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Messages - Eternal

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1
So, I think Berserker will be the next job I tackle. I need to test if this will work or not, but I think Berserker is going to become a class that focuses on brute force, raw offensive might fueled by devastating combos. Basically, by comboing the various Berserker moves, you'll be able to execute chains of attacks that deal tremendous damage, increased radius, and increased precision.

Proposed Skillset:

Scream: Bestows Berserk, Attack Up, and Critical Up on the user.
Ravage: Deals weapon damage to the target and makes the user's next weapon attack more accurate.
Furore: Deals physical damage to surrounding units, knocks them back, and may Immobilize them.
Bloodlust: Increases the user's next weapon attack damage, will stack with Haymaker.
Sovereignty: Deals weapon damage to the target and increases the AoE of the next weapon strike by 1.
Unfeeling: The user takes no damage for a single turn, but becomes far more vulnerable to debuffs.
Haymaker: Deals weapon damage to the target and makes the user's next weapon attack more powerful.
Combo: Deals weapon damage to the target and increases the amount of attacks done with the next weapon attack.

Basically, the Berserker's bread and butter would be to either Scream and just rampage everything mindlessly, or use Unfeeling and Bloodlust as you draw near the enemy, followed by your combo skill of choice; using Bloodlust -> Haymaker -> Sovereignty for raw power, or using another combination of skills depending on the situation. I need to make sure I can make this happen (since self procs can be wonky in A2), but I think I can pull it off.

2
Thank you all for the feedback! It always makes me feel good when I get feedback, especially since I've been uber busy lately and depressed that I haven't been able to work on A2 as much as I've wanted to, among other life drama going on at the moment. Your timing is rather prudent, since I've been hoping to work more on A2 as things slow down a bit. That said, I've switched around a lot on my computer and I'm having issues with Desmume saves, so I need to play around with it for a bit. I'm currently coming up with concepts to replace jobs like Templar and Berserker. Namely, things like Templar will stay Templar, but with revised/improved themes.

Allow me to first focus on you guys' thoughts about the current jobs:

-HUMES-

Soldier: Soldier is definitely intended to be an early-game class, much like FFT's Squire. That being said, the Breaks are infinitely more useful now, and can still be used for a large portion of the game should one desire to. For that matter, if one has Art of War as a skillset, there's almost no reason to use a normal attack when you can be Breaking an enemy's stats. Since Breaks can be used with Weapon Range, using it with an Archer, a Hunter, etc. is also a great combination.

Thief: Thieves will be buffed by proxy when we have the ability to edit enemy formations and I can give them full equipment sets. As it stands right now, much like in FFTA, FFTA2 enemies are poorly equipped to deal with your party, and once they're buffed, the Steal skills in turn will find more use.

Archer: I disagree that the Rooted status needs to go on a Summon AoE skill, but I do think a Speed boost would help them immensely, to help them get more chances to debuff their enemies and bind them. A quick Archer could be really deadly in the right hands, if they were speedier.

Fighter: I find it kinda hilarious (and unintentional) that Grapple works on large enemies. I think I'll keep that just because it's funny as hell.

Paladin: Cover is single-target, but the Druid's Golem's Cover is not. That's a weird bug though. It's something to keep in mind, too, as I was considering making Cover AoE, but I don't think I will.

Hunter: To be completely fair, I don't like Drill Shot either. It was mostly just a fill-in until I found something better to replace Ultima Shot with. I may give it a linear AoE so that it's more useful, so that it deals AoE damage and bypasses Defense. Not sure yet though.

Black Mage: I agree with you about Blizzard's gimmick not being that great. I think what I'm going to do is give it a chance to inflict Rooted so that mages that use it are protected by slinging spells from afar. You can either go for Range with Thunder, AoE with Fire, or keep enemies at bay with Blizzard.

White Mage: Thanks for pointing out the issue with Holy! That's been fixed immediately. I'm debating whether I should buff Cure/Cura/Curaga, but I don't want it to be crazy.

Necromancer: Definitely a situational job, but things like Seal Evil are ridiculously helpful in Undead battles. In fact, Undead were buffed to a point where Necromancer, White Mage, and Black Mage shines. That said, I want to change some of their skills. Tainted Love will remain the same, but won't be able to Charm Undead, since that's what Styx is around for. Bard is being nerfed slightly, so things like Requiem won't outpace the Necromancer's sheer ability to decimate Undead.

