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Do not use ePSXe (PC)! Instead use any other emulator. For the purposes of FFT, pSX works wonderfully well!

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Messages - Reks

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FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 04, 2015, 07:27:54 PM »
Thinking about it, thematically Sadness would work better as Terror, Fear, or Afraid

Got the idea while playing Tactics Ogre and fighting Terror Knights.

And I finally got around to possibly concepting Netherseers based on what Gaignun shared with me.

I only got to the males for now, but I have ideas for females as well. Arms/cowl were a little weird because I resized half of the drawing and forgot to balance it back out after I kept working, but it's solid-ish.

Used this as a big part of the reference, as provided by Gaignun. That's why the legs and pants look weird.

FFT jobs seemed a little sad or emotionless in their expressions. I wanted a bit more of a... sinister look here, and a small smile with hidden eyes seemed very... different in terms of feel.

Now if I can do both genders well, I'll submit a request in the Sprite section forums. Hopefully, the spriters could take it up because it'll have potential use in an active patch.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 02, 2015, 08:58:59 PM »
Sadness is effectively the opposite of Innocent there, honestly

Would make them a prime target for Netherspell murders and if Netherseers are created, that'd be like an Innocented unit getting hit by a -ton.

Just be aware of that.

And Silence effects more than mages, as it stops Talk Skill and -should- stop Sing at the very least.

FFT Arena / Re: Team submissions
« on: October 02, 2015, 12:19:20 AM »
New team because I felt like making both a ton of puns and references to Homestuck. Also dat Defend.

FFT Arena / Re: Arena battle videos and discussion
« on: September 30, 2015, 04:34:21 PM »
I have a quick question and not sure where else I should post it:

So, Murasame (Katana) heals on hit normally, right? Now, if this is used with say southern cross or grand cross, it will deal damage as opposed to healing on hit? Same with say, healing staff?
I know with abilities like kagesougi and healing staff will do damage and not heal, so I was wondering about murasame and southern/grand cross.

It's no different

The weapons' healing ability is unique to the Attack command alone, with the exception of Breaks

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: September 29, 2015, 04:20:00 PM »
Even if for thematic purposes, I could suggest Oil become Curse, like in CCP2.

Makes more sense given that everything elemental does double damage (with exception, ofc)

Also perhaps changing one of the Squire's current equipment pools from Books to Poles? If Samurai are gonna become more historically accurate, then technically Squires could too, since one of their training weapons were quarterstaffs.

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: September 27, 2015, 04:35:29 PM »
Finally caught up and I am loving it.... 600 damage from those claws.... Wow!! I can't wait for more. Just a couple of things; how did Celdie get claws into the game? And the Cat ear hood? I remember years ago she did something by extracting the pictures from
somewhere. Secondly, is it possible to assign a job class to an item via ALMA? I see Celdie used it to give innates to items.
Anyway, keep up the great work Reks!!
Also, when you have finished this can you give Parted Waya the same sort of treatment!!

Yeah, that's easy enough.

I've been taking a bit of a break to playtest another game, but once that's over and I get through it, I'll return to CCP2 and show off what else Celdie has done.

Shouldn't be more than a week, since work's been leaving me too exhausted to speak for recording.

FFT Arena / Re: Arena battle videos and discussion
« on: September 26, 2015, 07:49:16 AM »

I derped rather hard and gave them Defense Armlets.

What they needed was Diamond Armlets, and the two Scholars would have used Lore more.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: September 25, 2015, 05:38:49 PM »
The only use I can see with this shield is a unit with high MA + HP/MP using balance. Perhaps cursed ring users can benefit too although that in it of itself is a very possible risk of being out of commission for the duration of the battle. Paladins, Geomancers or Samurais with balance comes to mind
Attack UP Blood Sword?

Would work with Berserk pretty well.

Yeah, it's pretty limiting. Though a Shield that does inflict some form of status on the user in return for more potent evasion/more powerful buff seems pretty neat.

Edit: Also because I'm a fan of more than one thing changing at a time before something can be called a patch. Yeah, the metagame should shift away from speed come 1.4, but it never hurts to look at other stuff and freshen it up a bit either.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: September 25, 2015, 05:14:52 PM »
Still a fan of shields getting status immunty. The absorb/weakness thing they have going for them now makes most of them pretty bad for most teams due to the oil change of 139. the earth, lightning, holy and dark shields could be redone without anyone missing this version for sure. Ensanguined shield halved fire ice and lightning right in FFT right? What about giving it holy and dark instead to match robes?. Shields having traits of clothes, robes, and armor sounds like the direction they're headednow.

No, the Ensanguined Shield I was referring to is FFXII's.

And Gaig proposed the idea as well.

