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Messages - Reks

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FFT Arena / Re: Arena battle videos and discussion
« on: September 02, 2015, 05:56:00 AM »

PS: I need to stop being so anxious about things. Even though I know it doesn't matter, I can't help but feel like my team and unit names are weird lol.

PSS: Test runs is such a vauge term. I really only used teams already on the memcard generator, that might be part of the problem. I do run at least 6 matches (of three rounds) and fight things that are not my own teams (though I do that too just for fun). Can anyone recommend any teams to test against?

No worries!

You had me on my toes for a bit, because of that early lead. Your team's not too bad at all, just brush up in it's weaker points and you'll be golden.

And my own names are weird, so don't worry about how strange yours seem :P

FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: September 01, 2015, 02:41:49 AM »
@Match V DW6561 then Reks v Rouroni Elmdore

FFT Arena / Re: Team submissions
« on: August 28, 2015, 11:06:58 PM »
New powerhouse team. Can you stop their unrelenting advance?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 28, 2015, 09:01:11 PM »
With SP*WP, the upper limit would be (I think) 238 with AUP (Thief with AUP, Tactician's Blade/Thief Hat/Secret Clothes/Sprint Shoes), or 221 if this skill is made unmodifiable by AUP (Thief with Equip Heavy Blade, Chaos Blade/Thief Hat/Secret Clothes/Sprint Shoes). Strong, but if you have it keep the 10 MP cost and maybe even reduce its range to 5, then to use it over the course of the match, the unit would have to sacrifice Speed for MP, which also lowers its damage output.

SP*WP seems reasonable to me - we already have a skill with that formula (Hawk's Eye), and no one's had complaints about that.

Except Hawk's Eye is limited to the weapon's reach, and Shuriken has a reach of 5.

It's understandable if Shuriken loses it's 4-hit capabilities and I could get behind the formula being SP*WP, definitely

I'm just not sure if that was still the intention or not, because it seemed kinda powerful if it'll keep the multi-hitting capability.

And I hate to bump up my own suggestion, but nobody said anything about it. What do people think about some Katanas earning their respective Draw Out abilities as a proc?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 28, 2015, 05:53:34 PM »
I know. I'm just trying to help.  If you really want SP in the formula, then SP*WP is a good upper limit.  We just gotta avoid those SP*SP products. 

Maybe add a /2, or a /3 in there?

SP*WP would be abusable because Speed stacking and equipping, say, the Chaos Blade.

FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 28, 2015, 03:59:33 AM »
I am hre i am here... been not feeling really well... sleep deprivation has some rather nasty effects on the body. though i will get recording in a few moments.

Or as long as it took me to get around making your mcr :P

But yes looking forward to them all!

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 27, 2015, 10:51:15 PM »
So, in talks with Barren I got the idea to change a few of the Katana procs to their respective Draw Out.

100% sounds good, but if that's too powerful then at least 50% is still decent.

Katanas would thus become more appealing to some.

Attacking would get extra damage from a slash, but be limited to a single target.

Draw Out would be as useful as it is already with AoE. No extra attack damage, though.

It'd be up to you guys to decide which gets their respective Draw Out, though.

I got the idea from Barren talking about Mage Masher losing Bizen Boat, and that Kiku technically HAS that already albeit in the form of Quake over itself.

FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 27, 2015, 07:52:14 PM »
Actually, looking back at it, Rouroni is very likely to win.

My only form of Status recovery is Heal, which does not cover Petrify, so if it lands that unit is gone for good.

Eh, it's what I get for trying to show that the Ultima Weapon needs a change :P

FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 27, 2015, 05:26:57 AM »
@ Rouroni, I don't know, I think you have a fair chance vs those squires. Just play keep away??(Well the AI has to anyway.)

LB Match #15

It really does depend on what the AI decides to do.

My units block a lot of R.E.'s offense, and hit right past his own defenses, whether it's the high damage Southron Phoenix capable of one-hitting multiple units or the very quadratic first female Squire, or even the second one just interrupting spells or using Demi-Demi 2. And don't forget that they have Counter Magic.

He'll have his work cut out for him, but like anything in Arena there's always a chance to win.

FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 26, 2015, 05:22:28 PM »
slightly off-topic, but has anyone tried combining heretic + tans from ninjitsu (not sure if this would be better to ask here or just start a new thread). It seemed like a good idea on paper, but I can't seem to get the AI to use it on my thief team. I've even tried only giving the ninjistu thief just heretic and the tans and put them up against a high magic attacking team, they still won't use it.

It IS a good idea. The bigger problem is, like you said, getting them to USE it.

It helps to have it anyway because against high-faith teams and being targeted, they WILL use it to protect themselves.

Also try pairing the Atheist Bow alongside the -Ton user for more damage.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 23, 2015, 12:47:39 AM »
Also, I did test Shieldrender.

Still does 244 damage(as a start) with neutral compat and Warpath...

On a Geomancer with nothing but PA boosting equips, Two Hands, and Warpath.

That basically means 32 effective PA, and it was STILL not as good as a Two Sworded Platinum Sword with a little less PA, which hit twice guaranteed.

