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Messages - FFMaster

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1
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 29, 2013, 06:34:16 AM »
Meanwhile, another unit decides to kill the sleeping and about to be Jumped on person anyway, making the Jump a turn waste.

2
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 25, 2013, 02:20:07 AM »
Raise 2 isn't evadable. Innocent status will reduce hit rate though.

3
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 24, 2013, 11:43:33 PM »
It should be fine. It just loads XA = WP instead of XA = MA. If we really wanted, we could make it shoot things like Grand Cross as well.

4
FFT Arena / Re: 139 changes
« on: January 21, 2013, 10:16:45 PM »
1) Not at present.
2) They will probably have the exact skillset that was outlined originally.
3) That should have been fixed ages ago.
4)There is a special routine where Mimes cannot mimic each other. But a Mime with a secondary is still too strong imo. The Lore spam team being touted in this thread is an example of new Mimes already looking too strong. It can be very easy to just keep the Mime back using Move = 0 and also Lore spam, while Mimicing it as well.

5
General / Re: Why everyone loves FFT
« on: January 21, 2013, 07:17:04 AM »
Well, if you want me to break them, I can.

6
FFT Arena / Re: 139 changes
« on: January 21, 2013, 05:05:33 AM »
Update:

Item attribute system is fully functional, with a few very minor display bugs in Item List (when you go Equip > List) regarding status stuff.
Fixed the Goblin portrait for Mime.
Decided that Mimes will not have a secondary even though they can equip one. Will cause too many balance issues there.
Druid stats are currently:
Male

HP - 144
MP - 72
PA - 8
MA - 8
Speed  - 8

Female

HP - 135
MP - 77
PA - 6
MA - 10
Speed - 8

I will try them out with 4 Move initially. Move -1 will be moved to Druid to compensate slightly. Jump will also be 4. Evasion will be 15%. They will have all of Scholars old Equips, except clothes.

I am liking the idea of making the Lores dual element if they become too strong with the Mime buffs. So those may come up soonish.

7
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 20, 2013, 11:38:28 AM »
The problem is the AI doesn't like statii like Protect/Shell/Reflect.

8
FFT Arena / Re: 139 changes
« on: January 19, 2013, 09:28:52 PM »
That one is easily explainable reinoe. Mime will fail since the Mime was facing the edge of the map, and so will try to target a wave fist off the map. The sing/dance ones are the problem though.

9
FFT Arena / Re: 139 changes
« on: January 19, 2013, 04:00:26 AM »
Ok, the Mime at least did an animation, which means that the game knows it should be doing something, but then skips the Mimic action. I'll give a shot at fixing it.

I have no idea what I'm doing right now, and giving it up as a bad job until we have more information when a Mimic will fail.

10
FFT Arena / Re: 139 changes
« on: January 18, 2013, 10:12:09 PM »
Are you sure that this has happened in vanilla before Damned? I've been testing for ages now and still no failure.

11
FFT Arena / Re: 139 changes
« on: January 18, 2013, 08:38:19 AM »
What do you mean by Mimic failing? Do they just not mimic or does the "Mimic failed" message appear?

12
General / Re: Now Playing
« on: January 17, 2013, 07:56:18 PM »
I forgot this thread existed.

13
FFT Arena / Re: 139 changes
« on: January 17, 2013, 10:25:03 AM »
It is also possible to give them a secondary skillset if people want. Considering they can get RSM, yes, they will need to have the JP cap.

Unfortunately... another problem has arisen...



14
FFT Arena / Re: 139 changes
« on: January 17, 2013, 10:01:03 AM »
Update: The item attribute extend hack works, but there are some very odd display issues. I've managed to track them down and will fix them soon. However, a major problem with this hack is that you will not be able to open the ISO in FFTPatcher.

