General > FFT: ASM'd

Collection of ASM used / rejected

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philsov:
Accepted:
Sets the title screen's default option from "New Game" to "Continue".
Removes permanent brave alteration. (Version 2.0)
Removes permanent faith alteration. (Version 2.0)
Weapon Guard Innate all.
Axes & Flail damage becomes (Rdm{0..PA-1}+PA)*WP
Formula 1E (Truth Skillset) becomes Dmg_(MA*Y) #Hit(Rdm{1,X})
Weapon Strike Fix
Global C-Ev.
(#+1%) chance of Knockback for Dash/Throw Stone (50%?)
AI attacks transparent unit v1.1
Special characters can do Propositions
JP scroll glitch fix v1.1
Increase Jump damage by 3/2 regardless of weapon
Defending reduces physical damage by 25%
Blade Grasp trigger : strikable weapons
Mighty Sword ignores equipment presence and hits monster
Formula 4E Dmg_(MA*Y) Hit(100)% becomes 4E Dmg_(MA*Y) Hit(MA+X)%
Regen heal from MaxHP/8 to Min(999,MaxHP)/8
Soldier Office can rename any units (including humans and special characters)
Secret Hunt ability isn't needed to enter Fur Shop
(Monster Pre-raw stat hacking, no level 1 absurd MA)
Remove item duplication (v1)
Oil takes 2x damage from fire attacks.
Change brave gain by chickened units. (4 per?)
Change brave gain by Brave Up. (8 per?)
Change faith gain of Face Up. (8 per?)
Arrow Guard now blocks gunshots. (renamed Projectile Guard?)
Blind and Confuse overrides concentrate/transparent accuracy bonus and now divides accuracy by 2
Hit_F(MA+X)%/Hit_(MA+X)%/whatever to become Hit_F(MA*2+X)%/Hit_(MA*2+X)%/whatever]
Formula 37 becomes Dmg_[(0...(Y-1)+ZZ)*PA]
Charging losing damage bonus (keeps evasion loss)
Silent Walk becomes Flee - Adds XX move when unit is in critical (4?)
Not moving and not acting bonus CT edit (not moving = 10 CT bonus while not acting is 30?)
Support 1/2 spaces below Non-charge increase damage/healing done by/to unit by XX/ZZ% (Amplify?  Insulate?) - thinking 20% in both cases.  Differs from attack up/magic def up (33%) et all in its flexibility, and also is double-edged.  
Units with reaction between Counter and Distribute have perfect evasion from all sides (Rear Guard?)
Haste/slow is 25% speed bonus/penalty (increased duration to be similar CT gain, its just more spread out now)
~
Poison damage from MaxHP/8 to Min(999,MaxHP)/8
MP Restore doesn't need critical (might be OP?  rather useless atm but full MP regen each hit?  idk)
Equip Armor (helms and armor)
Equip Shield
Equip Light Armor (hats and clothes)
Equip Mageset (rods, staves, books)
Equip Bows (longbow + xbow)
Equip Polearm (Spear + stick)
Equip Meleeset (Sword, Axe, Flail)
Equip Gun

Only possible change is combining bows and guns, but is another equip function needed?  Don't think so
Questionable:

Generic Skillset ability fix (unless I fix something else, its unnecessary)
(#+1%) chance of Spell Casting (formula 02) (need to check what all can cast spells...)
Gained JP = 12
Wall reduces all HP damage to 1 (mmm... boss with wall...)
46 Undead Oracle is mountable (Boco special?!)
~
4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * Min(999,MaxHP) Hit_(MA+X)% NS

