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Messages - Barren

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1
FFT Arena / Re: Team submissions
« on: Today at 12:17:49 PM »
Added two new teams. One of which is a better version of my SCC Team









2
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 28, 2015, 06:06:08 PM »
I know you're trying to help Gaignun. I appreciate your honest opinion. It's just hard sometimes to come up with something that can make everyone happy. So no worries there

3
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 28, 2015, 03:28:45 PM »
What formula would you suggest then? I remember back in the day the formula was SP*WP. Maybe we outta bring it back? Or perhaps add PA to one of the speed calculations? I know I'm no expert at balancing but at least I'm trying

4
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 28, 2015, 12:11:14 PM »
Or maybe we can use a formula that would be like (SP-1)(SP) or maybe something along the lines of ((SP+8)/2*SP)

To give you a quick example of what I am proposing, if we did the (SP-1)(SP)

Ninja with its innate 9 Speed, that would mean (9-1)(9) = 72 at neutral compatibility.
Good/Bad compatibility would equal to 81/63 damage respectively
Best/Worst compatibility would equal to 90/54 damage respectively

That isn't too bad considering that shuriken is instant throw single damage and should obey the laws of physics by not going through walls :P

Now lets say if we max out a unit with 15 speed. Thief is probably best for it.

Thief with its innate 15 Speed, that would mean (15-1)(15) = 210 at neutral compatibility.
Good/Bad compatibility would equal to 236/184 damage respectively
Best/Worst compatibility would equal to 262/158 damage respectively

Now that is insane damage but if you go the 15 speed route you risk getting KO'd almost immediately due to the low HP, unless you have a haste/slow on your side. Of course if you factor in defense UP and protect then the damage despite the speed should be significantly lower. If the 15 speed unit has only 4 move then its range would only be 4. Just like in vanilla. The poison proc can still stay because at least it can sill have its lasting effect.

Now if we did the other formula I proposed, it would look like this:

Ninja with its innate 9 speed. ((9+8)/2*9) = 77 damage at neutral compatibility
Good/Bad compatibility would equal to 87/67 damage respectively
Best/Worst compatibility would equal to 96/58 damage respectively

Now thief with maxed out 15 speed. ((15+8)/2*15) = 173 damage at neutral compatibility
Good/Bad compatibility would equal to 194/152 damage respectively
Best/Worst compatibility would equal to 216/130 damage respectively

Now that is a little lower in case anyone feels the first formula is a bit too powerful and I don't mind if anyone wants to tweak these formulas to get them to work. I just figured I can borrow other damage calculations and let speed be a factor this time other than PA or MA

5
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 27, 2015, 09:44:04 PM »
Me and Reks were talking about the mage masher dagger. No one uses it because there's a lot of silence protection going on. Maybe we should ditch the mage masher and call it something else?

I was thinking the mage masher to gladius and it can trigger slow. I'm thinking 50% chance or 33%. Of course in order to do that we should remove the slow proc chance from the heaven's cloud katana. Maybe give that katana a increase in weapon power

6
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 27, 2015, 04:26:05 PM »
I usually just test myself and this time around (like other players) I'll report anything that I see that is wrong in terms of glitches or bugs.

Monsters will have to be rebalanced to make them reliable to use. I would have to pull up some monster stats and go from there. Or if anyone else is up for the job as what would monster stats would look like if there were level 35.

After looking through philsov's report on the FFT human/monster stats this is what I discovered:


I didn't include the bards, dancers and calculators because their stats is terrible and I do like how our current bards, dancers and scholars are (at least until next patch). So with all of these stats collected I was thinking of rebalancing some of the classes. I know we already discussed some beforehand but I was thinking maybe we can borrow this data and tweak them. I do think not all of the of the human stats needs to be touched though, some are just fine as they are. Monsters obviously will need a buff in speed and to some degree HP. I don't remember all of their skills off the top of my head but I do know quite a few that are obvious i.e. uribo, porky and wildbow has nose breath which inflicts charm instantly. So what should we do with these stats do you think?

