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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Lol Whut?
dw6561 [Posts: 253]
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  • [April 06, 2017, 07:18:28 PM]
Re: FFT Arena Balance Discussion Thread
« Reply #120 on: April 06, 2017, 07:18:28 PM »
I agree, +1 SP would make Excalibur a great weapon to use. It doesn't need the elemental strengthen, especially if grand cross gets the boot.

    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
    fattyzila [Posts: 60]
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    • [July 04, 2017, 03:08:19 AM]
    Re: FFT Arena Balance Discussion Thread
    « Reply #121 on: July 04, 2017, 03:08:19 AM »
    Hey this might be a typo. But under "hawks eye" in the master guide it doesn't apply poison anymore and doesn't seem to do anything more than a standard attack that costs MP.
    Heroebal [Posts: 135]
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    • [July 04, 2017, 03:22:45 AM]
    Re: FFT Arena Balance Discussion Thread
    « Reply #122 on: July 04, 2017, 03:22:45 AM »
    yeah there have been some adjustments. Hawks'eye in it's current state is unavoidable (sans projectile guard) two swordable, no ct, and can be boosted via elemental stuff. The (weapon attack) means you can pretty much use whatever weapon you want for it as will go by that weapon's formula and is not effected via brave status.

    Poison is also more potent in it's current state as it also depletes both HP & MP and is no longer over written by regen. Your units have to actually cure it or be immune to poison. 
    Gaignun [Posts: 525]
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    • [July 04, 2017, 04:40:09 AM]
    Re: FFT Arena Balance Discussion Thread
    « Reply #123 on: July 04, 2017, 04:40:09 AM »
    How does that even work, by the way?

    Do units affected by both Poison and Regen lose and recover the same amount of HP and MP at the end of their turn? In that event, do they lose or recover the HP and MP first?

    Similarly, since Haste now no longer overwrites Slow, can units be affected by both Haste and Slow at the same time, and in that event do the effects of Haste and Slow combine to leave the affected unit's SP at its base value?
    Heroebal [Posts: 135]
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    • [July 04, 2017, 06:49:11 AM]
    Re: FFT Arena Balance Discussion Thread
    « Reply #124 on: July 04, 2017, 06:49:11 AM »
    How does that even work, by the way?

    Do units affected by both Poison and Regen lose and recover the same amount of HP and MP at the end of their turn? In that event, do they lose or recover the HP and MP first?

    Similarly, since Haste now no longer overwrites Slow, can units be affected by both Haste and Slow at the same time, and in that event do the effects of Haste and Slow combine to leave the affected unit's SP at its base value?

    I don't know the exact coding intricacies DW, Doku, or someone similar would have the better details.

    But from my understanding is that they're not active at the same time. If a units has regen/haste & gets hit with poison/slow their status gets overwritten to become poison/slow & no longer regen/haste.  While Regen/Haste can no longer overwrite poison/slow for the reverse.

    For example if a units gets hit with poison and then uses "nurse" that unit will only get the healing/defending part of nurse while regen doesn't activate.  Poison/Slow will overwrite Regen/Haste but not vice versa. 

    I think it was partly done to avoid endless loops with units trading those abilities back&forth.
    Gaignun [Posts: 525]
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    • [July 04, 2017, 07:56:22 AM]
    Re: FFT Arena Balance Discussion Thread
    « Reply #125 on: July 04, 2017, 07:56:22 AM »
    Thank you for the prompt response, Heroebal.

    If that is the case, then Poison/Slow effectively disables Regen/Haste.  That's pretty powerful.
    Lol Whut?
    dw6561 [Posts: 253]
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    • [July 04, 2017, 08:28:23 PM]
    Re: FFT Arena Balance Discussion Thread
    « Reply #126 on: July 04, 2017, 08:28:23 PM »
    We did that because there wasn't proper counterplay involved. It was quite frankly getting annoying to be FORCED to use a team with either haste or slow or else you're screwed for example. I was getting tired of the haste/slow wars and poison literally only being useful as a turn-waster. Also, regen has been proven to be used extremely well on teams with high HP totals, or just in general because it's basically a free move-HP Up that doesn't require movement.

    • Modding version: PSX
  • This is FF Tactics. All the Tactics you can ever have, all in one byte.
    Gaignun [Posts: 525]
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    • [July 05, 2017, 06:13:57 AM]
    Re: FFT Arena Balance Discussion Thread
    « Reply #127 on: July 05, 2017, 06:13:57 AM »
    What counterplay are we expecting? For example, the AI will still spam Slow, and teams will still spend a turn healing it. However, those teams with haste will now spend two: One to heal slow, and another to reapply haste.  When faced against slow, the recommended counterstrategies now seem to become either running slow immunity as before, or dropping all haste spells to prevent yourself from running turn deficits.  The most substantive change to the metagame is therefore a buff to slow and a nerf to haste.  (I'm not complaining; I'm just curious about this patch.)
    White Knight Wiegraf [Posts: 250]
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    • [September 18, 2017, 11:10:34 PM]
    Re: FFT Arena Balance Discussion Thread
    « Reply #128 on: September 18, 2017, 11:10:34 PM »
    Here are the planned changes for 142.
     
    « Last Edit: September 22, 2017, 12:10:27 AM by White Knight Wiegraf »
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