Rejected:
Ramza (unit ID 01, 02 and 03) can join as a guest.
Disable the game's music to finally play on turbo with your own songs while the sound effects are still enabled.
Allow generics to join as guests and "Load Formation" based on roster number. Example: Sprite Set 0x10 (17) with Load Formation will load unit 17 in roster.
Maximum generated level with level + highest level in party
Maximum levelup
Item required to use skills using the "Materia Blade" boolean.
Spell quotes always pops up
Innate Skillset 0xA9 for every single unit
Divide Gained Exp in 2
20 Bonus Money per level.
Divide Bonus Money by 2.
(#+1%) chance of Critical Hit
Death Sentence - Ignore Cancel:Dead (all cancel:dead items simply also block death sentence)
Chance to get rare items
No Starting Items
Starting Money (2 bytes), default : 2000, max ammount : 65535
Broken / stolen items can be bought back at Fur Shop (buggy)
Potion Formula = Max(030,XX% Max HP) (buggy)
Performing gain evasion and receive 150% damage from physical attack
No Random Battles
Transparent loses 100% accuracy bonus
Wall reduces physical damage by 99%, duration : 1 turn
No monster breeding
Every monster is mountable
Selling items at Fur Shop costs 1/4 normal price
Buying items at Fur Shop costs 1 x normal price
4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * CurHP Hit_(MA+X)% NS
Poison damage from MaxHP/8 to CurrentHP/4
Max of X items per battle
Cannot recruit any soldier from Soldier Office
Defend Up innate all
Magic Defend Up innate all
Monster Skill innate all
Secret Hunt innate all
Move Find Item innate all v1.1
Change the stat required to activate reactions (v1). Note, this affects all reactive counter abilities.
Change reaction ability activation rate (v1). Note, this affects all reactive counter abilities.
Only X species of monsters are mountable.
Change initial items.
Blade Grasp now blocks all melee 1 range weapons except bags (v2).
Invite will now be appropriately used by the AI (v1
(All of Nate's.  Poor Nate.)
Formula 1E, 1F, 5E, 5F, 60 ((MA+Y)*MA/2) becomes ((PA+Y)*PA/2)
Formulas 4E and 4F becomes Dmg_(Casters Brave+Casters Faith)
Dmg_(TargetCurHP-1) becomes Dmg_(CasterMaxHP-CasterCurrentHP)
Formula 29(Steal Heart) requires same gender
Jump formula becomes WP*Jump*X/Y
Change reaction activation to XX% constant
Short Charge rounds CT down instead of up
AI teleports XX spaces further than max move
~
Defend innate all v1.1
Forces any unit to automatically recover HP/MP when it steps on a crystal.
Darkness status reduces accuracy by XX% (need to run numbers)

RavenOfRazgriz:
Not moving and not acting should not yield any bonus CT.

Will look over the others more closely later.

RavenOfRazgriz:
Going over the list properly now.  If I don't say anything about a specific ASM at all, I agree with it.  I'm also going down the line, so if I mention an ASM that's where I said it should be later on the list, that's cool, I'm not going to talk about it twice though.


--- Quote from: "philsov" ---(#+1%) chance of Knockback for Dash/Throw Stone (50%?)
--- End quote ---

There's no reason to not make it 100%.  Use the Formula Hack that FFMaster made as well so these skills have some moderate output across the game.  100% Knockback with a bit more worthwhile damage output over the course of the game fits well into ASM'd's low move niche.


--- Quote from: "philsov" ---Blade Grasp trigger : sword attack only
--- End quote ---

Use FDC's hack that makes it trigger against any Striking Weapon.


--- Quote from: "philsov" ---Formula 4E Dmg_(MA*Y) Hit(100)% becomes 4E Dmg_(MA*Y) Hit(MA+X)%
--- End quote ---

Is this really needed?


--- Quote from: "philsov" ---Defend innate all v1.1
--- End quote ---

Only use this if you use FFMaster's CT hack and set the no Movement / no Acting bonus to 0 CT.   Otherwise, the AI becomes derptastic, as you should already know, because it blows CT out the ass when it has Defend.


--- Quote from: "philsov" ---(Monster Pre-raw stat hacking, no level 1 absurd MA)
--- End quote ---

Shouldn't be necessary.  Find the max MA possible of a human (for example, pure Wizard Level 99 in max MA mult Job with max MA boosting gear).  Let's call this 30.  This makes the benchmark 30, or 40 with Magic AttackUP.  Pop open LevelSim, get the highest possible base MA for a monster, and scale those mults based on the 30-40 spread, possibly allowing then to go a bit above or below at max level depending on the monster.  This works more than well for allowing monsters to maintain their slightly random MA (and PA, if calculated the same) if done well and if your max PA/MA isn't stupidly astronomically high.  