Perma Protect and/or shell, but perma Poison (maybe something else, too)and immunity to Regen.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: September 25, 2015, 08:48:26 AM »
Some thoughts before bed.

FFT Arena / Re: Arena battle videos and discussion
« on: September 24, 2015, 06:36:45 PM »

The Lounge / Re: Tails of Tactics
« on: September 24, 2015, 05:35:57 AM »
Shame, really. Premise was neat to me, and I liked what art they did make.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: September 19, 2015, 08:50:11 PM »
I like the idea of a weapon that adjusts its WP based on your HP. I really have no opinion on this as far as balance so far other than what has already been said.

Paladins with flails sounds interesting, as the flails are elemental so they could be used with grand/southern cross. I wouldn't be opposed to it.

I do agree with spears getting an element, but for jump itself, I would stick with it being non-elemental. Jump is already underused already, and introducing an absorb barrier would make elemental spears less appealing. I would be okay with Lancers getting a speed buff if the jump CT was changed to be based off of the jump stat.

Also, there's a chat room? Count me in! Around the time we did the stream is fine for me.

Actually, Arena is very rarely ever discussed in the IRC, and if even then it's only a few passing comments either made by myself or another who frequents the Arena subforum.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: September 19, 2015, 01:41:31 AM »
Alright, let's back up and say it's a new Knight Sword, because it makes a bit more sense to be one.

If everyone agreed with one another there'd be no discussion and it's your own fault for not completing your post. Take it out on yourself not us.

I do apologize for not fleshing the idea out right away, but at the same time neither was I biting you guys for it. I wanted to throw the idea in the water and see interest before following through. Your immediate "No" prompted me to ask "why" and explain it, not so much just support over it.

For a weapon to be included in Arena, it absolutely has to follow the the damage formula of it's weapon type. If it didn't it would have in a different weapon class. Why is this a problem? It's obvious, because makign special case weapons doesn't belong in the game. Not because it's in bad taste, but because there's probably no more weapon classes to fit in the game.

And there's a thing: quirky damage formulas can be attached to specific weapons. Look at Blood Sword/Bloody Strings and Healing Staff/Murasame, and the proposed MP damaging weapons... Like you yourself wanted in the past. According to Celdia, it can be done -without- messing up the formula too much. Just requires ASMing to do, which FFM CAN do.

\Even after reading your explanation of the weapon I'm still against it. It would end up like 138 Katar and mainly be usded for a specific build. Powerful or not, it's not good for the game. A weapon has to have depth, that's why Pheonix Blade was changed. Was there any viable Phoenix Blade  team besides a stalling, SP altering one? Not a rhetorical question either. I genually don't know since I wasn't around until late 138, and even then I wasn't even aware of the master guide until 139.

By this logic many of the weapons that exist would be targets as well, since their literal only purpose is -for- specific builds. And attacking it -because- it doesn't have any depth is kinda... You can't really compare it to a Phoenix Blade.

My intent here is now to give Paladins (who're not widely used as an attackers) a bit more appeal with a weapon that encourages HP equipment. You don't HAVE to use Maximillian and Grand Helm to see it's potential.

If there's a spell that deals damage based off HP in FFT it wouldn't work as the proc either since it would have to be given low WP, proc rate, and be balanced around classes that can equip swords. At that point it's inferior to Platina dagger, Moonlight, and just about every other non proc weapon in the game. Too much work even talking about the weapon. I don't see why FFMaster has to also do an asm hack for the thing. High risk low reward for Arena's meta.

Which is why this is a discussion thread. To talk about things like this. And that really IS up to FFM. If he thinks it's doable and likes the idea, then that's what he's going to do. If he doesn't? Oh well, it was just an idea.

And what I proposed was fairly balanced around (and required) a unit to have 400 HP to give it that (Attack command) damage edge over it's brethren, without making it more useful for Job-specific formulas... But HP is rarely a stat that stays static in Arena.

Seriously though, if Katanas get the proposed Forced 2 Hand buff someone mentioned earlier it would work. All Katanas would need a WP buff of course, but what makes it interesting is that it doesn't take away from spears. Samurais would still have innate 2Hand, it's just they wouldn't benefit from it unless they used the equip weapon support. That means 2 Hand javelins would still be more viable than a 2 range masamune.

And katanas are equal to Knight Swords? Different purposes.

12, 13, or even 15 WP it would still be a balanced weapon. Paladins already have southern and grand cross which already gives the range, plus they'll still have the shield slot if they're using a 1 range weapon which makes it a inferior to cross build paladins. It wouldn't take away from Knight Sword since the katana wouldn't have the W-EV or buff or status immunities knight swords get, so as a forced 2H weapon option, paladins still would benifit more from having a knight sword. Male and Female samurais have terrible PA so there's no need to worry about the weapon being over powered.