Oh and as a bit of amusement the proc also works with Counter.

I still stand by my suggestion of making it one-hand only but more WP.

FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 22, 2015, 07:30:47 PM »
As for my own team, I'd wanted something all around with Dark. Mira was given an Ultima Weapon to prove it can still be useful, even if not used for the proc's damage, or at least to show the proc needs to be 50%.

But as with all Squires, they can only do one job well, so I was forced to cut out the White Magic Squire in favor of Towa, since I needed a non-gimmick damage dealer.

So going up against a high damage team or one that uses status will be a hard counter to me.

FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 22, 2015, 01:29:04 PM »
Each unit had a theme to it...

Flarebolt had the focus of absorbing and dealing out damage through fire and lightning... by calculation... she would have done more damage through physical attacks not through the spells... had fairy moogle carbunkle

Aquaglaze has the focus of absorbing and dealing damage out through water and ice... had moogle fairy carbunkle

Stygios was originally meant to focus on absorbing and dealing damage through darkness and apply debuffs.. i was stuck between using oracles for debuffs as i consider them anti healing and would fit the theme or using timemage for the demi's which i felt would maybe have been a better choice for countering... he was the only one without revives...

Finally Helious was originally meant to focus on absorbing and dealing damage through holy and apply buffs... definately my more potent powerhouse

in hindsight i should have added a bit more to increase damage or duplicated summons... but the item limits made it much harder for me to get a setup that i wanted to allow for those strengthenings and such.
Theming is fine and all, but don't forget that effectiveness doesn't always go hand in hand with that

So sometimes it's just when to decide to bend the theme for something that's needed to work

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 19, 2015, 08:04:37 PM »
Oops I did write the formula wrong, I did mean change it to (PA+3)/2*MA. Adding that 3 in there WON'T make a huge difference unless you do end up with an odd ending PA* point, meaning it won't make it super OP but does offer the chance to ever so slightly boost your damage output if you use say, the Mystic Blade that adds +1 MA/PA which could leave you with an odd ending PA stat if that was the only PA boosting gear you use.

Maybe (PA+3)/2*(MA+1)? Like I said I am not proposing being able to do 180 damage geomancy on every unit making it super OP. I just find it averages out at <100 damage on most units unless every item is there to boost MA and the unit has magic attack up and 108 gems for elemental boosting also. That's a lot of requirements to buff a unit to do only mediocre damage.

What is the status proc rate currently for Geomancy? 20%? Upping to 25% doesn't seem too out of line. Not 25% and an increased damage formula though, one or the other.

The mediocre damage is not the catching point of Geomancy, though.

That it inflicts status is pretty powerful.

That it's instant, unevadable, and AoE? It really doesn't need to be doing stupid-high damage.

So yes while the damage is mediocre, it DOES build up. It's just not stellar on units that don't have the stats to make the damage worthwhile.

Though a weapon (like a gun, perhaps) that cast a geomancy spell on attack would be kinda nifty.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 19, 2015, 07:52:46 PM »
As a Geo Builder this SCC, women were my focus in this due to the MA pump. In regular, when I can double my equipment up, It's Rune Blade, Genji Shield, Twisted Headband, Power Sleeve, 108 Gems. So PA is Now 12, MA is 11. So that's 77 Flat (PA +2/2 = 7 *11) + Boosted Elements, + MA Attack Up... Roughly 120, no evade, weakness can be applied, statuses can proc. Faith doesn't matter if I remember my tests.

Hit two units, and land a lucky stop, DM, DA... (OR cast it two times for most of people's HP. Scholars or any decent poke equals a kill.

+ At that MA and PA Yin Yang, Black and White Magic, Summon and Martial Arts(Maybe) become viable. Take the most common 4 or five geomancy and two utility spells on them. (Ouch.)

So, In my opinion, don't touch Geomancy. It's balanced that it caps at 120 or so reliable damage from a shorter range, and to do it right means the unit can't do much else. (See low MP totals.) Other Units hit harder from further away with better set ups. OR close faster and are in your face.

And can be increased further.

I have a snowballing team that builds MA with Song and Focus.

While building up to stupid damage is obviously what it's for, even after a few uses of both the damage went from 120 to 160 and above.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 19, 2015, 07:28:15 PM »
Unless I'm wrong, isn't the geomancy formula (PA+2)/2*MA? Also, geomancy is free (no MP cost) compared to those other AOE attacks that do pretty much the same thing, so the lower damage is a good trade off in my opinion.

Geomancy is:

Free (doesn't cost MP)
Procs various status

So in my eyes, while it's among my favorite skills to use, strengthening it is a bit iffy, even if it's increasing just a single number in it's formula.

Increasing the n in (PA+n)/2*MA won't really do much.

Right now it's a 2, but in the case of the /2, it'll be rounded down.

So say you increase it to 3, and the unit in question has 12 PA and MA.

It'd then become (12+3)/2*12. The (12+3) would come first, so 15/2*12, and it'd end up being 7*12.

