« on: November 13, 2016, 12:51:29 AM »
Panda, thanks for your thorough reports! I'll try to answer each point as detailed as possible, but if I miss something or my answers are unclear, let me know and I'll do my best to clarify. I'll start from the top.
-In regards to monsters taking a long time to fight, I'd be curious to hear what your team buildout is like. It sounds like you're either playing too defensively, or you aren't taking advantage of Black Magic/Summons/Oil, etc. Some random fights can be just as challenging if not moreso than story fights if you're not prepared. If you're looking to grind, I would suggest Sweegy or Mandalia. Sweegy is probably the better bet since the enemies are a little less annoying, but Mandalia is (as always) a viable place to grind. Taking advantage of elemental weaknesses is of huge importance as well!
-With regards to monster revival, you touch on this a few times. A few thoughts: Choco Esuna and Revive don't revive units with very much HP, and the user is forced to be next to the target to use it. A good Elemental or Black Magic/Summon can easily take out the revived unit -and- take a chunk out of the reviver as well, killing two birds (sometimes literally!) with one stone. AoE is a little more important now in monster fights, simply because they have increased capabilities.
-I'll be honest. I really don't like using Oracles early on. The debuffs cost too much in Chapter I, and the battles in Chapter I really don't require Oracles. I much prefer investing in them in Chapter II when I can access Propositions. Currently, Blind works as it does in Vanilla. It doesn't halve the attacker's accuracy, rather, it doubles the defender's evasion. I'm not a fan of it, but I have yet to find a Blind hack that is 100% bug free, since apparently the ones in orgASM are buggy, at least according to Emmy. And although Oracles are more or less useless against bosses (unless you're using Faith as a buff or are using Spell Absorb to keep your caster's MP up), they're ridiculously useful everywhere else. A good Silence Song or Sleep can really change a battle.
-In regards to hit rates and such, nothing about the RNG has been changed. It honestly just sounds like you're having ill luck this run. If it makes you feel better, my test run was very similar. I literally missed 98% Raises at least twice during my playthrough.
-I stand by Sweegy being a good fight, for a few reasons. The first being it introduces you to monsters being tougher. It's a wake up call, much like Dorter 1 was in Vanilla. That said, it's an easily managed wake up call. Ice takes out the Goblins (and the Panthers, so you don't have to deal with their Evasion), you can give your Guests Item and they can act as additional healers (or meatshields!), and statuses start becoming potent, so the Squire's Heal ability is useful. The other reason is that it forces you to start playing with your jobs. You can't just rush in with Squires and Chemists and expect to win. Having a Knight or a mage or two really helps.
-In regards to Brave/Faith, outside of events, no, they're not boosted/reduced permanently. On the flip side, Mediators can alter those stats by 10 points in a single pop, meaning that it's well worth it to bring a Mediator around to either boost a mage's Faith or boost a Monk/etc's Brave.
-Maintenance guards against equipment being broken and stolen.
-Certain parameters were removed from Math Skill ages ago because it made Math Skill simply too good with them around, 3 being included. That said, Math Skill is pretty damn amazing still (perhaps too much so), so I would suggest looking into it. I would wait until you unlock Propositions though. It's far easier to get the JP needed for all their skills that way.
-...how the heck did I miss that Degenerator trap? I thought I removed them all. Oh well. Thank you, guys, for pointing it out. It's been removed for the next update.
-Undead units will always revive a random amount of turns after their timer hits 0. The only way to really -remove- them is through Petrification, but even that can be removed. So although they're "immortal", there's tons of ways to deal with them as an exchange. Damage, healing spells, items, Fire, Holy, etc.
-Having Heal revive units is pretty darn good, but it's not as amazing as you'd think. Afterall, you have to wait until Chapter IV for that perk and if Ramza gets debuffed or killed, you still have to bring him back. Also, it's only 20% HP with 1 Range, so for a fallen unit, a Throw Item'd Phoenix Down or Raise/Raise 2 is your better option since Heal has limited Vertical. Guts is supposed to be a very varied, supportive skillset, especially late-game.
-IIRC, the healing is done passively, but it doesn't display the number. I might have to double check to ensure that Mounting and Move-HP Up works as I remembered it doing.
-Mindflayers are evil, evil creatures and they're a pain to fight. They're basically the mages of monsterkin. They're much easier if you're packing Berserk, Thunder magic, or another debilitating ability.
-I'm sure through ASM hacking it's possible to set a minimum Speed, but it's not something I really have any interest in doing at the moment. Speed alteration is a very touchy thing, which is why Slow Dance/Cheer Song had their accuracy tweaked. Birds, being monsters, have very limited means to them, which is why I'm okay with them having Speed Save. Afterall, the Bird family is all about being fast and outrunning the enemy.
-I'm not sure of what you mean when you talk about Vertical Jump.
-Chicken is still around. It's automatically inflicted upon any unit with less than 10 Brave, so using a Mediator is the best way to inflict it.
-The graphical glitch at Zirekile is likely emulator related. What emulator are you using?
-Steal is definitely a late-game thing to have. I want to add better Steals throughout, but it's not a priority at the moment. Steal Heart is well worth it though, as is being able to steal things like Swords from Swordskill enemies.
-In regards to battles being long, I -really- encourage you to invest in more damaging units. It sounds like you're playing defensively against monsters and are getting overwhelmed. Using things like Slow/Stop/Sleep/Paralyze helps, as does elemental weaknesses, especially when boosted. Which monsters are you having the most trouble against?
-Absorb: Holy is good late-game when there are enemies that throw Holy around. It also makes the AI act weird if you're wearing Holy resistant gear against Holy Sword units, since the AI thinks Holy Sword skills are Holy Elemental (even though they're weapon elemental). Absorb: Holy won't make Undead units heal from healing magic, since Cure/Raise/etc. aren't Holy Elemental.
I hope that clears things up a bit! Keep up the great work, Panda! ^_^