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Messages - Eternal

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Thanks for your detailed reply! I'll try and address each point individually.

General Notes:
-Items (namely HP/MP healing items) are being buffed. I'm considering making them heal by a percentage, so that they're more useful end-game. That being said, I don't really want Item to be an end-all/be-all skillset. That's kinda what happened in FFT, and I don't want that to happen in A2 as well.

-Debuffs are tricky. Anyone who plays any of my patches agree that I have a sort of fetish for buffing/debuffing. The challenge with debuffs is that enemies have a flat resistance to debuffs. This means, for example, that I can't make things like Frog less accurate than things like Poison. The chance of any debuff landing is (100 - Enemy Resilience), which is a hidden stat that varies from job to job. Things like Blackout, Arm Shot, and Leg Shot will probably end up dealing damage in the near future though. Ultimately, I really want buffs and debuffs to be more useful, but it's tricky since I can't edit the individual hit rate of each particular debuff. (Also, play FFXIII- that game will make you really appreciate buffs and debuffs!)

-Archers are in line for a buff. I'm thinking of making them more AoE focused, whereas the Hunter would be more about precision. Snipers have a new skill called Arrow Rain, and I may make something similar for Archers. Maybe something like Cover Fire. IMO, Monks are great, but they just aren't very flashy. Things like Chakra and Revive can come in real handy, as does Air Render.

-Early game madness is how Hard Mode in general is, honestly. I'm doing my best to make sure end-game is just as tough (or at least ensure everything is evened out), but even with the level scaling hack, I need to be able to edit which abilities enemies have to make it tougher, which is doable at the moment, but it's incredibly tedious. I'm hoping to be able to tackle that in the near future.

-Death by 0 MP isn't really viable in A2. That, and even if it were, I think it would just really make people not want to risk using mages more than they're already hated. Rasp and Soul Sphere will likely be buffed in the very near future; possibly to deal percentile damage, just like Magick Hammer now deals.

-Changing things like Holy Blade to Holy Strike could be interesting. I'll go through the list of abilities and see what's currently Weapon Range.

-Knockback is a challenge. I want it to be useful because it's a fun gimmick, but unlike in FFT, there are so few maps with height differences that Knockback is pretty useless. And knocking a unit back a single tile ultimately doesn't change much. Archers would probably be getting a ranged Knockback skill though with their buff.

-Auctionhouses are being flat-out nerfed in the near future, it's just a matter of finding an efficient way of doing it and still making it useful to participate in Auctions.


-Soldiers are really only meant to be a beginning-game job, but their Art of War skills are a little more useful even endgame now because their Breaks deal damage, and First Aid is free, more potent, and can clear some debuffs. They sync really well with Archers/Hunters. I wanted to give Soldiers equipment breaking skills, but I lack the room.

-Turbo MP is being removed in the next update; just trying to figure out what to replace it with. I'm leaning towards Illude, a formerly enemy-only ability that raises the user's Evasion passively.

-As far as Thieves are concerned, you should really try them now. They can steal better loot earlier, can drain HP and MP, and can steal weaponry and armor now. They're a lot more fun, especially when you use the Brigand's Gloves with them!

-I'm not happy with Blizzard's gimmick at the moment, and it seems to see the least use. I'm thinking of making it more powerful but single target or something. I'm not sure yet.

-Archers are being buffed, so don't worry too much about them!

-I thought I changed Nurse's description ages ago, but I'll check it out. Regen (and Poison) never wear off, and are absolutely amazing to use. In fact, I'd argue that they're almost gamebreaking. First Aid, Nurse, and Chakra are all meant to be similar, but complement each other and be different.

-Aurablast has 2 Range and 1 AoE, meaning it doesn't have to hit the user, but you have to be careful with how you position yourself and how you use it. It's meant to be a little more difficult to use, but it's still very potent.

-I'm really dissatisfied with Samurai at the moment. They're definitely going to see a change in the near future, and probably a totally new gimmick altogether.

-Blue Mage is definitely useful, and I want to nerf White Wind, but it seems like it'd be awful to take away its gimmick, so it'll stay for now, albeit with an increased MP cost, perhaps. Blue Mages rock because they're versatile, but they can't do anything particularly amazingly.