--- Quote from: "philsov" ---Change brave gain by chickened units. (4 per?)
--- End quote ---

5 per.  This gives Chicken a soft two-turn duration, which is fair since the status is horribly disabling, and a character coming out of it is still pretty fucked.


--- Quote from: "philsov" ---Not moving and not acting bonus CT edit (not moving = 10 CT bonus while not acting is 30?)
--- End quote ---

See my previous post.  All CT bonuses should be 0.

----


--- Quote from: "philsov" ---Forces any unit to automatically recover HP/MP when it steps on a crystal.
--- End quote ---

Not needed.  Being able to learn skills from Crystals makes the game less grinding intensive and honestly does so at the cost of making the current fight harder - as the AI always heals HP/MP as it only cares about the current fight, so any time the player chooses to learn skills, they're consciously deciding to use a weakened character over a healthy one and still attempt to win.


--- Quote from: "philsov" ---Gained JP = XX
--- End quote ---

?

I've not slept in 2 days, I'm forgetting which ASM this is.  Does it modify the gain from Gained JP UP?  I don't remember seeing it before, but knowing me I probably just skimmed it over in OrgASM the whole like 2 times I've ever opened the damn thing.


--- Quote from: "philsov" ---Poison damage from MaxHP/8 to Min(999,MaxHP)/8
--- End quote ---

You're using the Regen version, no reason to not use this.  It actually lets you make ??? enemies that aren't immune to every status in the fucking game because you can break the damage cap on them by casting Poison then spamming Life Drain.


--- Quote from: "philsov" ---Darkness status reduces accuracy by XX% (need to run numbers)
--- End quote ---

I think this will conflict with the Darkness hack you're using from FDC.


--- Quote from: "philsov" ---MP Restore doesn't need critical (might be OP?  rather useless atm but full MP regen each hit?  idk)
--- End quote ---

Depends a fuckton on how your MP is scaled.

----


--- Quote from: "philsov" ---4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * Min(999,MaxHP) Hit_(MA+X)% NS
--- End quote ---

Why the hell aren't you using this?  It lets you make Life Drain type skills and have them not 999 bosses for 2 MP.
:/

philsov:

--- Quote ---There's no reason to not make it 100%
--- End quote ---

Dare I suggest too strong?  Eternally juggling a low-move low-range unit seems pretty cheap >_>


--- Quote ---Use FDC's hack that makes it trigger against any Striking Weapon.
--- End quote ---

Including dagger, ninja sword, katana, and spear into the fold?  I'm leery, but I'll give it a spin in the beta.


--- Quote ---    philsov wrote:Formula 4E Dmg_(MA*Y) Hit(100)% becomes 4E Dmg_(MA*Y) Hit(MA+X)%

Is this really needed?
--- End quote ---

Certainly.  Allows for highly damaging abilities to have a chance to fail even on an evasionless unit.  Most abilities will have an X >100 so it won't be a big deal, but a select few will have this option toggled (mostly monsters and bosses, I think)


--- Quote ---Otherwise, the AI becomes derptastic, as you should already know, because it blows CT out the ass when it has Defend.
--- End quote ---

riiiiiight.  Thanks for reminding me.


--- Quote ---philsov wrote:(Monster Pre-raw stat hacking, no level 1 absurd MA)

Shouldn't be necessary. Find the max MA possible of a human (for example, pure Wizard Level 99 in max MA mult Job with max MA boosting gear). Let's call this 30. This makes the benchmark 30, or 40 with Magic AttackUP. Pop open LevelSim, get the highest possible base MA for a monster, and scale those mults based on the 30-40 spread, possibly allowing then to go a bit above or below at max level depending on the monster. This works more than well for allowing monsters to maintain their slightly random MA (and PA, if calculated the same) if done well and if your max PA/MA isn't stupidly astronomically high.
--- End quote ---

I did that the first time around (at various intervals, mind) but did all the numerical juggling on a lower-end monster unit (Blue Mage and humans with monster abilities kinda demanded it) -- currently monsters are too good at their lower level (Bombs and Chocos... aie...).  And, no, max PA/MA is a touch lower than what was seen in 1.3 (28-ish stacked, iirc).