Blue Mage: Definitely still a good job, very versatile, but it's not nearly as overpowered as it was before. Makes for a great secondary skillset!

Seer: Spells that can be Magick Frenzied are also the spells that can be Dualcast, so using Magick Frenzy is a lot less overpowered than it was before, but it's still quite potent.

Samurai: I definitely agree, I'm pretty let down by Samurai as well. Thankfully, that's why testing exists! Part of what I've found is the problem is that stat growths in FFTA2 are very important. By the time you unlock Samurai, you've sunk a lot of points into Physical Attack, and their skills are Magickally based. To that end, I think I'm going to simply switch their Iaido skills to being physically based, and that should make them more useful. Whereas the Fighter is about damage, the Soldier is versatile, and the Paladin is about defense, the Samurai would be about physical AoE skills with the ability to debuff enemies that try to get close to it and take it down. With its low defenses, using evasion tactics would be crucial until the Samurai gets to stack debuffs on surrounding units.

Ninja: Using the -ton skills for their debuffs is what I used them for. Think of it like FFT Geomancy. Not great for damage, but wonderful for crippling enemies! Dual Wield is always a plus, too!

-BANGAA-

Warrior: Much like Soldier, it blends well with Ranged jobs, such as Cannoneer and Trickster.

Monk: Chakra and Revive are great skills that can be used all-game, and makes for a great secondary skillset. Holy Sign also removes all buffs and debuffs, so it can be used for both offensive and defensive purposes. It becomes slightly trickier if a unit is afflicted with both, though! :P

Gladiator: Gladiator is being revised in the very near future, simply because I don't like a lot of it. I only have four skills to play around with on them though, so that's the tricky part. Ultima Sword will probably remain in some capacity though!

Myrmidon: Like Thieves, Myrmidons will benefit greatly from improved enemy rosters. Frost/Storm/Burn are great for non-human fights, especially if Frost gets Blizzard's Rooted upgrade. Ultimately, I think they'll stay as they are, simply because I know they'll be far more useful once enemies get upgraded.

Dragoon: Much like Gladiator, I don't have room to mess with them too much since they share skills with Dragons. I have some ideas in mind, but I'm not sure how to implement them yet. That said, I agree that they feel too same-y.

Oracle: Well, Sheep Count shouldn't be 100% Sleep (and has now been fixed!), so that helps Repose stay on par slightly. I wouldn't be averse to making their debuffs inflict damage as a way of making them stand out a little more. That said, my other idea was to reduce Resilience all around to make debuffs slightly more accurate, but I'm not sure how everyone else feels about that.

Templar: Templars are being buffed. Again. Note that they have a dual use that not many people use them for, and that's (shockingly) outspeeding the enemy. Templars have access to Haste and Piercing Cry (which flat out decreases Speed, and persists, unlike Slow). Rasp will be greatly buffed and Soul Sphere will be becoming something new altogether, most likely, perhaps a Slow spell, or a Reflect ability. To that end, I want them to become veritable mageslayers, so these buffs are needed. A big issue with Rasp at present is that it's considered Magickal, which means three things. 1) Bangaa have crap MA and can't do much regardless, 2) Enemy mages tend to have high Resistance, and 3) Even at 100 Power, Rasp can't dent high enemy MP late-game.

-NU MOU-

Druid: Everyone loves Thorns, which is kinda hilarious since I thought nobody would use it! I'm really glad to hear it's popular. Thorns might get a nerf soon to be on par with Level 1 Magick (20 Power instead of 30), but I'm a little afraid to touch it now that everyone likes it, haha. My other idea is to simply reduce Vertical Tolerance from 3 to 0. 3 seems excessive.

Time Mage: Yes, Comet can be used with Snake Eyes! Dualcast (with your Moogle!) at your heart's content.

Scholar: Scholars at present are pretty damn powerful, and will be even more useful once enemies are able to be buffed. Things such as Paling and Magick Barrier can make you nigh invincible, even if they are single-target. I used them in some difficult late-game fights, and they helped tremendously. Regen, as always, is useful, and Veil is great when you're fighting debuff spamming foes. I used them as a secondary on my healer and had great results. They also make for a great skillset to use before you get into the thick of the fight.