-Necromancer is definitely a niche class, and one that is being constantly reworked. Seal Evil, in particular, is tough to balance. I don't want to make the hit rate less on it, but at present it's ridiculously good. Brainrot and Crucify are going to be reworked (since Crucify is actually bugged at the moment for whatever reason).

-Ninja are actually pretty damn amazing at the moment. I'm not sure if you've played FFT, but FFTA2 GG Ninja are a lot like FFT Geomancers but with Dual Wield. Minimal damage, but AoE (and almost free) debuffs to go around. Katon and Mokuton in particular are really good and can easily cripple enemies. Using them for their debuffs is the best way to use Ninjtusu, IMO.


-Soul Etude is being nerfed, you needn't worry about that either! :D

-Animist is in line to be reworked, but I haven't figured out the specifics yet, and I haven't come up with an idea that I like just yet. Needless to say, it will be changed in the near future though.

-Moogle Heroes are definitely meant to feel flexible. I designed them to be part tank, part melee, part mage, and part healer. My Moogle Hero was definitely an MVP in quite a few fights.

-Fusiliers are getting a buff with their equipment breaking skill accuracy. So, basically, they'll be as accurate as a Myrmidon's breaking skills, but they won't inflict damage, however being used with a long-range weapon means they'll get more range out of those skills. MP costs will likely be applied to those skills.

-Orators need to be revised in the near future. I designed them as one of the first new jobs, before I created things like Scholar, so they've fallen by the wayside a bit. They'll be sufficiently buffed in the near future though.

-Time Mage is losing Undo and Extend and gaining Demi and Comet to give them a few damaging skills.

-Engineer works well as a secondary skillset, and their skills are very potent. I used Moogle Hero with Engineer secondary for a good part of the game and it works really well.


-Fencers are basically melee with flair, which is why their skills are as they are. As enemies become more balanced once I edit their abilities, their skills should find more use.

-Kunoichi are a very high-class job that requires the user to both A) Know how growths work and aim for as much HP as possible and B) Be willing to risk keeping their HP low to get the most use out of their skills. Basically, it's a very high-risk, high-reward job that isn't for everyone's playstyle, including my own. That said, I know of at least a few people who enjoy playing as Kunoichis.

-Occultists are definitely among my favorite new job. Possess is pretty damn broken, but mostly just because other facets of the game are broken. Considering Viera have a wide array of effective skills, sacrificing their turn for another unit to act is a pretty big deal. As far as healing is concerned, using Kirin on your party (Summoner) before using Blood Magick pretty much makes those spells free. If anything, I'll be greatly increasing their HP costs in the near future.

-Dualcast now only works with Red Magick abilities. It's still really good though, and I found myself using it often. Dualcast Cure in particular is really good.


-Bangaa are relatively buffed in the next update. Monk and Templar got a Move boost. I don't use Cannoneer much, but I love Trickster. Their Speed is ridiculously good, and they can attack from 8 tiles away with Cards. Their debuffing skills are also pretty fun.

-Myrmidon probably won't ever get a Taunt ability. If anything, Paladins would. I've considered making a skill that Covers all allies or inflicts Berserk and Immobilize on adjacent units for Paladins, but I haven't decided on any of that yet.

-Lifebreak is wonderful late-game when HP is ridiculously high. That said, you need to watch what you use it on since it's Dark Elemental and most bosses are immune to it.


-Nu Mou can enter Water tiles now, and that's how Squelch, Aqua, Torrent, and Flood are used. They're very potent skills! For the record, Turbo MP works on -any- skill that costs MP, to my knowledge, so it should work with Druid skills as well. Well, until I take away Turbo MP, anyhow.

-Daemons are being reworked slightly to be more balanced. They're going to lose All Ultima for sure.

-I'd argue that after I buffed Scholars in the latest update that they're downright amazing. Here's how they work: spells like Protect bestow the Protect status, which wears off after 3 turns. Scholars, however, can use Paling which bestows both Protect and Defense Up statuses. Protect will wear off after 3 turns, but Defense Up will not. Scholars can also access the Spellbound Passive Ability which makes any buff or debuff they use last longer. Using Scholars effectively have really saved me in some late-game fights, and make you almost invincible, especially with Regen.


-Using Rangers effectively is all about knowing how the AI works. In FFTA2, the AI will always try to go for a back attack when it can. Therefore, placing traps behind your units will make the AI walk into them fairly often, not only causing the trap to trigger, but ending the target's turn. That, and Rangers have Mirror Item, but that may go to Alchemists in the near future.

