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Messages - Reks

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FFT Arena / Re: Arena battle videos and discussion
« on: July 19, 2016, 01:37:52 PM »
Thanks for running matches, reks! The new maps look sick, favourite is the hospital, just a great mod. I'm liking the new thief abilities, roulette may turn out to be a little OP, but maybe not. How much wasted time do we have without the dark holy animation? Very cool spell, will enjoy that. I'll cobble together a couple testers if the official release isn't this week.

Atma bow is a little silly, luck up robe of lords squire seems optimal.. And it's still kind of "meh"

Atma Bow IS a little silly, but still a painful proc for a ranged weapon.

Yeah, you'd need good MP for it to really hurt (mine there is more or less what you'd get out of it), but a very consistent 200+ damage proc? You won't kill on the first shot, but subsequent shots would, and you don't even have to make the unit focus on damage.

Besides, it was the compromise for the original proposed Atma Weapon, which used HP as it's proc (opposite of Moonlight Blade, pretty much, but it was too strong, obviously)

FFT Arena / Re: Arena Map Alterations and Suggestions
« on: July 08, 2016, 01:49:38 PM »
What if for the temple we have the doors closed and both teams can start on the opposite sides of the pillars

I can try that, or I could simply leave the pillars as flattened and just close off the Temple entrance.

Dunno if I have the original Nelvaska map file. Might need to pester WKW for it.

FFT Arena / Re: Arena Map Alterations and Suggestions
« on: July 08, 2016, 11:18:07 AM »

The Lounge / Re: Let's Play! With Reks
« on: July 07, 2016, 04:44:55 AM »

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: July 06, 2016, 07:17:04 PM »
Part 37: Innocent in Death

Cool wasn't sure if it was lowered in 1.39 or not.

No, if I recall right, 1.39 was what set it at 50/50 revival over guaranteed. It gained Crystal/Treasure immunity in a few patches prior.

Journey of the Five Ch.1 / Re: Who is the Cloaked Stranger
« on: June 18, 2016, 05:13:40 AM »
I still need to play Jot5, and just figured I'd have fun throwing out a guess


FFT Arena / Re: Final Discord Discussion
« on: June 02, 2016, 12:35:33 PM »
Technically I could wake up for any of them, but my only work-free nights are Wednesday and Thursday.

FFT Arena / Re: Arena Map Alterations and Suggestions
« on: May 29, 2016, 06:12:09 PM »
Updated original for textures.

FFT Arena / Re: Discord Discussion
« on: May 24, 2016, 07:33:47 AM »
I only get off Wednesday and Thursday nights.

That and I rarely wake up at (for what is) 6 in the morning for me, so I probably won't make it to any of the planned ones.

Don't hold off just on my end, though. I rarely have anything to add.

FFT Arena / Arena Map Alterations and Suggestions
« on: May 20, 2016, 11:01:30 AM »
I decided to fix up some of the normally unusable maps and make them a lot more interesting/fair for competitive use, so I'll use this thread as a compilation of my screenshots and work so far, as well as a thing for suggestions on some others.

Now please do keep in mind that map editing is remarkably tedious, long, and nightmarish if you do anything huge. More detailed ones can take multiple months on top of what I do elsewhere, so I'd prefer to keep the edits simple.

I'll update this post as I work on various ones, so keep checking in.

I don't like mantles gaining any form of absorb (cause they DODGE what you're trying to hit with), but giving them either status immunities or nullifying an element/halving two elements sounds okay-ish.

Doesn't have to be in an order that'd make sense, cause otherwise it'd step on Flash Hat and White Robe's toes.

But yeah an evasion accessory that adds some status resist sounds better to me than trying to throw a counterproductive Absorb onto them.

And as I pointed out in Discord, mantles are overlooked because there are so many 100% attacks that're currently the meta. If the proposed change to Awareness (evasion during casting) comes through, it's likely we'll see people use them more anyway.

You could argue that shields do the same thing: absorb and/or status resist, and evasion, and you're absolutely right. They're basically a shield in accessory form, but I'd rather see them be more defensive than shields are (thus the halving-nullifying suggestion, since aside from Cursed Ring nullifying Holy (which doesn't need to exist on it, tbh) and Float technically negating Earth, they are the ONLY item in Arena that completely nullifies an element.)

The Lounge / Re: Let's Play! With Reks
« on: May 09, 2016, 10:31:54 AM »
I need to get back to CCP2 and SoM, but I haven't really wanted to play either lately. Will force myself on my next day off, though.

