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Messages - Reks

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1
Only went through the first few battles but man, I find myself stopping just to appreciate all the work put into this.  Much like your first one, I find myself really absorbed in this.  Does this beta go all the way through chapter 4 now?
Up to Zalera, currently

2
FFT Arena / Re: FFT Arena Stream day
« on: February 03, 2016, 05:29:30 PM »
Made a weirdo team as well.

Got the idea from you yourself, CT5

3
FFT Arena / Re: Team submissions
« on: February 02, 2016, 05:12:47 PM »
New team: And Now For Something Somewhat Different. Full of weird, potentially bad but possibly good ideas.







4
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: January 31, 2016, 01:46:07 PM »
Burnout is largely gone. I'd planned to do the next video this evening (for me), but since I was sick and my voice was shot, that kinda wrecked my plan. So It'll be done when I get off of work tomorrow,

And since I'm still sick, it's ruined my plan two days in a row.

Bluh I hate allergies.

I don't wanna keep making promises but I will get on this the instant I do not feel like garbage.

5
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: January 30, 2016, 03:56:28 PM »
Burnout is largely gone. I'd planned to do the next video this evening (for me), but since I was sick and my voice was shot, that kinda wrecked my plan. So It'll be done when I get off of work tomorrow,

6
Looks like I picked a good time to look for a new FFT hack to try! Enjoying it so far.

Haven't run into any bugs other than graphical yet, only to Zaland Fort City so far though. My favorite graphical bug was using Dolphin Kick then not coming down afterward. :lol:

Question though: Does Blue Mage work like I think it's supposed to (invite monster, have monster use skills on Blue Mage)? Am I just not catching the right stuff, or is it not implemented yet? If it's the former, any hints on what I should be looking for? I'm really excited at the idea of a Blue Mage in FFT. (FFTA never happened la la la I can't hear you)

The first battle of chapter 2 was kinda rough, they all have high jump and bows and hide in the corners of the roofs, thus if you don't also have +jump you can't reach them, and there's no shop available to get boots or battles to grind out the skills if necessary. I had to keep reloading til Bane petrified enough of them and they all stopped getting Item secondary  :( I was also quite a bit underleveled which probably didn't help.

Thanks!

I tested that myself, and unfortunately, learning Blue Magics only works if an enemy uses it on you

7
FFT Arena / Re: Arena battle videos and discussion
« on: January 25, 2016, 01:12:15 PM »
I have the day off (overnight, of course), so I could record a non-commentary match or two.

Anyone have a request?

8
FFT Arena / Re: Arena battle videos and discussion
« on: January 23, 2016, 11:59:53 PM »
Despite my ambivalence lately to recording and playing games, I'd be happy to help host another tourney.

I probably wouldn't offer commentary, but doing matches quickly isn't too bad.

9
Celdia's Complete Patch / Re: CCP - Battle Logs
« on: January 17, 2016, 01:40:40 AM »
Hello,

Are we any closer to another LP Reks? I need my CCP fix!!

Cheers Argy

Celdie made the Zalera fight better, but I've been horribly burned out on single-player games.

I'll try and get to it sometime, but it's like forcing myself to do a chore that I don't actually have to do.

10
FFT Arena / Re: Arena battle videos and discussion
« on: January 17, 2016, 12:58:04 AM »

11
FFT Arena / Re: FFT Arena Stream day
« on: January 14, 2016, 11:49:46 AM »
A stream would be fun if I could actually wake up in time for it :v

12
FFT Arena / Re: Arena battle videos and discussion
« on: January 11, 2016, 02:30:24 PM »
FFT Arena 1.39c - Reks (Unex-Spectors) vs Epic (Unholy Sandstorm)

FFT Arena 1.39c - Truelight (One Punch Man) vs dw6561 (Stream Team)

Yeah, I was already in the process of either changing or replacing them, given how... Poorly I designed some of the members. This one'll be taken down so I can actually put thought into it rather than try to be creative, and I'll put up a far more serious team soon.

Thanks for both matches, btw! They were helpful in at least showing that Healing Staffs are indeed the better choice for two speed-increasing weapons, even for something like Hawk's Eye (especially for, actually), that Dia Squires are not so stellar, and that Summoners are far too squishy for the close range of Spellbreaker. Alas, and GG Epic + DW

13
FFT Arena / Re: Arena battle videos and discussion
« on: January 06, 2016, 01:12:50 PM »
Putting up a team for testing.

They're VERY likely to suck, but I just wanted to play with odd ideas.

14
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 06, 2016, 05:00:58 AM »
I was going to suggest a tactics A2 based system where units start with 0 MP and it restores 10 MP per turn

Tactics Ogre does the same thing, but at a % of the max MP of the unit. If an ASM for this is in fact possible, it'd change the metagame completely (depending on the % or whatever people would agree on).

You probably wouldn't get beat down right away on anything but the smallest maps by the most dedicated melee units, but the flow of the game would certainly change.