Daemon: Such a tricky class to balance, and I knew it'd be that way from the start. Dark Holy is already slated for a buff from 140 to 180 power, which should make it more usable. Do you recall what ability you used inflicted Doom? I thought I removed all instances of Doom, but I knew I'd miss some.

-VIERA-

Fencer: I'll have to look in to why Retreat isn't working. It was working fine when I tested it. Yay for more testing! Hopefully it at least feels like a more interesting starting job now. It has a lot more depth than it used to.

Occultist: Possess is interesting in that it can only access skills that are in an immediate skillset. So things that require going into a sub-sub-skillset can't be used by Possess. Using their other skills strategically is key. Geist is great for restoring HP and MP and completely undoing (literally) an enemy's hard work. Abomination can quickly prevent enemy advance, Offering is a great desperation move, Elder One deals huge damage and can cause chaos among the enemy ranks, Squassation is great for dealing damage and quickly summoning support Espers, Sanguis flat out deals a lot of Water damage, and Xenoglossia is one of the best mage support skills in the game. As with other advanced jobs, it's all a matter of using it tactically. Granted, Possess (even used on your own allies) is a great way of accumulating damage, but there are many ways to play Occultist.

Sniper: Doubleshot is going to be replaced with a skill that damages and delays an enemy's turn, which is quite valuable (especially against monsters) early on. While not flashy, I think it's a better alternative to current Doubleshot.

Summoner: Summoners are basically glorified Black Mages, but for Viera. Thankfully, they smart target and things like the wide AoE Regen and Reflect are convenient, niche things you can't really find anywhere else. Much like Viera as a race as a whole, they don't excel in anything, but they can always fill a role in your party.

Kunoichi: This was such a risky job to make, but I'm glad people enjoy it. Definitely not my own cup of tea, but it makes me happy to see people using it! Note that I try not to risk adding Quicken to too many things; the AI spams it to no end and it draws battles out.

Green Mage: To be fair, Green Mage is a starting job, and isn't overly flashy. Extend is a great buff, and using Protect/Shell at the very start of a fight when your units are grouped together is great. Evasion Up is a great buff for frail units late-game as well. I think Green Mage will more or less stay the same, but perhaps get a boost in Attack so they can actually hit things fairly hard with their hammers.

Spellblade: Glad to hear that people are enjoying the class! Blitz and Sanguinate will both be getting MP costs in the next update.

-MOOGLE-

Moogle Hero: Dia is great for killing Undead, and Heal is great when things are getting dire as a quick pick-me-up. The Moogle Hero may not be great at magick, but it sure as hell tries!

Corsair: Here's how it works. It IS basically Tinker, but how it works is that even if it displays 100%, it's not lying. It will be a 100% chance. It's just that it only has a chance to hit either all enemies, or all allies in the targeted radius. So if you're not seeing anything, it just means the game rolled the target that doesn't exist within the area. And I thought I gave Corsair the ability to use Cards and Guns. I'll double check it, and if they can't, I'll fix that for the next update.

Engineer: Satellite Ray is amazing, but once you unlock Fallout late game, you'll love it. 100% accuracy and Poison proc can wipe entire swaths of enemies out. Healbot gets outclassed rather quickly, IMO, but it's still great for a quick patch-up job.

-GRIA-

Vartan: You can only Dualcast skills that you know, so if you haven't learned those two, you can't Dualcast/Frenzy with them. I'll play with Gale/Cyclone/Whirlwind and see how I should go about making their numbers a little more fair.

Ravager: On the list to be fully revamped. I'm thinking it's going to be a Shield-related job, focusing on evasion, and bonking things on the head with their Shields.

Gourmand: Gourmand is full of surprises. Keep playing with it and I'm sure people will find some pretty amazing uses for them. ;)

-SEEQ-

Berserker/Viking: On the list to be fully revamped. I have some interesting things in mind for them.

Ranger: On the list to be buffed, just not sure what I have in mind yet. Definitely an increase in Speed.

Reaver: Shadowblade will be gaining an MP cost, just not sure how much yet.