For now, since I've been playing Gungeon in between doing things, I decided to upload a run or two every now and then. Here's the first of what I might make a series: undecided on it.

Will poaching be added to this patch or was that disabled for a good raisin?

I asked Celdie about it once, and I can't recall her precise reasoning for removing it

But I think most of the stuff you could even get out of it was made purchasable at the shop regardless, so

FFT Arena / Re: Discord Discussion
« on: May 05, 2016, 07:18:20 PM »
You guys love to decide to have the discussions on my work nights, don't you? :P

Kidding, I know you don't plan it that way. Just my bad luck that they all seem to be planned for when I have to work. Alas.

FFT Arena / Re: Arena battle videos and discussion
« on: May 05, 2016, 01:38:12 PM »
Thank you very much for the match. Though i have quite a few things to mention about the team before i give off my outcome voice. Mostly my mindset when i designed each unit of the team.

Team as a whole is meant to be completely focused on Melee based methods of dishing out attacks. there are alot of things i failed to work on with it and forgot about it completely before i uploaded it. mainly because i wanted to see what worked and what didn't.

Lancer - With the lancer i wanted to have him bouncing about like tigger on crack.. obviously that idea failed with nurse being added on along with southern cross. i am gonna have to figure out an alternative to paladin as the secondary. Most likely item or something. need a bit better support of the team. The equip clothes was a way for me to increase speed a bit more.. i have to think of that a bit more.

Samurai - The key reason this unit has a huge MA pool and no spells is because of the fact that i wanted her to try and deal out alot of damage with melee pole whacks. Since the MA was very high i also decided to make her the key reviver of the team. This team is not meant to use magics other than to bring back the dead so as such there will be no offensive spells at all in the future. As for fury.. seriously. last i heard was that samurais didn't rely on that. I guess i may have mistaken that advice. I will have to set this to 70 when i have the chance.

Ninja - Ahh my debilitation unit. This ninja was meant to rush in and stab all the butts. quickening was added simply in case he has the idea to do so. I didn't want to add on the steal heart ability simply because of the fact that i didn't want him to focus on using it. all i wanted him to do is stab and stab and stab. Though i could do with a bit more damage.

Monk - This is the unit i need the most work on in my opinion. I was thinking of the tons but now that i realize it.. those are not exactly melee abilities. Woops. Though the key reason he has ninja was because i wanted to see if martial arts effected shirikens to help bolster the damage output of them. Obviously not. this was a relic of my tests previously i forgot to remove. Because puncharts are a melee only ability set so i am gonna be adding in alot more of them. Part of me was thinking of putting on two swords but thought against it because of martial arts. Not sure how that will work or not.As for kagesougi. again another relic of tests that i forgot to remove. I doubt he will be ninja secondary for long after this.

Lancer: If you want them to Jump more, remove redundant skills and lower their Move with Move-1. It forces them to deal damage via Jumping more often, but do keep in mind that they'll not be able to move much. Good if you wanna design the other three units around each other, and just have this one for Jumping damage. A Dancer might be better, in that case.

Samurai: It's REALLY hard to do melee and support on one unit, especially since she'll be having to revive so often. The Draw Out skillset itself does not rely on Fury and Faith: regular attacks always will. MP Restore can be handy here since Samurai are usually tanky enough to survive being attacked, and if you want her to melee as well, it can work out since she'll be in damage range more often than not. Just beware it can be redundant if she's attacked a lot.

Ninja: As Truelight pointed out, Quickening will not be used unless a unit has at least three skills, with Quickening being the only one that costs MP. Otherwise, he's pretty solid and his status, if it lands, can be lethal.

Monk: Even with the fluke, those Shuriken still hurt like hell. He could be better, but he's damn good as he is now.

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: May 04, 2016, 07:30:47 AM »

FFT Arena / Re: Discord Discussion
« on: May 02, 2016, 04:43:12 PM »
Are people going to be available for a discord discuss tomorrow night around 7 PM EST? We can pick up from where we left off from last time

Might be able to wake up in time for it, but we'll see. Sounds great, if I'd be able to.

FFT Arena / Re: Discord Discussion
« on: May 02, 2016, 01:51:04 PM »
Are these Discord discussions going to replace the Balance discussion thread?  Concerning 1.40, there is a wealth of arguments in the Balance thread that have been thought out and reasoned by many people over the course of nearly two years.  It would feel a little regrettable to jettison it.

Discord just seems like it's been for active discussion, rather than slowly doing stuff over time.

I do agree that stuff shouldn't just be jettisoned, though.

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