush will have a solid role in the metagame.

Heal: In addition to adding Cancel: Undead, I would also love to see this skill receive +1 Range to put it on par with Wish.

Yell: Absolutely in favour of a redesign.  Silentkaster's critical-only heal skill is a nice idea.

Wish: I agree that this skill is the worst method of revival.  Having it ignore the Undead status wouldn't change this, but at least it would give it a niche application on Undead teams.  Perhaps we could turn Wish into the proposed Phoenix Pinion skill as an alternative.

Ultima: I think the problem has more to do with Chiri being overpowered than Ultima being underpowered.  Chiri walks all over not only Ultima, but Muramasa, as well.  If I had it my way, I would drop Chiri's damage from MA*9 to MA*8 and its JP cost from 400 to 200~300.  Then, Muramasa would become the sole MA*9 Draw Out skill.  Comparison of Ultima and Muramasa is much more charitable towards Ultima.

17
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: October 04, 2016, 09:58:32 AM »
@ gatebuster:

I like those clothes suggestions.

@ silentkaster:

I like your suggestions, too.  I would like to make two comments:

Holy/Dark Holy damage: Would it not be more consistent to make Dark Holy one point weaker than Holy?  Dark Holy is Nether Holy in all but name, and all Nether spells on Black Magic are one point weaker than their variants.  This is done to balance the safety of low brave with the risks of high faith.

Holy/Dark strengthening robe: I don't find the MP boost of a Holy/Dark strengthening robe a problem, given that we've had Black Robe for ages without any trouble. Nevertheless, making it clothes is OK with me, too.  No strong opinions here.

18
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: October 02, 2016, 05:03:18 PM »
Might as well post what I believe are priorities as well.  I'll intentionally keep this short:


Other changes people think are essential are fine, too.

19
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: October 01, 2016, 04:58:51 AM »
Apologies for the double post.

How might we obtain consensus on changes for the next patch?  There are currently a ton of suggestions in the suggestions list as of 25 September. Many of these suggestions are incompatible.  (Shuriken alone has four separate suggestions.) Still many more are contingent on the implementation of others.  It would be infeasible to vote on each and every suggestion.

Might I suggest we isolate the skills, equipment, and jobs in most dire need of change and focus on only those in the next patch?  Smaller matters, as well as matters that might require extensive work (e.g., creating new active and RSM skills), could be relegated to a future patch.

20
FFT Arena / Re: FFT Arena Balance Discussion Thread
« on: September 23, 2016, 07:51:04 PM »
I can get behind that.  Something like

Bronze Shield: 15 PEv, 15 MEv, Immune: Blind

PEv is boosted by 5 to put the shield on par with the other options.  We can discuss the exact Ev values later.  Apart from Grand Cross, the shield can also be used to counter Blind Rage, etc.

Pages: [1] 2 3 ... 23