-SPECIAL JOBS-

Bard: Angelsong will be nerfed slightly, and Soul Etude will be changed, just not sure how I want to go about it yet.

Dancer: Dancer is overall pretty damn amazing, as her changes were made long before I balanced everything else. (Same with Bard, for the most part). Mincing Minuet will be nerfed, among a few other tweaks to her job overall.


Thank you everyone for the feedback! Sorry it took so long for the reply, but again, things have been crazy for me lately! That, and I've become addicted to FFXIV...

3
Thanks for the reply! I'll address each of your concerns as best as I can. I'm hoping to release an update in the near future, but it probably won't address these points, per se.

-Monsters being a pain early on is a tough thing to manage. As you've noticed, monsters are buffed now, for two reasons. For one, I want to make fighting them feel like you're fighting legit enemies instead of just a random battle. That said, there are lots of easy ways to handle them as you learn more skills. Getting a Black Mage and a level one spell helps a lot. The second reason being that you can tame them and use them and I want them to be useful from a player's perspective, which they really weren't in Vanilla.

-I'm aware of the Vigilance animation bug. It's not something I can easily fix, and it's purely cosmetic, so I'm not particularly worried about it.

-Goblin's Spin Punch was given that buff to match the Monk's Cyclone attack change, but it's superior in that it ignores allies, which gives them a unique gimmick that was similar to Vanilla Iaido. Recruit one for yourself and see! :)

-Level scaling was done to make battles more interesting without the player having to worry so much about level. In Vanilla and mods that simply increase level, level either doesn't matter at all (because you outlevel the enemy), or you have to grind to match their level to progress. With level scaling, the odds are fair, and strategy means a lot. In terms of a reason to level, stat growth is very much a thing and matters a lot with how you grow your units.

I hope this helps!

4
@Snowday: Yes, Quarter adds Slow. It's supposed to make it a little more useful than it was prior.

@Captain: EXP is handled exactly how it is in Vanilla. No large EXP gains here! The only real difference is that enemy levels scale now, so bear that in mind.

@Blanky: There's several weird bugs that need cleaned up and in general, it's not polished as to how I'd like it to be. I keep comparing it to how clean and neat FFTA2 GG is, and it just makes me want to restart from scratch with all the nice new tools that we have.  I've also been super busy with offline stuff, so it's been difficult to work on it and not get burned out.

5
WotL has an extension to that limit. IIRC (it's been a while since I've tested), in WotL, you can have more than 9 spritesheets, but you're still limited to a max of 16 units in battle.

6
Yeah, I was really hoping to make Onion Knights similar to FFV Freelancers, but that's apparently not gonna happen. :(

The purpose of Kind Of is to rebalance the game without really changing it from Vanilla too much. Ultimately, one could play KO and not know it wasn't Vanilla FFT without looking at mechanical changes. To that end, changing Ramza and Boco's job won't be happening anytime soon.

7
Thanks for giving KO a try, Wolfenstein! Onion Knight skillset issues are a known bug, and I really have no way of fixing it, so they'll likely be losing their skillsets in the next update, which should be coming out within a month or so. Let me know what other feedback- good or bad- you may have since I'm preparing for an update and would like to make all the fixes that I can!

8
Hey all! Just a heads up that I'm still working on the next update, but progress has been slow since my computer is out being upgraded. I'm looking to have the next update out by the end of March!

9
FFT: Complete / Re: Download the Patch: Current Version .50
« on: March 17, 2016, 02:48:30 AM »
Having played TO PSP and getting a better feel for the style, I'd like to rewrite the spell quotes for 1.0.

10
There are a few tips to beat Bremondt's Dragon form. The first is to take a deep breath and realize that his most threatening skills are of easily nullifed/absorbed/resisted elements. First, keep units spread out on the field. That way, if you have bad luck and his skills hit, you'll only lose one unit instead of many. It may also be worth using elemental resistance items. Soulbind can also be threatening, but it mostly serves to make him more of a tank than usual. Bremondt also has 10 Faith in his Dragon form, making him susceptible to Marach's skills if you feel so inclined. Using things like Haste and Shell + Arcane Defense helps immensely! He's basically designed to be a giant tank (like Yiazmat), but he can kick some ass if not properly dealt with.