--- Quote ---    philsov wrote:Not moving and not acting bonus CT edit (not moving = 10 CT bonus while not acting is 30?)

See my previous post. All CT bonuses should be 0.
--- End quote ---

We're gonna butt heads here, but I strongly disagree.  Getting speed-synched sucked.  That is, enemy is always going to be ahead of you on the character list.  He'll always act first, when the speeds are the same, all other things being equal.  By saving CT by not moving/acting the player is allowed to manipulate the AT.  Yes, I'm aware that this gives them an advantage over the AI but in a hyperbolic sense setting both bonuses to 0 simplifies the game to the level of Fire Emblem and Disgaea and other srpg's that are "enemy turn.  Player turn.  enemy turn.  player turn."  With the speed curve a lot steadier this'll be occuring much more frequently, and I'd rather have the player choose being waiting and being ahead of the enemy (possibly for a double turn) or acting into nothingness to force them to move first.


--- Quote ---    philsov wrote:Forces any unit to automatically recover HP/MP when it steps on a crystal.

Not needed.
--- End quote ---

Fair enough.  I'll keep it on reserve for hard mode.


--- Quote ---    philsov wrote:Gained JP = XX
?

I've not slept in 2 days,
--- End quote ---

What is it with insomiacs and people who love discussing stuff in this forum!?  

No, this doesn't affect gained JP up but rather all actions that net JP.  Rather than deal with the current JP equation that takes into account the units level and their job level, this just establishes a flat gain per action.  Something like 12 (3 JP shared) sounds nice.


--- Quote ---    philsov wrote:Poison damage from MaxHP/8 to Min(999,MaxHP)/8

You're using the Regen version, no reason to not use this.
--- End quote ---

True.  It'll enter the fold.

--- Quote ---    philsov wrote:Darkness status reduces accuracy by XX% (need to run numbers)

I think this will conflict with the Darkness hack you're using from FDC.
--- End quote ---

Riiight.  Away with it, then.


--- Quote ---    philsov wrote:MP Restore doesn't need critical (might be OP? rather useless atm but full MP regen each hit? idk)

Depends a fuckton on how your MP is scaled.
--- End quote ---

It's... uh... normal?  Didn't mess too much with MP values across the board.


--- Quote ---    philsov wrote:4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * Min(999,MaxHP) Hit_(MA+X)% NS

Why the hell aren't you using this? It lets you make Life Drain type skills and have them not 999 bosses for 2 MP.
:/
--- End quote ---

16 MP

I'm more concerned about earlier bosses, really (read:  Queklain and Velius) because even at 25% that's 250 damage which is much much more than anything else can do to them.  And there's no avenue to prevent it.  

~

Edited topic post with feedback from this.

edit:

Haste/slow is 25% speed bonus/penalty.

YES PLEASE.

RavenOfRazgriz:

--- Quote from: "philsov" ---Dare I suggest too strong?  Eternally juggling a low-move low-range unit seems pretty cheap >_>
--- End quote ---

Bouncing a guy around with Throw Stone seems less cheap than a bunch of douchy Chemists with Guns.  Like that argument, guy being bounced can move 2-3 forward then use a ranged skill, and probably have a far better chance of recovering than vs Gunmists.


--- Quote from: "philsov" ---Including dagger, ninja sword, katana, and spear into the fold?  I'm leery, but I'll give it a spin in the beta.
--- End quote ---

Spears are Lunging, iirc.  I'm assuming the player still doesn't get Blade Grasp anyway because it's dumb in all forms, but covering all Striking weapons makes sense since they're all basically Sword subsets (HEY GUYS LET'S LEARN SHIRADORI BUT NOT ACTUALLY BE ABLE TO BLOCK A KATANA LOL) and makes it a Reaction that will usually be relevant to the player's party but can still be worked around a bunch of different ways.