7
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 27, 2015, 11:58:42 AM »
I know I said this in the past but I don't like shuriken's animation and the way it functions. Shurikens goes through walls and can hit 4 times. While I understand its a Final Fantasy game but its just a bit unrealistic for me. I do like the throw with shuriken from vanilla. I am fine with the poison proc though.

It should (at least in my opinion) be a single throw attack with a damage formula of SP*SP with the range of your movement. Of course not boosted by attack up because that would be asking for much but still. At least ninjas with lets say hidden knife and defense up can still be a bit beefy while landing those concentrated shuriken throws. I wouldn't think it'd be that broken considering that speed isn't that easy to use without dying too quickly. Thieves with throw might be an exception. Plus I think it can open up a good offensive option for anti-sandbag purposes aside from gunshots and elemental.

Of course that's only my opinion on it.

As far as Lancer skillset, I guess if we opt to go for something different we can try to borrow skills from the dragoon class in FFTA and see if we can make anything out of it.

And I know I'm not the only one thinking it but who wants to see monsters actually being used? I think a monster mash can be fun! Of course that's wishful thinking (unless it can happen and all of our dreams will indeed come true)

8
FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 26, 2015, 05:52:26 PM »
If you look at one of TrueLight's teams unshakable faith his team is set for the ninja to cast heretic.

My anti oil ninjitsu is set up the same way. Make a lore unit that goes before your heretic unit that way the AI will use heretic onto him/herself

9
FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 26, 2015, 10:16:41 AM »

10
FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 25, 2015, 08:46:46 PM »
After so many hours of work (my job) and preparing for college next week financially, now I can present to you the next two matches! Enjoy :D

FFT Arena AI SCC Tournament Match # 23 - Reks vs Heroebal

FFT Arena AI SCC Tournament Match # 24 - silentkaster vs Rouroni Elmdor

11
FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 24, 2015, 07:24:09 PM »


12
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 23, 2015, 01:09:08 AM »
If there to actually make changes with FFT Arena like the ones we discussed I would work on the patch for it to be used. Like actually edit the patch with updates and such. Alas we wait for FFMaster to proceed

13
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 22, 2015, 11:50:39 PM »
Well I did propose a few ideas already. Some did get rejected. But what I was going to show off was a video of the recent changes already made so that way people can get hyped up for the new FFT Arena.

14
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 22, 2015, 11:22:06 AM »
Maybe turn the spear into a blood spear and probably change the sprite color to red?

15
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 21, 2015, 07:52:14 PM »
Well regardless of how the changes go I'll make a promo video for the newest FFT Arena patch. Showing off the changes and everything else

16
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 21, 2015, 05:14:23 PM »
I would think if the formula involves PA then Attack Up. Elemental is am exception because the formula also relies on MA. So maybe Nether spells can get geomancy formula but more emphasis on PA. Unless of course it does nothing to help

17
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 21, 2015, 10:37:19 AM »
Can we also add the immune death sentence to the genji shield and the gold armor? It prevents the AI from doing something foolish and let the enemy roam freely for a couple of turns and then DS failing spectulary

18
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 20, 2015, 09:26:11 PM »
In short "proc" mean programmed random occurance. It triggers under the correct circumstances. Elemental is a prime example of that.

Just like when we use the term "sand bag" it's a resurrection/healing chain. The sand bagging can continue until the loop gets broken

19
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 20, 2015, 11:08:42 AM »
Maybe we can change one of the daggers to swordbreaker which can have a chance to proc weapon break

20
FFT Arena / Re: 2nd FFT Arena Single Class Challenge AI Tournament
« on: August 20, 2015, 10:27:51 AM »
No shintroy because we are trying to avoid byes as much as possible. And besides if you win then back out it would disrupt the flow of the matches needed to be recorded. I'm sorry if that comes off wrong for you but you got to keep going until you get beat. Plus also it wouldn't be fair because if you beat mudvayne then leave as he takes your spot it wouldn't be fair to anyone else who hasnt been eliminated yet or already has to get that kind of special treatment. Everyone who entered knows the rules going into it. With that said...


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