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Messages - Reks

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1
FFT Arena / Re: FFT Arena SCC Tourney Registration
« on: July 28, 2015, 12:27:44 AM »
I'll try and think of fun ways to use Squires.

Probably won't be able to upload much because my internet's become extremely unstable.

2
FFT Arena / Re: Arena battle videos and discussion
« on: July 27, 2015, 04:24:29 AM »
I forgot to say this yesterday, but

Thanks for the video, TL

Sorry for it's length, though.

3
FFT Arena / Re: FFT Arena SCC Tourney Registration
« on: July 26, 2015, 06:03:26 AM »
I'll be willing to switch to... Eh, Chemists if the spot must be filled.



Not a whole lot I can do, though. Chemists have poor equipment choices, and despite being capably tanky you don't win games or have interesting fights that way



But alas, for Arena science.

4
FFT Arena / Re: Arena battle videos and discussion
« on: July 24, 2015, 10:48:41 AM »
Would love to see a test or two with Cascade.

Since it's a snowballing team, either a team equally slow to see if they can, in fact, build up a lot of power, or one that's a bit faster to see if they need tweaking to not be so reliant on building power.

5
FFT Arena / Re: SCC Class picks
« on: July 23, 2015, 10:03:37 AM »
On second thought, I never use Thieves.

So Squire, Geomancer, and Thief is my change.

6
FFT Arena / Re: FFT Arena SCC Tourney Registration
« on: July 22, 2015, 09:41:36 PM »
I'll wait until I know what I have before making a team, but that't not too far away.

Looking forward to it all

7
FFT Arena / Re: SCC Tourney anyone?
« on: July 22, 2015, 10:54:42 AM »
If I can get a stream going I will post a link in the stream day topic. If I can't then next best thing is everyone to come onto the chat room and we can get started with the random drawing. Reason for the stream is that way people can see what number you'll get

I wouldn't be able to, unfortunately.

Can't do streams.

8
FFT Arena / Re: SCC Class picks
« on: July 22, 2015, 02:25:38 AM »
Squires, Geomancers, and Bards.

9
FFT Arena / Re: Arena battle videos and discussion
« on: July 21, 2015, 09:32:53 PM »
Go ahead Reks. At least show off both of my SCC teams against each other to show off the SCC style

Will do

10
FFT Arena / Re: SCC Tourney anyone?
« on: July 21, 2015, 09:14:44 PM »
Also, if mimes are allowed, I'd suggest that if the rule sticks that you are able to use two copies of an ability, that if a team uses a Mime, they can have only one copy of the ability on all units. The reason for this was really derived for "brokenness", specifically, Quickening. Essentially, with a mime, three units would have Quickening. But it could also be applied to Battle Song, Accumulate, Last Dance, etc.

I'll totally volunteer to take an underused/unused class and make a team out of them, by the way. While I already have four teams I created, and they are with classes that I don't think will be highly used, if a class remains totally unused or underused, I'll make a team of that particular class if asked to as my submission for the tournament (except a Mime team...but like I said, I think they're going to be well represented anyway based on what people are currently saying, and even if they're not, this class has a huge disadvantage since Mimes can't mime mimes [as CT5Holy has made us aware of :D], can't equip weapons [reliably] and have poor stats in general.)

Mimes don't mime each other, though.

A team of four mimes loses their main quirk.

11
FFT Arena / Re: Arena battle videos and discussion
« on: July 21, 2015, 09:07:53 PM »
I already did a video of a SCC team with no jap cap and the 2x ability/1x item rule

As soon as I posted that, I checked my email and saw it :P

I'll still do tests for people, if you like.

Just shoot me a PM.

12
FFT Arena / Re: SCC Tourney anyone?
« on: July 21, 2015, 09:07:04 PM »
I don't think you have much to worry about. Could be wrong, but I think that there won't be too many people wanting a Summoner primary so I'm sure you'll be fine.

As far as classes, I'm trying to choose different ones that I usually don't on purpose. I want to try to maximize the effect.

Squires are actually pretty good in Arena. Their stats are decent enough to make them fit well with a lot of secondaries, and their equipment choices are excellent.

Oracles aren't bad, either. Rouroni Elmdor's has an all Oracle team that does pretty well (admittedly, they are two sets of twins so with the unique item and ability rule, they'd have to change.)

Actually, I think some of the more challenging classes would be Paladin, Archer, Dancer and Time Mage. (Mime as well, though depending on rules they may be well represented regardless.)

I think before forcing people to do something, we should get volunteers to use certain classes that will likely be under represented, knowing that if they pick a saturated class, theres a very real chance they may have to change. I've got about four teams already, and I plan on only posting the least saturated class of the four (though that will still depend on the final mime rule.)