--- Quote from: "philsov" ---Certainly.  Allows for highly damaging abilities to have a chance to fail even on an evasionless unit.  Most abilities will have an X >100 so it won't be a big deal, but a select few will have this option toggled (mostly monsters and bosses, I think)
--- End quote ---

Oh yeah, I wasn't thinking that you could just turn X into 255.  Lol.  Nvm.


--- Quote from: "philsov" ---I did that the first time around (at various intervals, mind) but did all the numerical juggling on a lower-end monster unit (Blue Mage and humans with monster abilities kinda demanded it) -- currently monsters are too good at their lower level (Bombs and Chocos... aie...).  And, no, max PA/MA is a touch lower than what was seen in 1.3 (28-ish stacked, iirc).
--- End quote ---

I didn't have that problem myself when balancing them for... things, but my target values were only 18 and 23, so I guess that helped some.


--- Quote from: "philsov" ---We're gonna butt heads here, but I strongly disagree.  Getting speed-synched sucked.  That is, enemy is always going to be ahead of you on the character list.  He'll always act first, when the speeds are the same, all other things being equal.  By saving CT by not moving/acting the player is allowed to manipulate the AT.  Yes, I'm aware that this gives them an advantage over the AI but in a hyperbolic sense setting both bonuses to 0 simplifies the game to the level of Fire Emblem and Disgaea and other srpg's that are "enemy turn.  Player turn.  enemy turn.  player turn."  With the speed curve a lot steadier this'll be occuring much more frequently, and I'd rather have the player choose being waiting and being ahead of the enemy (possibly for a double turn) or acting into nothingness to force them to move first.
--- End quote ---

1. Sprint Shoes exist.
2. Thief Hats exist.
3. Other Items I'm not remembering exist.
4. Haste / Slow.

#4 especially.  With low base Speeds and the percents only being 25% +/-, Haste and Slow really don't do as much as one would like anymore unless their durations are fairly long.  If the player wants to manipulate CT, let them use Time Magic or something else that provides Haste or Slow.  Being Speed Synch'd does suck but it's something you can easily counteract by design and let the player choose whether the tools to break Speed Synch are worth having or not in the first place, which adds more depth than just giving them everything they need on a plate.


--- Quote from: "philsov" ---What is it with insomiacs and people who love discussing stuff in this forum!?  

No, this doesn't affect gained JP up but rather all actions that net JP.  Rather than deal with the current JP equation that takes into account the units level and their job level, this just establishes a flat gain per action.  Something like 12 (3 JP shared) sounds nice.
--- End quote ---

Has this existed inside OrgASM the entire time with myself just being too dumb to see it?

I've actually been looking around for something like either this or a means to manipulate Gained JP UP for a while now.  :)

I'm more concerned about earlier bosses, really (read:  Queklain and Velius) because even at 25% that's 250 damage which is much much more than anything else can do to them.  And there's no avenue to prevent it.  [/quote]

Well, you could calculate the max HP of whatever the highest HP non-??? unit in the game is, then find the part of the hack that sets the 999 and change it to that value.  If the next highest max HP is only like 800, that trims it from 250 to 200 with ease, then you can probably tweak Life Drain to have a better hit chance and only drain 20% so it becomes 160.  That's probably much more manageable.
~

--- Quote from: "philsov" ---Haste/slow is 25% speed bonus/penalty.
--- End quote ---

I actually dislike that in this patch particularly because average speed is like... 8 or so?  So at 25% Haste/Slow become +2/-2 Speed, which kinda helps/hurts but given the fact it takes a turn to do and probably wears off fairly quickly seems pretty un-worth it and serves to make the AI dumber because they'll still go DERP HASTE even if it's bad to do so post-ASM.

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