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Messages - Otabo

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1
FFT Arena / Re: Arena battle videos and discussion
« on: January 30, 2015, 10:45:32 PM »


2
FFT Arena / Re: Team submissions
« on: January 28, 2015, 03:32:51 PM »
1/28 changes.

- Retired: Total Mediation
- Updated: Line Up Single File

*NEED MORE MATCHES WITH TOTAL SUMMONING, TOTAL DISRESPECT & BLITZKREIG.
Active Teams: 7
Inactive Teams: 3
Total Team Count: 10









SEASONAL TEAMS (Teams only to be used during the corresponding season. Inactive otherwise and not to be used in matches.)




3
FFT Arena / Re: Arena battle videos and discussion
« on: January 18, 2015, 09:40:23 PM »


4
FFT Arena / Re: Arena battle videos and discussion
« on: January 16, 2015, 01:08:09 AM »

Whoever runs a match with one of my teams next, can it be my summoner team please? Thanks.

5
FFT Arena / Re: Arena battle videos and discussion
« on: January 13, 2015, 01:48:14 PM »

6
FFT Arena / Re: Arena battle videos and discussion
« on: January 10, 2015, 04:19:06 PM »
Has jump ever had weapon element damage in arena, or vanilla? Never actually thought about it until reading about holy lance being used.

Jump damage has always been non-elemental, even in vanilla. So having an elemental weapon on a lancer doesn't matter if the lancer is designed for jumping because the element won't be included for damage.

7
FFT Arena / Re: Arena battle videos and discussion
« on: January 10, 2015, 01:21:13 PM »
I'll try Lancer out then. Maybe make a team themed around mediocrity. Ended up liking what other classes could do after giving them a chance. I don't see why I can't give Lancer a shot. I don't know about female Lancer though..

Thanks for the help. I'll definitely start using Lancer. Maybe start with a team themed around mediocrity split between squire and lancer. Does haste also quicken jumps though? No idea if jump CT is based off base SP or not.
-----
Pretty sick Otabo. Makes it seem like a Masamune bot Lancer would be great in a 2v1 scenario. 10-11 speed and haste definitely has something going on.

Yeah, you can easily check when jump is going to land by using that formula. The average lancer (assuming he/she has a spear equipped that gives at least +1 speed) jump is about 5 or 6 CT which is the same as, say, a non-Short Charged Frog or Death spell. It's usually a good idea to give speed item(s) to lancers if you're planning on running Jump with one, or even if not, like Malroth mentioned, they're good itembots as well when they're set up with both speed equipment & anti-status equipment. At the end of the day though, it all depends on the team(s) and the AI on how effective the lancer's going to be in a match.

Hopefully, when spears get reworked, and whether or not they get robes back remains to be seen, but if so, then they'll be even better units.

8
FFT Arena / Re: Arena battle videos and discussion
« on: January 10, 2015, 09:02:29 AM »
I should try Lancer out though since the only build I know of that works is the 12-13 speed item bot.
Does haste and slow effect jump CT?

Basically, Jump is a "charge" skill (unaffected by Short Charge, of course) with a CT formula that goes something like this:

CT = [50 / (Lancer's/Jumper's Speed)]

Haste status isn't taken into consideration as far as the actual jump formula is concerned; hasted jumpers land in the same number of clockticks as a non-hasted jumper with the same speed amount. Same goes for slowed jumpers.

However, since Jump is a "charge" skill, when the jumper is in the air, his/her CT is still increasing; non-hasted jumpers usually land with around 50 CT while hasted jumpers land with around 75 CT. Or something along those lines. Of course, that depends on both the jumper's speed value at the time of jumping and when the jumper actually jumps too, so those values may sometimes be a bit different.

9
FFT Arena / Re: Arena battle videos and discussion
« on: January 09, 2015, 08:04:18 PM »
Lancers, I think, are pretty solid as they are. They're tied with Squire, Pally and Archer for third highest PA, and have second best base HP only under Pally and Monk. Granted they don't use a lot of secondaries as well as other classes do, they can be pretty scary units if built properly and/or alongside decent allied units.