-Reaver skills DO consume HP when noted in the tooltips, but the animation doesn't display the damage being dealt to the Reaver.

-Vikings are a lot like Moogle Hero. They're versatile units that can attack at just about any range. They're basically a magick option for Seeqs.


-Vartan is definitely an amazing job, and several enemies are weak to Wind. Having one around never hurts!

-Geomancer is being redone in the near future, since it's basically a less interesting Druid at this point. Thinking of making it a magickal version of Dragoons.

Thanks for the insight! Let me know how the rest of the game goes!

Do you have any other feedback, Wrong? I'd love to hear what some of your favorite/least favorite new things are about the mod so I can work on those.

Hmm, thanks for bringing that up. I wasn't aware of the issue with Vajra, but I'll look into it. Unfortunately, there's just not enough room to add the stat growth to each job description, but I love that idea!

As far as All Ultima is concerned, that skill will probably be flat out removed sometime in the near future and replaced, I'm not sure with what yet though. Same with Gigaflare.

Welcome to FFH, Wrongstuff! What skill descriptions are still wrong? Most of them should be accurate, minus the monster and special unit skills. Sadly, I have no idea how to make story units dispatchable, and it probably couldn't be done without breaking the game. :(

Chocolatemoose: Saves will be compatible with each update. :)

I would say that it depends on what you're looking for. Due to the way level scaling works, it works based on your ENTIRE party's levels, so keep that in mind. I, personally, just usually stick to my starting units + story recruits.

FYI: new recruits will scale with level properly in the next update, which will likely be released after the craziness of Valentine's Day next week. In Vanilla, generic job recruits would only scale in level and max out at 30. Now the max is 99. Likewise, all new recruits can now level scale between 1-99 properly in the next update.

Has anyone made any further progress on this? I'm at the point in development in FFTA2 GG where I really need to be able to edit actual formations and units, but that's ridiculously tedious at the moment and I'd love to see a battle/formation editor soon! It'd be great to see with all the new FFTA/FFTA2 patches on the horizon!

I actually totally forgot that recruit levels were capped and that the level addresses were in that spreadsheet until you mentioned it, so thanks! That's been fixed for the next update.

EDIT: I wonder if level could be uncapped to 255...

EDIT 2: Level is hard capped at 99. Sadness.

The testing continues. I discovered a bug wherein Bravery- the new Scholar spell- summons Exodus to drop a meteor on your allies' heads to raise their ATK. As awesome as that is, that'll be fixed for the next update. Also, I discovered that new party members will only join up to level 50, which really kills the party average level for difficulty. I'm at Illua II (The Ritual) now, and even 30 levels beneath me, she can completely solo my party and whittle them to nothing. It's both kickass and awful at the same time.

FFTA/FFTA2 Hacking / Re: FFTA2: Semi-Balance Patch
« on: February 08, 2016, 01:37:06 AM »
Something to note is that during my test run for FFTA2 GG, a lot of enemies in fights seem to have set AI patterns of which skills they'll use. I'm not sure how/why that works, but alas. Even with buffed skills, enemies still act very foolishly quite often, which takes away a lot of the challenge. Brute forcing it with buffs alone doesn't seem to work. :(

Hmm, that's strange. His Steals are marked as 3 Range in the Patcher... that's something I'll have to check on. Also, as much as I wish I could make you able to select which fight you get, I unfortunately don't have that capability. :(

I'm glad you're enjoying it! I'd greatly appreciate a post with all your feedback once you complete the game! :D

To answer your question, the Materia Blade was booted to make room for a multiplayer item in single player. Therefore, it doesn't exist any longer. That being said, Limit Breaks no longer require the Materia Blade specifically, but do require a Sword to be used. Hope that helps!

The Lounge / Re: Ramza in Dissidia
« on: February 04, 2016, 01:08:49 AM »
Air dashing/dodging was in the original Dissidia/Duodecim as well.

Also, not sure if this is real or not, but...

EDIT: And this...

The Lounge / Re: Ramza in Dissidia
« on: February 04, 2016, 01:05:04 AM »
The official introduction trailer. Dat remix.

What changes didn't you enjoy? I can't fix things unless I know what they are. :)

Lamias are initially tough, but using things like Tame helps a lot. Honestly, I like how Hard Mode is playing out. I feel like Normal Mode will be really easy.