For the better? Potentially, but a lot of things would need rebalancing.

As for MP Restore... It's a tricky one.

15
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: January 02, 2016, 02:29:43 AM »
Reks imagine a berserked MP damage unit for a moment. Even more terrifying if it's two sword or two handable. Would the AI attack the same unit since berserk is supposedly based on attacking the nearest unit until death, or would it instead attack units that don't have 0 MP? Definitely interested in finding out.

Except you know how Berserk works. The AI would go "DIE DIE DIE" to the nearest enemy, attacking (even if the map is in the way) until the unit is dead...

Except with an MP weapon never will. Yeah, it can be superb for interruption, and paired with Two Swords (if that's available for it) can be good.

But it can be dangerous to give a weapon that can't kill to a unit who can only attack. Should worse come to worse, it'll be easy for that unit to be completely useless.



I still like the weapon itself, though.

Edit: I didn't mean to sound angry or shut-downish to the idea. I love to play with berserk, and I like the idea of the MP weapon now after I've thought more about what the AI can do with it.

I just really doubt the effectiveness of an MP berserker because after the first MP destruction, they're likely to follow that same unit around and not really do damage, and since that's Berserk's whole stick (aside from shutting mages down), it just makes me question the logic a bit.

All in all I'm supportive of the weapon itself, but I find that combining it with the simple actions a Berserk unit uses actually weakens the potential.

16
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 31, 2015, 05:15:50 PM »
Having Mage Masher do MP damage is cool with me.  That weapon is pretty bland right now.  I don't think additional WP and stats are necessary, but adding an element could be really neat.  With the right equipment, the weapon could be used to replenish teammates' MP.  Something like:

Mage Masher: 9 WP, 15 W-EV, +1 Move, Holy Element, MP damage

Then casters could equip Chameleon Robe or Magic Ring (a caster-friendly accessory) to absorb the MP damage.

On the subject of element-absorbing weapons, we could also add Absorb: Holy to the tragically underwhelming White Staff to increase the number of options for absorbing Mage Masher damage.

Huh, so absorbing an attack that'd do MP damage heals it instead? That's... Actually pretty cool. Might see some recoveries after a Bizen-Boat nuke as a counter to interruptions.

I can get behind that.

17
FFT Arena / Re: Arena battle videos and discussion
« on: December 30, 2015, 05:47:14 PM »
FFT Arena 1.39c - Reks (Gun Fun) vs Heorebal (Shot Callers)

Thanks for the match, Barren!


18
Just saw your update and have been playing for a little over five hours now!

Found something a little off:
Similar to the Warrior "Charge" ability, the abilities from the Homemaker that have a charge time (haven't tested Butler yet so unsure if the same) fire at the originally targeted tile if you select them then move during the charge time.  Mostly comes into play when targeting yourself with something then moving.  Just took some getting used to, but still I feel like it isn't intended.


Also I feel like adding that the journey so far is a very fun one.... aside from the high-brave turtles.
Still unsure the best way to deal with them aside from just pray Second Wind doesn't proc an absurd amount of times.
Had one proc five times, great EXP/JP but God they're annoying.


I'll report back with anything else I find~

If you have a Gunslinger by that point, then having Aim: Arms is better. The Don't Act will keep the reaction from occurring, and they should be easy to kill otherwise, despite their tankiness.

19
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 28, 2015, 05:12:14 AM »
Mage Masher - 12 WP, MP Damage Only, +1 SP, No 2s No 2h
Bizen Boat - 14 WP, MP Damage Only, +1 MA or PA, Forced 2h, No 2s, No 2h

Really just want a MP Damage only weapon in 140. Give it the same high WP that Healing Staff got, but not have it extremely exploitable with Dual Wield, Kagesougi and Snipe.
Would be a great weapon for PA*WP abilities like Southern Cross

You talked about this before

And I wonder: would the AI actually just Attack with it?

I can only imagine that they'd treat it like they do with Bizen Boat: that is, in the same function of Sinkhole, but only if it would succeed in causing the casting to fail.

And if that's the case, the only usable part of it would be it's WP, and that's a bit of a poor argument.

Might as well make Sinkhole do MP damage instead /s

20
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 17, 2015, 06:25:58 PM »
I would love to compile a list of all these quirky bugs and hidden effects.

A few weeks ago, I encountered a most peculiar bug with Hawk's Eye in which I knocked a unit out of bounds and soft froze the game.  The map was Slums of Goug.  An enemy unit was standing atop the wooden shack on the tile indicated in the attached picture.  One of my archers hit this unit with Hawk's Eye.  The attack was a critical hit. The unit was knocked off the shack and drifted off into the blue expanse.

I wonder if it is possible to knock units off this tile in vanilla FFT.

I've done it before while playing CCP2, and the attack used (it was on the Zirekile Falls map) has the same animation that Hawk's Eye does.

It's probably an emulator issue.

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