15
FFT Arena / Re: 139 changes
« on: January 17, 2013, 08:50:45 AM »
Because there's nothing set in stone yet. I've been ironing out newly found bugs in the new system, and it's not going well, to say the least. Don't expect anything, but if you want something to debate about, here:

MIMES(if everything goes to plan)
- Mimes lose all innates
- Mimes lose a ton of stats across the board
- Mimes can now equip all equipment except for weapons
- Mimes can now equip RSM

16
FFT Arena / Re: FFT Arena Single Class Challenge AI Tournament
« on: January 14, 2013, 09:22:08 AM »
Never expected Avalanche to make it so far. I've probably underrated Geomancers a bit there.

17
FFT Arena / Re: FFT Arena Single Class Challenge AI Tournament
« on: January 12, 2013, 12:48:19 AM »
Pew pew, pew pew!

Glacier guns!

18
FFT Arena / Re: 139 changes
« on: January 07, 2013, 09:24:43 PM »
I've already tried Eternal. It has never worked =(

Also, don't worry about the Heal allies/hurt enemies skill. I've already got a working hack for it. It will always heal allies and always hurt enemies, regardless of the circumstances. And yes, the original Heal/Harm is the new Natural Selection I scrapped. From the minimal testing I did, it was like having a Wiznaibus and a Life Song rolled into 1 skill.

Monsters will likely come in a few versions after. 139 WILL be a very shaky version in terms of balance.

Random extra notes from my brain:
- I'm currently considering trying to make a hack that will remove the longbow height penalties. That would probably fix all our problems with regards to map balance.
- Is there any way to make Mediator not just Refute/Insult/Mimic Daravon without stepping on Oracles too much?
- I plan to make Oil affect all elements, and not be removable on elemental hit. This means you need to remove it using Holy Water/Stigma/Esuna/Cleansing Rain(if that idea passes). Maybe Heal as well. There are some weird mechanics about it being removable on hit and I would rather keep mechanics simpler. Right now, when you remove Oil, you can't add statii at the same time, so weapons/abilities that have an element and add status will never add status on an Oiled unit.
- Cure reworks look good, I'd probably swap the animations for Cure 3/4 around though, to fit better.
- Wish will go up to 7% heal. This will give 1 turn if the unit is poisoned.
- If we really want a Sasuke Knife, we need a Raikiri to pair with it(Naruto joke)

19
FFT Arena / Re: 139 changes
« on: January 07, 2013, 06:53:17 AM »
YES OH OMNIPRESENT AUTHORITY FIGURE?

20
FFT Arena / Re: 139 changes
« on: January 07, 2013, 06:52:23 AM »
Fuck you all. It's going to be White Priest and Black Wizard now.

Here's a general plan for Druids:

They keep all equipment options that Scholar had, and gain shields. I might make them lose clothes (they are Druids after all).

Stats would be similar to a geomancer, with lower PA and higher HP. I can't decide if 4 Move is a good idea on a mage class though, and most likely will be reduced to 3.

Skillset would be something like this: (numbers subject to change, these are just concepts)
- All global Lores, plus Tornado and Quake.
-Nature's Wrath (Damage enemies, heal allies, AoE 2)
The following skills require the target/targets to have a Support called Inner Beast. It will be innate on Druids and monsters. Other units can purchase it for 100 JP.
-Heart of the Wild (Mad Science at 1 AoE, 0 CT, 10 MP)
-Cleansing Rain (Removes all negative statii at 1 AoE, 2 CT, 10 MP)
-Nature's Boon (Restores the HP of all allied monsters)
-Second Chance (Cancel: Death on monsters, 50% heal, global range, 1 AoE)

A few scrapped ideas from me or Eternal: (if you like them or can rework them to be good, mention it)
Natural Selection - like the other Lores except remade to always heal allies
-Leech Seed (Persevere, drain HP)
-Swarm (Haste on all allied monsters)
-Wildfire (Fire Elemental Quake/Tornado)
-Bestiality (100% Charm on Inner Beast units)
-Natural Weapon (+1 Speed/PA/MA to inner beast units)

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