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Messages - CT5Holy

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FFT Arena / Re: FFT Arena AI Tournament Season 2 Registration
« on: July 02, 2013, 01:14:16 AM »
Whoa, woodenbandman!

Ok, so, I'm going to guess that there's either going to be 31, 32, or 33 participants.

If 32, then that makes things easy, since it's a power of 2.
If 31, 1 person gets a bye. Should we use seeding to determine who gets the bye (read: Avalanche), or randomly?
If 33, there's one "preliminary" match. Again, use seeding to rule out people landing there, or randomly? If we use seeds, I think we'll seed out top ~6?

EDIT: I suppose I should also ask if people would be fine with using S1 results for seeds.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 28, 2013, 07:41:23 AM »
fdc's used Platinum Swords, and I feel like one other person might've as well. But I know fdc did for sure.

Cancel: Stop, Blind on Mythril Helmet sounds great! I like it.

I'm fine with a helmet getting Strengthen: Wind.


FFT Arena / Re: Arena battle videos and discussion
« on: June 26, 2013, 02:17:03 AM »
Wiz (S1) vs Barren, CT5Holy, Dokurider

Should be up in an hour or so.

FFT Arena / Re: FFT Arena AI Tournament Season 2 Registration
« on: June 25, 2013, 02:05:41 AM »
Alright, I guess I'll do the winner's bracket as well, assuming no objections.

Ahong: You have until next Monday to submit a team.

FFT Arena / Re: FFT Arena AI Tournament Season 2 Registration
« on: June 24, 2013, 07:16:05 PM »
So, commentators, who wants winner's bracket/loser's bracket? =P

FFT Arena / Re: Arena battle videos and discussion
« on: June 21, 2013, 08:25:16 AM »
CT5Holy (Poison Frog) vs Avalanche (S1)

I did the vid a bit differently; I'm curious to know what you guys think.

Dun feel like 'publishing' the team yet, though it's pretty easy to recreate since I show the unit setups + I talked about how the team works =P

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 16, 2013, 09:26:07 PM »
So, you know how the current paradigm for Summon Magic is that Summons with CT <= 3 are unevadable, and Summons with CT >=5 are evadable? Why don't we change it so Summons whose damage formula is <= F_(MA*8) are unevadable, and damage formula >= F_(MA*9) are evadable? This would help Leviathan and Salamander.

Another idea for Leviathan and Salamander would be to make their damage formula a straight MA*6 or MA*7, so it's Faith independent. Damage wouldn't be too high, much like it is now to compensate for the 3 AoE, and if you choose to run 40 Faith, then you lose out on all the other summons.

I also really like the new movement ability and buff to Defend.

Damned: Sorry, I meant people do get Maiden's Kiss at more or less the same frequency as Soft =P
I should also mention that Swords are equippable by a lot more jobs than Crossbows, Poles, Katana, and especially Cloths, so it's still not a decent amount of use in my mind. Doesn't help that there are a lot of different swords, too. Regardless, this seems to be more of a semantics argument, so let's drop it, and I concede that you have a point in that there are a lot of unused equipment. Let's focus on those =P

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 16, 2013, 07:41:37 AM »
Ok, some things I feel obligated to point out:
1. no one uses Cheer Song
2. ~5 teams use Tactician's Blade. That's not "a decent amount of use."
3. People definitely get Maiden's Kiss, since it cures Sleep.

I'm also unsure about Beguile getting +10 to accuracy. It would then become 5% less accurate than Paralyze and Sleep. Assuming 10 MA, 70 Faith caster to 70 Faith target, Beguile accuracy would be 71%. 71%. Methinks that's a little too high for Charm. 70 Faith to 40 Faith would be a more reasonable 51%. It is 5 CT, but it does have 5 range. Yin-Yang Magic benefits a lot from Short Charge, as it makes it more effectively disrupt the enemy team, putting Beguile to 3 CT, which is enough time to catch slower spells, like Raise 2 and Holy.

+5 to Beguile accuracy seems more reasonable. Also, what about lowering Steal Heart's accuracy? It's currently MA+50%, when most Talk Skills are MA+45%, and it's instant, which means it can cancel anything being charged. Additionally, I think everyone agrees that Charm is a devastating status. Steal Heart would still be used at MA+45%, and it would mean Beguile becomes more accurate than Steal Heart on average. 10 MA caster, Beguile hit rate at +5 from current form, 70 Faith to 70 Faith target is 66%, 70 to 40 is 47%. I suppose, most importantly, is that in worst case scenario (not counting Zodiac compats), Beguile would only be barely worse than Steal Heart.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 15, 2013, 06:17:59 PM »
Wizards and Black Magic in general is pretty awesome now; a nerf seems unwarranted to me.