11
Blue Magick is more or less the same as Vanilla, with a twist. When a monster uses it, it'll often have a more potent effect than if a Blue Mage uses it. This was done for two reasons: For one, a Blue Mage is just mimicking the true technique, meaning it won't be as effective. And secondly, it's done for balance reasons.

12
Glad to hear you're having fun! The Rooted status only appears in Vanilla when a unit uses Mortar, and it doesn't display that text, so it was never translated as it was never meant to display. It's a known thing, and I'm not particularly inclined to fix it anytime soon. I didn't change any of the Laws, so they were the same in Vanilla.

13
@Bear: Thanks for the heads up! I'll make a fix before I go out of town on Thursday. Naturally, the one thing I didn't test because it seemed so straightforward is messed up because of a mislabeling, heh. I'll try and figure out what happened with Vine, since it worked fine when I tested it ages ago.

@Madeen: Nothing different planned for them yet, really. I'd love to learn how to edit Clan Privileges though.

14
In an ideal situation, I'd be able to make it scale based off the highest level party member in the clan, but that's not viable at the moment. C'est la vie. :(

15
Unfortunately, at this time, it takes the average level of your entire clan into account. So while this means that enemy levels will be slightly higher than Vanilla, it's not really enough to make it too much more challenging since unless you swap units out constantly, units like Adelle and Cid will drag the average level down. That said, units that are above the average level will retain their vanilla levels, meaning things like Cinqueleur will still be (somewhat) challenging.

16
Welcome to FFH, Johnny! During my test run, I tested it on Hard, and it seemed to be about where I wanted it. It's pretty grueling early-game (especially against monsters), but it events out quickly. Using buffs and debuffs are vital, as is positioning your units carefully. Don't worry about stat growth. I had my units as all different jobs and they turned out fine. Plus, you have several levels of growth to mess with, so it's not like you're stuck with what you make.

17
Madeen is correct. If you happen to have access to the Wygar armor, that will also defend against KO.

18
Bear is correct, Darkga has a chance to inflict KO. Using things like Reflect, Astra, and spreading your units out is vital for that fight. Dark inflicts Blind, Darkra inflicts Sleep. Monster skill tooltips will be updated when I ultimately decide what the heck I want to do with them, heh.

19
It's here! Attached to this post and soon the very first post is FFTA2 GG version 0.70. We're getting there, folks! This will be the last update for a bit until more gets documented and researched, and should be mostly bug-free.

GENERAL:
-POTIONS NOW HEAL 50 HP
-HI-POTIONS NOW HEAL 25% MAX HP
-X-POTIONS NOW HEAL 50% MAX HP
-ETHERS NOW HEAL 50 MP
-TURBO MP HAS BEEN REPLACED WITH ELUSION
-CERTAIN SKILLS HAVE HAD MP COST CHANGES
-MOST SOURCES OF REVIVAL NOW ONLY REVIVE A UNIT WITH 1 HP

SOLDIER:
-BREAK SKILLS NOW TAKE FACING INTO CONSIDERATION

ARCHER:
-LEG SHOT TO DEAL DAMAGE AS WELL AS DEBUFF
-ARM SHOT TO DEAL DAMAGE AS WELL AS DEBUFF
-BURIAL TO BECOME SURGE, DEALING WEAPON DAMAGE AND KNOCKING TARGET BACK
-LIGHTNING STRIKE TO BECOME COVER FIRE, DEALING HALF WEAPON DAMAGE OVER A LARGE AOE, REQUIRES BOW/GREATBOW
-BLACKOUT TO DEAL DAMAGE AS WELL AS DEBUFF

PALADIN:
-DEFEND TO BECOME TAUNT, INFLICTING IMMOBILIZE AND BERSERK ON AN ADJACENT TARGET
-COVER TO BESTOW DEFENDING ON USER AS WELL AS COVER
-HOLY BLADE TO BECOME HOLYSTRIKE, WEAPON RANGE, HOLY DAMAGE, DISPELS BUFFS ON HIT
-WAR CRY TO SILENCE SURROUNDING UNITS