Sorry for the inconvenience, but if you downloaded 0.6 or 0.61, please download 0.62, which is attached below. The Scholar changes didn't take in the previous version, but this fixes that. Thanks!

As promised, today I present an update for FFTA2 GG, bring it up to 0.6! You'll definitely want to update using a clean ROM, but your save will still work between versions. The update features the following:

-The introduction of the Corsair, Moogle Hero, and Kunoichi jobs.

-Multiple bug fixes: Kotetsu now deals damage properly, Oust and Parley have fixed animations, etc. Some minor bugs remain, such as Storm's AP cost, as well as Drill Shot and Diaga's AP costs.

-Level scaling; enemies will scale to the party's average level, but if the enemy's level would normally be higher than the party's average, it'll use the higher level for the enemy.

-Multiple balance changes, many of the larger ones detailed below.

-Many textual references to old job names that no longer exist have been fixed. Unfortunately, I still can't edit the job names in the item/ability menus.

Some of the larger balance changes are as follows:

-Scholar buffs now have AoE, meaning they're far more useful. Teleport and Vigilance have been removed for Bravery and Faith, which boost ATK and MAG, respectively. Scholars are the go-to job for buffing your party.

-Magick in general has been strengthened and now proves useful even late-game. I made this change mid-game, however, so if people find that it needs to be nerfed early-game, I'll see what can be done.

-Many broken Reaction and Passive Abilities have been removed from player use (such as Blood Price and Strikeback) and replaced with new ones that were formerly enemy only. This means that the player now has access to things such as Smasher, Resistance Up, and Archmage, just to name a few.

-Many monsters have new elemental affinities. Monsters such as Undead are far more resilient and require far more specialized units to take them on. Necromancers are quite useful. Dragons will likely be being buffed in the next update.

-Flan and Adamantoises have vastly improved DEF. Use magick!

-The Soldier's Break skills now deal damage and have a chance to inflict their respective debuff.

-All Ultima and Gigaflare have been nerfed.

-Chocobo Knights now have the best stat growth in the game, depending on what Chocobo is being mounted. The growth is as follows:

Using Chocobo Knights effectively as you level is key to grooming a proper Moogle warrior, kupo!

-Scions have been completely revamped. Scions were formerly little different from Illusionist skills, and they weren't particularly interesting. Since Scions can only be used once per fight, I decided to make them more akin to Limit Breaks, wherein they have very potent effects, but should be used tactically for best results. Think of them as one-time support units that can be used to sway the battle into one's favor. Their new effects are as follows (text changes haven't been made yet on those, as I'm waiting to see if they're too broken like this or not):

There are many other small changes, but these are the biggest. I hope everyone enjoys the update! Monster skill descriptions are still unchanged, as I'm still trying to figure out what to do with them. As always, any feedback/bug reports are welcome. Attached to this post and the first post are the updated versions!

@Boring Steven: Protectga would imply then that there's a Protect and Protectra, which there aren't. Therefore, Protect will be staying as-is. :P

Actually, I got my wires crossed. Ravager is Vartan now, which means their Crush skills are gone. This means I'll be making the Break skills inflict damage. Hopefully they'll find more use that way.

Animist rework is on hold for a bit. I have yet to fully determine what I want to do with them.

FFTA/FFTA2 Hacking / Re: FFTA EDITOR: All In One v0.7 is now out!!
« on: January 26, 2016, 10:04:59 PM »
If you have any questions, please don't hesitate to ask! I'm here to help! :)

Basically, the Moogle Hero job is based on a number of retro RPG heroes that wielded both sword and magick, and I was just reminded of DQ1's hero who could use both.

Lamias have been slightly nerfed for the upcoming update. Further, Tame has also been fixed. A good way of dealing with Lamias is Taming them and having them Addle themselves. Saves a LOT of trouble, so Tame being fixed will be a big deal.

Thank you for reminding me about Level ? Holy's quirk. I'm going to have to change that so when the levels scale, that spell won't nuke everything. I'll figure out what else to make it. Maybe Level 3 Holy or something.

Soldiers are already getting a Move buff for the next update, so don't worry too much about that. As for Soldier's Break skills not dealing damage, it's because the Ravager's Crush skills do damage and lower stats, so I didn't want the jobs to be the same. I'm thinking of how to better buff the Break skills though.

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