Also, Damned, a few points to note:
1. Bolt 1 procs Don't Move, not Don't Act.
2. Excalibur has not been the best Knight Sword in a looooong time (since it lost Absorb: Holy). I think it might be the worst, honestly. Defender's high WP and DA immunity makes it better, Ragnarok/Save the Queen's Initial: Protect or Shell, combined with almost the same damage output make them better, and Chaos Blade's high WP+Dispel on hit I think also makes it better than Excalibur. Excalibur does have the best damage output, but it's not by enough to make Excalibur outclass the other Knight Swords.

Oh, I had this idea a while back and don't remember if I posted it or not, but what do people think of making Coral Sword proc Suiton instead of Water Ball?

FFT Arena / Re: FFT Arena AI Tournament Season 2 Registration
« on: June 14, 2013, 05:22:35 PM »
Well, I think people agreed on the map pool for Arena S1, and Gaignun is going to be assigning the maps, so I think the map pool will be the same as last time?

EDIT: I'm in, obviously, just don't have a team ready yet =P

FFT Arena / Re: FFT Arena Tournament during the summer anyone?
« on: June 11, 2013, 06:33:50 PM »
Preliminary ideas:

Sign-up deadline: ~7/1
Rules: standard rules for team construction, best 2 of 3 for all matches except for finals, which will be best 3 of 5

uhh, anything else to discuss? oh, do we want a loser's bracket? I think most people do.

I'm willing to record vids and what not, as I've stated. So it looks like Barren and I can record vids. Anyone else willing to help out?

We also need someone to check teams, which shouldn't be that hard thanks to the memcard generator. I don't want to check this time since 1. I've made mistakes in the past and (more importantly) 2. I don't already have a team in mind to use for the tournament.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 11, 2013, 06:20:26 PM »
Always: Haste on Excalibur would be spiffy indeed. I approve.

Piggybacking off of the Geomancy formula idea, how about SP*((PA+Y)/2), if it's easily doable? In other words, replace the MA with SP in the current Geomancy formula. I think the constant would have to be a bit higher though, say PA+~6? I think that gets right around the damage you'd like. Initial calculations put optimized damage as ~140-150, average (on Ninja) would be ~80-90.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 10, 2013, 11:34:14 PM »
If Poison and regen stick around even after death why not have also have blind and silence stick  around too, it would give a necessary buff imo for those statuses, especially if you're using night killer, nameless dance, bizen boat (katana), etc.

My first inclination was to disagree, but, this change would likely shake things up a lot and change the meta (maybe?). I expect status immunity to become very important, for example (yes, I realize that's the most obvious/likely consequence =P). So, it depends on if people want a possibly drastic change in team building (going off status immunity becoming more important, the equipment use frequencies might change, etc).

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 06, 2013, 01:46:05 AM »
In previous versions of Arena, there used to be two skills doing exactly what you propose. The skills weren't that strong on their own. People definitely used the skill that added Oil and Poison, too, and it never did much. Oil also got buffed this latest version, since it affects six elements instead of just Fire. That said, I still don't think splitting Hawk's Eye back into those component skills is the right answer.

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 05, 2013, 07:11:04 PM »
Phoenix Blade should definitely get Immune: Critical! It's a much needed buff IMO, because currently, someone with Phoenix Blade will get up, then run away and do nothing, as per usual of units in Critical. Assuming these units have Move-HP UP/Regen so they are out of Critical -> will re-enter the fray, that's like 2 wasted turns from the Phoenix Blade user, who's turns are precious enough already given Always: Slow. Also, no one is abusing Phoenix Blade in the slightest - I think teams with Phoenix Blade are at a lower win rate than teams without, and teams with 2x Phoenix Blade are doing the worst, contrary to what you think is happening, The Damned.

Crossbows: How about +2 WP to all of them (except Gastrafitis)? So Bow Gun at 10 WP, status proc Xbows at 12 WP, Gastrafitis at 16 WP. Crossbows overall seem rather meh.