What they already have is decent. My idea here is for opening another option... And again, that's part of the point of this thread.

The current Masamune is -2 SP and Always Haste making it a great weapon to use with SP altering abilities. They'll have more turns than until they're capped out and are no longer able to use the ability. For their team mates it's great since they're also more likely to benefit more than they would a regular unit. I'm the only one to abuse masamune and cheer song so far, but it could still be done a lot better. The thing is, SP altering abiltiies might not be around in the next patch making the Masamune a terrible weapon since it would keep a samurai or paladin at an effective 7 SP.

What do you's guys think about a 2 range Masamune?  Katana's don't get enough discussion so I throw this out whenever I can.

A two range katana is doable, yeah, but if my own idea for Katanas proccing their own Draw-Out goes through, Masamune could simply be a far stronger one (or more unique) since giving a unit Haste is the Repel Knife's job :P

Maybe if it could proc on the user themselves? Not sure if that's possible.

I actually think it'd be best if we all stuck to discussing one thing every week, or every few days so everything can be discussed, that way everything's organized and someone (FFMaster) can navigate posts easier.

Also Platina Dagger being broken is laughable Reks.

Limiting discussion like that would be a rule thing, and thusly a mod thing to do. Kind-of unfair, since ideas are supposed to flow and be talked about... Limiting that isn't much fun at all and kind-of kills excitement.

And glad you thought it was funny, because I was not at all serious.

Again, apologies for any satire or negativity you might have picked up from my posts. They were not intended, and my typed words merely follow my speech pattern.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: September 19, 2015, 12:25:49 AM »
Actually, I agree with Shintroy. If you use a 400+ Paladin with that weapon, it would be doing huge damage at full health, killing almost every unit. Also, one thing these units would have going for them is that the AI doesn't attack higher HP units first if it has a choice.

Platina dagger isn't broken because you have to get the unit below half health and the platina dagger has low WP, which by the way,  half is the threshold for when the AI starts to use heals.

However, I think this weapon could be balanced with Always: Blind.

Which is why discussing the possibility of it's unique formula first would be better than just assuming it'd murder everything at full HP. As in, don't be so quick to pull the trigger before the Mediator is done talking, eh?

It can always be given Immunity: Berserk to ensure it doesn't get that damage boost.

Giving it Always: Blind is counterproductive. If my suggestions haven't been too stellar, try discussing a different Always/Immunity if it's quirk is still too strong for people.

Edit: And it obviously wouldn't be used with 2-Hands or 2-Swords if it were just a regular Sword.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: September 18, 2015, 09:46:03 PM »
Sounds like it would need it's own weapon class to be made correctly. It wouldn't be possible to categorize the weapon if it followed an HP based damage formula. Even as a proc weapon, it seems too good to be balanced. It would deal WP*PA for the first hit then bonus damage based on your HP. There's no way that wouldn't be broken.

I'd be against it mainly due to there being enough great swords in arena. Replace or buff shieldrender. Maybe increase mystic blade's WP by one? Increase Ultima weapon's proc chance to 50%?
No, it can be done via ASM because it's really just a special formula.

And by that logic you can call the Platina Dagger MORE broken, since at 1/2 health a target WILL die from it's proc.

At most, it'd have WP, and then instead of MA or PA, would be based probably on % of HP. How to balance THAT I'm not sure, but that kind of formula would encourage people to use the higher HP equips more often.

And it really is just an idea. And it's silly to denounce it right away because there are 'good enough' swords already. More good things are never bad. Hell, make it a Knight Sword and suddenly High HP Paladins are terrifying.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: September 18, 2015, 06:51:34 PM »
What about something like FF6's Atma Weapon?

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: September 18, 2015, 05:59:32 AM »
No problem Reks. I have fallen behind again. Celdia fixing a few things in chap. 4 to make it better, well that can't be a bad thing.
More like it's yet work to be done

I'd attempted the Goland Colliery and in the first map, got a mostly hidden Cloud scene (when you have to save his ass, the event just played out inside of the wall), and then Ramza started stuck in one of my other units and I couldn't move either of them. The rewards/enemy equipment was also mostly random, including Hide Caps from the start of the game on 30+ Alchemists.

So right now a lot of stuff is unfinished and broken, so just waiting on her fixes before I continue.

FFT Arena / Re: FFT Arena Stream day
« on: September 18, 2015, 05:15:10 AM »
Derped and thought that Warpath boosted -tons, for some reason.

Oh well. They did well even if there wasn't that much reflect funsies. GG CT5!

Celdia's Complete Patch / Re: CCP - Battle Logs
« on: September 18, 2015, 01:27:50 AM »
CCP2 Let's Play is temporarily on hold until more ENTDs in Chapter 4 are finished.

Also because Celdie said so :P

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