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Messages - CT5Holy

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FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 30, 2013, 08:54:27 PM »
Wait, why all the hate on elemental absorb all of a sudden? Cutting effectiveness of absorb makes that strategy completely worthless. Even 50% is enough to make it pretty darn bad. It's not a dominant strategy whatsoever. You really need AoE (with good damage) to make it worthwhile. AoE means you aren't only healing one person, and good damage (and thus healing) means you can sorta keep up with the opposing team's damage output (turn a 2HKO into a 3HKO at the very least). You really need every unit active for an elemental absorb to be highly effective. Even disabling one unit is enough of a momentum shift, as the ele absorb team is now less likely to heal enough to mitigate the enemy team's damage. Then, another unit on the ele absorb team has to get rid of whatever's disabling their teammate, further reducing their ele absorb capabilities. If enough damage has been sustained during this time, then units that can only do single target healing are stuck healing their teammates instead of attacking the enemy team. Further keep in mind that 2 AoE attacks require near-max MA setups to do good damage, except perfumes/DefUP/MDefUP are still very popular, which makes the ele absorb team less likely to drop enemy units.

Arena is not highly elemental focused. Elemental absorption tactics are something to consider and to look for when making teams, but I don't think any of the top teams would be considered elemental absorb teams. Elemental absorb teams are best against teams that can only do damage (and ideally have low to average damage outputs, aka not strong teams (not counting defensive teams since they don't really care about damage)). Ele absorb teams cannot disrupt enemy teams (aside from KOing them) because they need all their units to perform elemental attacks. These teams are also highly susceptible to disruption, for the same reason - everyone needs to be doing their job, otherwise their position could easily crumble.

I would be fine with Weak being 150% damage instead of 200% though.

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FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 16, 2013, 10:26:11 PM »
I'm sure that's a typo - Salamander should still be at 3 AoE?

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FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: August 11, 2013, 06:13:17 PM »
20 MP for Fuuton seems a bit steep. Suiton, at 60% of the MP cost, does slightly less damage (actually, on optimized builds that's like 50 less damage, which is decently relevant), but is unevadable. 16 MP for Fuuton would be more reasonable.

I would prefer Bizen Boat (Katana) to keep its stronger 100% Silence proc. The Sinkhole proc is not guaranteed to hit, since melee Katana users will typically have 40 Faith. Less units are affected by Sinkhole, as well. Recall the discussion of how Talk Skill users are vulnerable to Silence, especially since these units usually do not have Silence immunity. Sinkhole does let the Bizen Boat wielder get around Silence protection, but you have to hope they are in position to midcharge a unit. Also, isn't Silence getting a finite duration? That also makes the 100% Silence more manageable.

Genji Helmet... I dunno, both will be useful. I have no preference.

I like the 50% CT 00 proc Crossbow.

Everything else I'm fine with.

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FFT Arena / Re: ☢ ☢ ☢ FFT Arena AI Tournament Season 2 ☢ ☢ ☢
« on: August 02, 2013, 06:54:57 PM »
I'll do winner's bracket final, and you can do the championship match. Sound good?

If yes, ETA Monday for winner's bracket final.

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FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 25, 2013, 06:15:28 AM »
Oh, what if we made Bizen Boat do PA*X MP damage? Just a thought.

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FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 25, 2013, 05:17:17 AM »
I vote for keeping Stone Gun the way it is. It has a very real drawback; it costs 2 actions to simply get the Stone Gunner in the fight (1 action to remove Petrify, 1 action because Stone Gunner 'misses' his first turn), and then you have to wait for the Stone Gunner to get that first turn. I think the utility of the shield helps keep Stone Gun looking attractive.
If you want to make it Forced 2H, then I request it goes up to 13 WP (221 damage with AUP, pre-Fury).

I agree with Doku and JamesOnyx about Bizen Boat. When it lands, it hurts, yes, but that's its job! Mages have Move-MP UP, so they'll get enough MP back after a couple of turns (though yes, I realize that when they don't have MP its definitely awkward). You can kinda see it like Slow (or at least the way I see it) - when their guys are Slowed/no MP, that's your chance to capitalize, or at the very least recoup.
Also, those that wear Robe of Lords have enough MP to survive a Bizen Boat, and tons of people get that anyway for MP and Silence protection. Seems fine. If you guys go through with making Bizen Boat cancel Charging and Performing, yes it should stay at its current AoE. Sinkhole and Throw Stone have range, Bizen Boat gets AoE. The AoE won't be too relevant, as its unlikely to catch multiple units midcharge.

I vote for Excalibur getting 14 WP. I believe that even with 14 WP, Excalibur will remain one of the weaker Knight Swords. Save the Queen and Ragnarok granting Always: Protect/Shell is amazing! Those two will still have solid WP to do good damage while making the Paladin tough to take down. Excalibur + Grand Cross does keep the Paladin alive as well, but at the cost of its armor and accessory slots (Chameleon Robe/Angel Ring or Diamond Armor/Magic Ring). Excalibur + AUP on 11 PA Paladin deals... 17*14 = 238 pre-fury. Excalibur + Concentrate with 11 PA deals 182. That seems perfectly acceptable.

I am against lowering Ninja and Thief PA. Lowering their PA pigeonholes them into certain builds. For example, lowering Thief PA would cause them to primarily be speedy itembots, and if they want to even consider doing respectable damage, then they would need to get Two Hands. Lowering PA would also turn off using PA-reliant skillsets. Having 9 PA is low enough, honestly, because you need to spend 2 equipment slots to get them to 12 PA for the next 'boost' with Attack UP. Ninja PA was nerfed to 9 very early on in Arena's existence, where it has stayed this whole time, and I think they're in a fine place. If we're worried about 2H Katar Thieves and Hidden Knife+Ninja Knife Kagesougi Ninjas, let's examine the equipment/skills instead. I think their current stats are appropriate.

Also, for the record, H Bag and P Bag are more frequently used than FS Bag. FS Bag is, as noted, used primarily by Monks. Of course, H Bag and P Bag are also attractive options for Monks, as well as several other classes.

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EDIT: ETA for my matches are Saturday.

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I need food (read: info) to make teams, Eternal! HURRY D:

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FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: July 22, 2013, 06:05:31 PM »
Avalanche: Masamune has been the two options you suggested in the past. No one used it. Only Regen was too weak, Haste or Regen was unreliable (and thus weak). I think Masamune is in a good spot currently. It takes several turns to buff everyone (assuming only one Masamune user), Kibaku Fuda, a new skill, cancels Haste and Regen, Slow 2 will still be good, etc.

Did people agree on Forced 2H for Stone Gun? That seems unnecessary. Stone Gun already has the initial: petrify drawback, and you need AUP for it to do good damage (144 pre-fury no AUP, 192 pre-fury with AUP). Shields allow for flexibility when creating a Stone Gunner, and it's non-elemental, so you can't strengthen Stone Gun damage with a shield (which really helped make spellguns nuts).

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