And it always rounds down. So you'd need 13 PA for it to become 8*12.

All it would really do is lower the PA required by 1 to achieve the higher number that's multiplied against your MA.

Which doesn't really say for much since MA is still the meatier part of the formula, and ignoring that would make your damage suffer.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 18, 2015, 09:03:30 PM »
Remember, a lot of little things add up. I would object to bumping Samurai base speed up to 9. Implementing the katana and PA changes and boosting the speed means we're letting the Samurai hit for a ton, and more often as well. Jobs with 9 base speed are plenty strong and are used at a pretty high rate. 7/20 jobs have 9+ base speed, but these jobs are represented more in strong teams, based on the top 8 of S3 and S4. In S3, two-thirds of the units (22/32) were a job with 9+ base speed. In S4, half (16/32) of the units in top 8 had a job with 9+ base speed.

Let's also remember what Gaignun said a little while ago - just because an item isn't being used, doesn't necessarily mean it's bad. Shieldrender looks like a totally reasonable option. Same with Platinum Sword. In fact, Platinum Sword is prob your best bet for getting OHKOs off a melee attack right now.

I think perhaps looking at items/abilities that weren't used in the two most recent tournaments would give us a better idea of which what's generally perceived as "bad."
Agreed.  Once it was shown that Shieldrender can double strike it was starting to see a lot of play which caused it to be nerfed.  Same with Bowguns. 

What we can do is choose some rarely used items and see how they work in reality vs perception.

Yes, and it's seen that the nerf made it harder to use when you simply have better options out there.

Shieldrender still works, so to speak.

You can still 2H it, and go rawr in someone's face for a lot of damage.

But the problem is that the same result can be achieved more easily and without the occasional proc, and people haven't used it whatsoever in the last two tournaments, probably for a good reason.

After I work tonight, I'll play around with Shieldrender on mock fights and compare it to other things, but as it stands I do believe it could be made better than it's current, nerfed incarnation without becoming OP.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 18, 2015, 04:39:25 PM »
Wait, does the Rapier inherit Shieldrender's Shield Break proc?

Following up on samurai stuff, if we drop samurai MA by 1, then Whale Whisker and Asura Knife will have equal power with optimum equipment.  From there, we can either boost samurai PA or katana WP.  My vote is for katana WP so that katana are more attractive to paladins.  If Asura Knife's WP increases from 10 to 11, then Asura Knife's WP will become marginally more powerful than Platinum Sword (at 12 WP) for Paladins -- a fair trade considering Asura Knife is blocked by Fire resistance.

Bear in mind that a male samurai with a 11 WP Asura Knife will 1HKO just about everything: Its max damage increases to 363~509.  However, given how difficult it is to field a melee samurai, and how inept this samurai will be at using his own primary skillset, I am personally OK with this.

Among poles, the only poles samurai are currently able to wield with two hands are Ivory Rod and Whale Whisker.  I suggest poles get mixed up a bit.  How does the following sound?

Iron Fan: 14 WP, 15 W-EV, Dark element
Gokuu Rod: 8 WP, 0 W-EV, 50% Cast: Petrify, 2H
Ivory Rod: 9 WP, 15 W-EV, 50% Cast: Stop, 2H
Octagon Rod: 9 WP, 15 W-EV, 50% Cast: Frog, 2H
Whale Whisker: 10 WP, 15 W-EV, Water element, 2H

These proposals make poles weapons whose procs require high faith to be effective.  The semi-reliable proc rates means that they can serve a purpose even without Two Hands, particularly on Oracles with low Fury. Gokuu Rod's Innocent proc is removed to avoid redundancy with the new Atheist Bow, and Ivory Rod's +2 MA is removed to avoid MA-stacking and to encourage players to equip other poles.  Iron Fan is made Dark elemental for a slight damage boost with Golden Hairpin/108 Gems and also because there are so few Dark elemental weapons in existence.

The above are merely suggestions.  Feel free to chime in.  I am sure there are better ideas.

Yes, it is.

Mostly because, as it is, the Shieldrender is next to useless. I don't believe anybody has used it in the current version, so my idea was to give it more WP but take away it's 2H capabilities to make it more enticing for a potential double-attack/shield destroyer, especially if shields get improved this time around.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 18, 2015, 02:53:43 PM »
@Reks: Concerning Rapier, didn't a high W-EV sword that was never used exist in a previous patch?  Anyway, I am wondering if there is some way to make Platinum Sword more appealing without increasing its WP to avoid power creep.  Could we merge Rapier and Platinum Sword into a single weapon with 12 WP and 15~20 WP?

The Rapier idea is mostly to replace the Shieldrender, so the actual W-EV isn't so important. Since it'd effectively double attack now and again, having higher W-EV might be a stretch, so I'd be more than happy to support Platinum Swords gaining it instead

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 18, 2015, 01:44:06 AM »
If Netherseers are really wanted to be a thing, and no current sprite would just quite fit, then I could make a few sketches for anyone who would want to sprite them

I have more than a few ideas in mind, so I'll give that a go sometime today or tomorrow.

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