Some of this could be helped too by posting your first and second class choice ahead of time. This will help get a potential tally.

Squires can fill any role and do them well.

I already have a team of four Squires posted, but I'd prefer to make a new one if I can use Squires for this.

13
FFT Arena / Re: Arena battle videos and discussion
« on: July 21, 2015, 08:50:28 PM »
Reks, Gaignun or Mudvayne I posted a couple of sample SCC teams. If you guys want to use them as demos for possible SCC tourney we just started to discuss that'd be cool

I can do that

14
Okay... i am new to this so please excuse the dumb*** that is me... but..w....what is a SCC?

*edit* ohh wait ... a skill tournament? again dumb new to this yata yata.

Single Class Challenge.

Basically all four units all have to be the same main job.

And please let's not do the whole 'claiming' thing like last time. That's really, really restrictive.

I mean, I can say I'm gonna use Squires no hands down, but anyone else is free to use them as well and doesn't have to feel that I just stole their place from the getgo. That's no fun.

15
I got far further than I thought I would, but I wasn't quite prepared for the speedy status some brought. GG to all of those I faced, and to those that beat me.

Looking forward to the next one. Don't expect to get as far, though.

16
FFT Arena / Re: Team submissions
« on: July 16, 2015, 10:27:45 AM »
New long-game team meant for steadily increasing power!







18
FFT Arena / Re: How does items that have strengthen really work?
« on: July 15, 2015, 10:19:58 PM »
Overwhelm and Unyielding are like elemental weakness: They modify the healing/damage value after the formula is evaluated.  Healing and damage of all forms, including Jump, is modified.  I believe FFMaster implemented these support abilities, so he would be able to confirm.

Conversely, Attack UP, Defend UP, and so on modify the primary stat before the formula is evaluated.  Furthermore, these support abilities are applicable to only a subset of skills.  Certain skills in FFTArena are insensitive to stat modifiers.  To the best of my knowledge, these skills are:

Talk skills
※Song skills
※Dance skills
Steal Heart
Jump
Murasame

(※ These skills are also insensitive to zodiac compatibility.)

Since the "UPs" modify the primary stat, they will also weakly influence status formulae like Yin Yang Magic, whereas Overwhelm/Unyielding have no effect.

I hope this helps.

Oh, it does greatly. Thank you!

19
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 15, 2015, 09:20:41 PM »
It is my humble opinion that no unit should be able to reach 12 SP without making some serious sacrifices.  12 SP is significant, since it is the value at which Haste grants an additional point of SP.  If units can hit 12 SP while retaining destructive potential, then 8 SP units like Paladin become quite unpalatable.

This means allowing no weapon to grant +1 SP while also doubling as an effective melee weapon, like knives.  Healing Staff gets a pass for now because all classes that can equip it have 8 base SP.  (Time Mage has 9 SP, but suffers from lousy HP and MA, so it's fine.)  However, letting Healing Staff be dual-wielded makes it too effective on Ninja, since Ninja can use Healing Staff for breaks and Kagesougi.

In fact, seeing how Thieves have a whopping 10 base SP and have the easiest time reaching 12 SP, I wouldn't mind seeing them lose an extra 10 base HP.  This change isn't so much to weaken Thieves as it is to buff Paladin and male Samurai by comparison.
I agree completely.

In fact, I try to avoid using a Paladin as, aside from the tankiness, there's not much they can do if they're outsped (and giving them Slow protection is a must).

Speed is a touchy topic in general for obvious reasons, but in the end I'm of the mindset that it should not be so easy to abuse for the jobs that are already fast.

20
FFT Arena / Re: How does items that have strengthen really work?
« on: July 15, 2015, 08:54:58 PM »
Unfortunately, the spreadsheet does not display the melee damage and proc damage at the same time.  I am trying to create a more comprehensive weapon damage calculator for the next version, but I still need to iron out a few kinks before releasing it.

Speaking of which, that reminded me of something I was curious about when making teams earlier, and this might as well be the appropriate place to ask.

Basically, in regards to Overwhelm and Attack UP and the like, I'm more curious to know what those effect that the other does not.

IE: I know Overwhelm boosts Jump where Attack UP does not, but I'm curious what else it effects that Attack UP doesn't. Similar with Magic Attack UP.

EDIT: And in the sole case of Samurai with Attack UP and Two-Handing some weapon, which is applied first: The Two Hands Boost, or the Attack UP 1.33 boost? Or does that matter at all? Calculated that, same either way

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