Please login or register.

Login with username, password and session length
Advanced search  


Please use .png instead of .bmp when uploading unfinished sprites to the forum!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - FFMaster

Pages: 1 [2] 3 4 ... 75
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 11, 2014, 12:55:15 PM »
Yeah, that's a bug. Was there anyone using said Harp? Also, can you upload the generated memory card so I can test?

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 11, 2014, 04:47:46 AM »
No. I'll explain all this in detail.

First, the trivial scenario. If a Mime uses an attack or ability normally just like how any other unit does, it will use the equipped items as normal. Without any Equip abilities, this will be a punch. Note that Mime does not have innate Martial Arts anymore, and the attack will be very weak.

If a Mime mimics an attack, the left and right hand equipment changes to what the original user was holding. For example, if a Paladin uses Grand Cross with an Excalibur, the Mime will also mimic Grand Cross with an Excalibur. Once the mimic ends, the Mime will be given back the original equipment he had. If a shield was equipped, it will be put back on the correct hand.

HOWEVER, the changed equipment will not grant the innates from the new equipment. In the above scenario, the temporary Excalibur will not grant the user Strengthen: Holy. This means that if both units had the exact same Brave and PA, the original user will do more damage, due to Strengthen: Holy unless the Mime also has Strengthen: Holy from another source (for example, 108 Gems). Innates include bonus PA, MA, Speed, Immunities, Weaknesses, Resists and Strengthens as well as status effects. Basically, anything in the Attributes tab.

CONVERSELY, any innates that the Mime has gained from the equipment in his hands will not be lost. For example, the bonus PA from Genji Shield will not be lost during a Mimic, or the MA bonus from Rune Blade.

Be careful how you build your Mimes. A Mime copying a Mace of Zeus Grand Cross will not be able to absorb it unless there is Absorb: Lightning already on the unit somewhere. If in doubt, use skills that won't hit self, like Summons or Southern Cross.

FFT Arena / Re: Compatibility image
« on: October 11, 2014, 04:32:05 AM »
Yeah, thanks.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 11, 2014, 03:30:35 AM »
Eternal is correct.

The game checks for the Performing flag, and it it returns true, the entire Short Charge routine is skipped.

FFT Arena / Compatibility image
« on: October 11, 2014, 12:20:58 AM »
Does anyone still have the compatibility image? The one in photobucket is gone and I don't have a saved version.

FFT Arena / Re: Deep Dungeon Lighting ASM?
« on: October 10, 2014, 09:58:21 PM »
Xif is the one that made that change, not me. I don't know how.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 09, 2014, 08:45:50 PM »

FFT Arena / Re: Arena battle videos and discussion
« on: October 08, 2014, 10:37:44 PM »

Help! / Re: Best way to get enemies to use wider variety of skills?
« on: October 08, 2014, 05:49:04 AM »
Giving reasons to cast different spells is the best way to about it. For example, your  Fire/Ice/Bolt spells are exactly the same, except for element. Ever wondered why the AI loves using Fire and Shiva? It's because they are at the top of the list while the exact copies (Ice, Bolt, Ifrit, Ramuh) are lower on the skill list.

So you can take a few things away from this:
- Units will use skills higher in the skillset more often, if the skills are similar.
- Units will always be efficient. If There was no difference between Skill 1 and Skill 2 except Skill 2 does a bit more damage, the AI will almost always use Skill 2.

Skills that do only damage are considered similar skills. You can change it up by adding different cast ranges, charge times or adding statii.

FFT Arena / Re: FFT Arena Stream day
« on: October 08, 2014, 05:39:51 AM »
No. We had to cut the stream short because it was far too laggy. Also, we have no recordings either. The whole day was just full of problems.

FFT Arena / Re: FFT Arena Stream day
« on: October 08, 2014, 02:19:01 AM »
The Double Slasher shot was insane lol.

Barren's luck is terrible, getting all self procs.

And for those who were wondering, Hi Potion heals more than X Potion if the unit is over 325 HP now. I did this change because the average HP has gone up overall compared to when Arena started.

FFT Arena / Re: FFT Arena Beta 139b
« on: October 06, 2014, 12:06:11 AM »
Heal now does cure Stop status.

And thanks for noting all the inconsistencies. I'll update robes in MG now.

FFT Arena / Re: FFT Arena Beta 139b
« on: October 05, 2014, 10:40:31 PM »
It's supposed to be 9/7 but I screwed up. Mime will have the same problem too =/

FFT Arena / Re: FFT Arena Beta 139b
« on: October 05, 2014, 10:02:04 PM »
Ok, updated to 139b. The SCEAP.DAT says 138, I did this as quickly as I could.

FFT Arena / Re: FFT Arena Beta 139
« on: October 05, 2014, 10:02:47 AM »
The problem is that the memcard generator doesn't know where the new item attributes are. I need to ask Xif to help me with that. Just ignore the errors. It will work fine ingame.

FFT Arena / Re: FFT Arena Beta 139
« on: October 05, 2014, 09:41:27 AM »
It's for people to take a look at the data and check everything themselves since you can't open the ISO anymore. I know people have found problems before, and I know people use all the data available, not just what's in the MG.

FFT Arena / Re: FFT Arena Beta 138d+Hotfix 2 Download
« on: October 05, 2014, 03:14:09 AM »
139 has been released. A few comments:
- I did not implement any scholar changes. I felt the magnitude of this patch was huge already, and knew that the new Scholar skills would be far too strong, and so scrapped the idea until next version.
- Mimes I believe are slightly overpowered. However, I wish for the players to make their own decision, and maybe show that my testing was wrong again.
- The Oil change was supposed to come with a change to Weak/Half/Absorb. However, I felt it unnecessary. This way, Oil becomes super strong only against people who were trying to defend from the element in the first place. We'll see with time, as with all controversial balance changes.

As usual, Master Guide tables will be updated within a day.

EDIT: Tables updated.

EDIT2: There have been some stupid changes to photobucket. This will take more time.

EDIT3: Updated finally.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 03, 2014, 09:10:08 AM »
Yeah, I completely forgot about the Undead change. Thanks for reminding me. Saved me one b version lol.

Ultima fix has already been done, and isn't really worth documenting.

Tsumazuku fix hasn't been done, but I didn't think it was worthwhile to write a line about it.

As for Spears and Swords, I was planning to kill off the elemental spears specifically, since I always hated that they couldn't understand the proc element, and I had to make the base weapon that element. If time permits, I'll move a few sword effects to replace those 3 elemental spears, and add a Dark sword in there.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 02, 2014, 09:53:39 PM »
Yes, I meant Initial: Innocent

and yes, there's an important Oil change I forgot.
- Oil no longer adds weakness to the inflicted unit. It only removes resistances.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: October 02, 2014, 10:53:20 AM »
139 will be ready to be released soon, hopefully by the end of the week if there are no problems. Here is what has been changed:

Pages: 1 [2] 3 4 ... 75