Hawk's Eye: no, 12 MP + change to Oil should be more than enough to make it 'fair.' I acknowledge that Hawk's Eye is good, but it's not the problem The Damned is making it out to be. Remember, Poison is not that scary, and since Oil is really what's pushing Hawk's Eye over the top, let's find a way to tone down Oil.
Also remember that Archers have a subpar MP pool, and not all Hats/Clothes are receiving MP boosts. Archers will probably have an average of 10 more MP, which come from the elemental absorb clothes.

Speaking of Oil, is there a way to make it so Oil makes you one 'tier' worse in terms of elemental resistance? So if a unit had Oil and Absorbed an element, that unit would now Null the element, and Null -> Half, Half -> Normal, Normal -> Weak? I agree with Gaignun that Oil overriding elemental weakness is problematic, but if this were possible, then elemental resistance would still be effective, but Oil also wouldn't be completely shafted.

Blocking Faith/Innocent (Damned's proposed change to Jade Armlet) feels unnecessary since only one item applies Faith (Muramasa), and only one item Innocent (Gokuu Rod). Neither of those weapons are used much (certainly not Gokuu Rod, Muramasa is used occasionally). Randomly hosing those strategies seems silly, and Slow is much more relevant than Faith/Innocent.

Bloody Strings nerf to incentivize use of other Harps: How about... raising proc rates of the other harps to 50%? 50% Stop proc sounds pretty awesome to me.
Actually, the real issue is, no one's using Harps in general. Bloody Strings was never used a lot. People are using Bards as spellcasters/Draw Out cause of their awesome MA. All of these builds default to Rune Blade for the extra MA, which frees up at least one equipment slot for survivability purposes. So perhaps in addition to the 50% procs on Ramia and Fairy Harp, Bards can no longer equip swords? (I think at least 50% proc rate should happen though)

Nether formula for Death sounds good.

Crystal Shield: How about we give it some immunity to statuses instead of/in addition to Neutral: All Elements?

Damned: Cover Fire has been fine once it became 1-6, which was a long while ago. It's fine because of how swingy it is. When Cover Fire was 1-3, you consistently had very high damage output, and that was the source of the problem.

Remember, most spears have +1 Speed because Lancers used to have 9 Speed. They got bumped down to 8 SP for Jump, and the best spears for jumping, Dragon Whisker and Oberisk, do not give +1 Speed. This change made people who used Jump happy, while keeping people who liked 9 SP lancers happy. I got sidetracked, this was just meant to say that the spears don't need to lose +1 Speed >_>

FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: June 02, 2013, 07:45:20 PM »
Wall doesn't need an MP cost increase, does it? I thought people were fine with leaving it at 25 MP.

W-EV nerf to the spears seem unnecessary.

I'm not sure Bloody Strings needs the WP nerf. People aren't using it. Also not 2Hable like Blood Sword, but it does have range. hmm. Actually, the damage output is very comparable to a 2H Blood Sword (15 MA Bard with AUP compared to ~12 PA something with 2H Blood Sword). I dunno, just feels like another unnecessary change, and the WP nerf makes it even more unlikely for it to see use.

I'm fine with the status reshuffling on the headbands, but I think they should give at least 40 HP. I feel Monks would become a bit too squishy - their current HP levels are just about right IMO. Are headbands becoming part of Equip Clothes? Is the lowered HP to compensate for that? Or just simply for their status protection?

I think Counter Flood can stay at 250 JP. The damage isn't great (well, it's (on average) comparable to Damage Split, actually, haha), but it isn't usually going to hit for AoE, and the main draw to CF for me, at least, is the status procs. Assuming 55% proc rate, statuses only occur 11% of the time. On the right unit, the HP gained back from Damage Split can keep said unit alive for another turn/attack, and if they survive a high damage attack like Holy, the recoil can be quite severe.

I'm on the fence about Save the Queen and Raganrok granting Always: Protect/Shell. That feels really powerful.

Were Priests going to receive +1 SP as well? Or was that only in the case where Time Mage goes to 8 Speed? And are Time Mages going to be able to equip Shields? I'd certainly be fine with that.

I more or less agree with the changes I did not comment on.

FFT Arena / Re: FFT Arena Tournament during the summer anyone?
« on: May 31, 2013, 11:01:46 PM »
Well, I can record vids, so I'm down to help.

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