A lot of lancers I've personally seen are item-bot lancers (with or without jumps, depending on the team, I guess) and they can be quite effective at times. And yeah, like Reks mentioned, they are one of the only classes that can equip heavy armor innately, making them quite tanky and resistant to statii (depending on many factors, of course).

Straight PA stacked lancers equipped with something like Dragon Whisker (or even Obelisk) can be scary, as well. Base 8 speed meaning 7 CT Jumps, but give it something like Quickening and it's a different story if this unit can manage to use it a few times (and get its MP replenished in some way); eventually means instant jumps + massive damage, if not outright OHKO's on squishier targets. Of course, it all comes down to how the AI uses it.

Or, a more interesting lancer is a straight speed stacked lancer; Javelin + Zephyr Shield + whatever helmet + Genji Armor + Cursed Ring or even Sprint Shoes and you're looking at a lancer whose jumps land in 4 clockticks (correct me if I'm wrong here). If against 8 speed units, most likely instant or near-instant jumps, depending on when the lancer jumps. Granted the damage with this setup isn't anything to write home about, he can put out constant damage (especially if units he's jumping on are slowed or hit with some kind of  status like Don't Move or Sleep or something) and still contribute something to the team. Again, it comes down to how the AI uses it.

Of course, most if not all of us know and have seen what the AI does with Jump, so yeah. That's a whole other discussion, though.

Lancer, IMHO, is one of those classes that you really have to know what you want it to do to make it effective.

10
FFT Arena / Re: Arena battle videos and discussion
« on: January 01, 2015, 09:44:59 PM »


11
FFT Arena / Re: Arena battle videos and discussion
« on: December 30, 2014, 10:30:49 PM »

12
FFT Arena / Re: Arena battle videos and discussion
« on: December 27, 2014, 04:08:57 AM »


13
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 28, 2014, 05:03:26 PM »
Last I checked, Rainbow Staff isn't all elements. I thought that was removed a long time ago, unless FFM forgot to change that in the master guide?

14
FFT Arena / Re: Arena battle videos and discussion
« on: November 08, 2014, 02:25:55 PM »

15
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: November 05, 2014, 09:12:32 PM »
No way. Seeing how both Chaos Blade and Gold Staff do the same thing, and give 20% evade, I highly doubt it. In fact, Chaos Blade is better than Gastrophetes and it's still barely being used (especially with Save The Queen & Ragnarok's recent buffs). I doubt giving Gastrophetes 100% cancel positive statii would make it better than it is currently; being both forced 2-H and having 0% evade isn't worth it.



16
FFT Arena / Re: Arena battle videos and discussion
« on: November 01, 2014, 08:40:03 PM »
Thanks, TrueLight for the match.


17
FFT Arena / Re: Arena battle videos and discussion
« on: November 01, 2014, 02:56:14 PM »

By the way, if anyone doesn't mind, could my Futuristic Frannies get a match or two? Them and perhaps Talk Dirty to Me.

19
FFT Arena / Re: Arena battle videos and discussion
« on: October 22, 2014, 08:13:29 PM »
I just remembering surprised that Otabo's current version of Divas includes two male units, though they're effective, so I suppose I can't argue (much) with that false advertising.


Mid-week matches. Also, moves get shown.

FFT Arena 1.39c - The Damned (Flurry of the Dancing Flames v2) vs. Silenkaster (Protect The Queen)

FFT Arena 1.39c - Barren (Thunder Absorb) vs. Andante49 (Try Outs)

20
FFT Arena / Re: Arena battle videos and discussion
« on: October 18, 2014, 08:54:45 PM »

Not enjoying innocent being 100%, but I'm not hating it. I get to bring back my anti caster team FFEleven probably thanks to it.

Well, it could've been worse if 1.38 Flash Hat was still around. It would have been so easy to set up double innocent ninjitsu damage. Granted it was possible to pull off back then with Gokuu Rod, it was a lot harder, and most of the time, not worth it. Anyway, IMO, I feel that Atheist Bow's innocent proc is more suited to shut down mages/faith reliant units more so than for ninjitsu purposes, but yeah.



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