HUNTER:
-OUST NOW MAY DELAY A MONSTER UNIT, RATHER THAN BLIND IT

SAMURAI:
-DAMAGING IAIDO SKILLS ARE NOW STRONGER

NECROMANCER:
-BRAINROT NOW DEALS FULL MP DAMAGE ALONG WITH HP DAMAGE
-SEAL EVIL NOW HAS REDUCED ACCURACY
-PUTRIFY IS NOW STRONGER
-CRUCIFY NOW FUNCTIONS PROPERLY, HAS AN INCREASED MP COST

NINJA:
-UNSPELL NOW HAS 4 RANGE

ANIMIST:
-CUISINE NOW RESTORES 50% OF AN ALLY'S MAX HP

FUSILIER:
-FIRESHOT IS NOW AIM, BESTOWING ACCURACY UP TO THE USER
-BOLTSHOT IS NOW BINDSHOT, DEALING WEAPON DAMAGE AND IMMOBILIZES THE ENEMY FOR A SINGLE TURN
-ICESHOT IS NOW BARRAGE, UNLEASHING TWO WEAPON STRIKES AT ONCE AT HALF ACCURACY EACH
-TRUESHOT IS NOW DASH, INCREASING THE USER'S MOVE
-WARPSHOT'S ACCURACY IS NOW FIXED

ORATOR:
-INTIMIDATE'S MAGICK DOWN EFFECT NOW HAS PERFECT ACCURACY IF ATTACK DOWN LANDS, INSTEAD OF BEING CALCULATED SEPARATELY
-FRIGHTEN'S IMMOBILIZE EFFECT NOW HAS PERFECT ACCURACY IF SLOW LANDS, INSTEAD OF BEING CALCULATED SEPARATELY
-INSULT MAY NOW INFLICT ADDLE AS WELL AS BERSERK, WITH ADDLE LANDING IF BERSERK LANDS
-MIMIC BABUS NOW HAS 4 RANGE

TIME MAGE:
-UNDO IS NOW DEMI, WHICH DEALS 50% DARK DAMAGE TO A UNIT BASED ON CURRENT HP
-EXTEND IS NOW COMET, WHICH DEALS NON-ELEMENTAL MAGICK DAMAGE IN A SMALL AOE

TEMPLAR:
-RASP AND SOUL SPHERE TO DEAL MORE MP DAMAGE

GREEN MAGE:
-SLEEP IS NOW BLESS, WHICH EXTENDS THE DURATION A BUFF OR DEBUFF CAST BY THE AFFECTED USER PERSISTS
-BLIND NOW HAS 2 AOE
-OIL NOW HAS 2 AOE

SPELLBLADE:
-WISPLIGHT NO LONGER BESTOWS EXTEND

SNIPER:
-BESO TOXICO NOW DEALS DAMAGE AS WELL AS DEBUFF
-DEATH SICKLE NOW DEALS DAMAGE AS WELL AS RANDOM DEBUFF
-MARKSMAN'S SPITE IS NOW BARRICADE, WHEREIN THE USER SETS SPIKE TRAPS IN TILES SURROUNDING THE USER
-ARROW RAIN IS NOW EAGLE SHOT, WHICH DEALS WEAPON DAMAGE TO ANY UNIT ANYWHERE ON THE FIELD, REQUIRES A BOW/GREATBOW

DAEMON:
-ALL ULTIMA IS NOW DARK HOLY, DEALING TREMENDOUS DARK DAMAGE TO A SINGLE UNIT
-ULTIMA MP COST UP TO 99

BARD:
-SOUL ETUDE TO CURE DEBUFFS OF ALL ALLIES

GEOMANCER IS NOW GOURMAND, WHICH USES A VARIETY OF NICHE SKILLS AND CAN CONSUME ITEMS TO ALTER THE FLOW OF BATTLE.

http://imgur.com/a/ifsPJ
http://imgur.com/emMr2EA

If you come across any bugs or have any other feedback, just let me know! This is a working patch, which means I'm open to and welcome community input! Seeq and Animists are going to be redone for the next update, and I know Regenerate is bugged (though I'm not sure why), so don't worry about those. Thanks to everyone who's played so far, and I hope everyone enjoys this update!

20
The stat boost would only be for the battle (until the unit dies), just like any other stat boosting buff. It would raise ATK, DEF, MAG, RES, and possibly SPD. I forget which stats are incorporated into the Stats Up effect.

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