(Did pokeytax ever find out anything about that particular problem with regards to the number of moves that the AI can remember?)
1. These Boots Aren't Made for Walking: I still really, really don't agree with any class having 2 Jump, especially with the current maps, and think that it's an absolutely horrible idea in almost all cases, even if you are making more things mountable.
There's a Shield that adds +1 Jump, an armor set that each adds +1 Jump, a Spear that adds +2 Jump, and a Support that adds +2 Jump. If you don't want to be vertically challenged, toss on even just the Shield or just don't derp yourself into a corner. It's meant to be very restrictive.
(And yes, that spread is done intentionally so that you can stack a 10 Jump Lancer with Jump command.)
2 Move is similarly kinda cringe-worthy, but it's workable, especially if it's rather common and not just some bizarre punishment given to only a few, unfortunate classes like Woodmen or something.
I find it odd how everyone hates 2 Jump but is okay with 2 Move when Move is the more important statistic most of the time, and in Redesign is far harder to increase.
2. 6 PA is Perfectly Average:
I assume you mean at Level 1? Average PA at Level 50 is 10-11.
3. Shield Me From Evil:
Oversight on my part, I'll fix it later.
4. Suicidal Beginners:
Well, the Animist is also the Chemist in a sense considering it hosts the Item Command. I took out the class I was going to have utilize Item before and just moved it to Animist to give it more substance. It's also a beginner class more in the "watch and learn" sense of needing to see a spell before using it, instead of just being able to learn it themselves. A bit suicidal? Maybe. But being available earlier is meant to encourage players to explore random battles a bit. As for skill distribution, without Monster Breeding around, I have full control over what skills can be gotten when, so that shouldn't be an issue.
5. Ninja in the Night:
This is the redone Ninja. No more innate Dual Wield on either it or Thief. (No innates on any Generic Class now.) Skills have been adjusted to be generally better flavored. Etc.
6. Mr. Mime:
The current stats are for if I don't get to let them equip anything. Chunks of both the monster and Mime code have been found, the hacks are just incomplete. I know what gear I want them to be able to use, I'm just not listing it until I know it's going to be doable.
7. Equip Anything:
I can make Any Weapon and Any Gear still ignore his Items, since they won't share an Item/Weapon Type with anything else if I keep the route I was thinking before. I've always had them as two skills, though. It's a bit radical to Equip consolidate down to 2, but I want to encourage Equip X experimentation, and the best way to do that is to make them as freeform as I can get away with, and make them available as early as possible.
8. When Are You Gonna Learn?:http://ffhacktics.com/smf/index.php?topic=6505.0
9. Be On Your Guard:
I kind of use "stamina" and "mana" interchangeably when it comes to MP because every class uses it now. I'll probably change that to mana later, though.
10. It's Time to Oil Up:
Rangers use Bombs because those don't come from their inventory. Also, I'll note it now since you mention it a bunch of places. When I say "100%", that means the skill is guaranteed to hit before evasion (like a weapon attack) and isn't dependent on stats. So, in this case, you can still evade the Ranger's Bombs, you're just going to actually need evasion instead of Bad Compat and them having low PA or something.
(Also nice to see that you replicated Faster by making it a Support rather than an active technique. I hadn't thought of that solution.)
Assuming you're referring to Speed Boost?
11. Refresh-ing Confusion:
Refresh is Pride's Mist status, overwriting Reflect, hence why Reflect has disappeared from Redesign, not that I used it anyway.
how "low" or "high" is X as 120 in your patch?
High. Revival skills have incredibly high base hit rates, but huge MP and CT costs. This is to encourage Reraise - which also has high hit rates all around, but very low CT and MP costs - and generally just being far more careful with your units rather than treating them as expendable things you can revive easily later.
(Also, I'm assuming that Focus Defense reduces the damage and healing taken by 15% rather than 85%, which is the way that it currently seems to be phrased.)
Correct. I'll clarify the notation next time I do new screenshots.
12. A Divine Sickness:
Poison (and to a lesser extent, Blind, and even lesser extent, Slow) are fairly common statuses. It's meant to set a somewhat lethal baseline for status-based units, while discouraging heavy tanking. In this case, Oracle, Ranger, and Ninja all have Poison skills, and two weapons (Toxic Knife and Poison Crossbow) can inflict it.
13. Satsui no Hadou?:
Correct, the skill deals a secondary 10% HP Damage on top of its base damage should it connect, making it good vs tankier units but not as much vs glass cannons.
14. Shove It!: Won't Knockback without damage act rather...wonky?
Why would it be? If I need to, I'll make it do like 1 damage, but the general idea is just to push the fucker aside and run.
15. SOS? Quick!:
It's meant to prevent a Quickening Loop. You can heal Death Sentence with almost any status-healing skill, inflict Reraise a few different ways, etc. so it's not impossible to work around. Rewind being Dark and M-Evadable are typos though.
16. Double Your Pleasure:
It's Counter Magic. Just follow those Counter Magic flags if you want to see what it affects. It affects a lot of things, including a solid sum of Monster and pseudo-magic-Physical skills, though, not just Will-based things.
17. Dragoon Balls:
You absorb full Lancet damage, since its a class-feature.
SOS Reraise needs some type of downside, especially if you're giving Critical Quick a rather severe (though perhaps necessary) one.
SOS Reraise doesn't allow you to perform infinite-turn loops, and Quick-turns have far more game-swinging potential when used correctly than a Reraise-turn, which can also be denied via Undead and a few other such things because it'll often wear off before the unit gets to come back.
18. A Defiant Defense:
Defiance is a reversed Vehemence - your output goes down by 25%, but your endurance to everything goes up 25%. With Focus Defense, your endurance to everything only goes up 15%, but there's no downside.
19. Cloaked in Shadow:
Yes, Raiton is like Katon and Suiton. As for Weapon Range Poison, remember that requires you actually have a weapon that has more than 1 range to be better than Gunk Bomb. Your average unit won't have this, so Gunk Bomb still has its place. Plus, using Toxic over Gunk Bomb to poison means you lose access to other, more powerful Ranger skills like Oil Bomb and Blesswipe in trade for things like Raiton and Suiton. Basically, they both have their places, and part of those places involves the skills you get alongside them.
20. Do the Whirlwind:
It's a trick Celdia uses in CCP to make a unit be able to select a panel linearly then hit the linear path and an one direction to the right (I believe) of it equal to the Effect Area, essentially making an L-shape. Hence, Ltar, or L-Targeting.
21. Secret of Mana Shield
It'd react the same way the Vanilla one would.
1. Mashing Mages:
It does both HP Damage and MP Drain, yes.
2. Jutsu Do It:
Yeah, Ninjatos are meant to be more element-based, similar to Ninjas themselves. It actually fits their role perfectly, unlike my Elemental Katana issue which kind of makes Flair Arts irrelevant since you can just equip an Element Katana and use Charge.
3. Holy Darkness, Batman:
Its handled the same way Vanilla handles it - you boost one, you get a full boost. You absorb one, you absorb all the damage, etc.
4. Quadruple Wield:
5. I'll Just Axe that Equipment:
It casts the respective Knight Equipment Break, so the proc can still "miss" unlike most other procs - you're just guaranteed to try. The status killer procs are guaranteed to work though, since they don't actually call any skills. Equipment Break is set to ELSE MISS, so you won't get double hits. Green = Rare, yes.
6. Moonlight, Washing Over Me:
They fill a role similar to swords for MA users, as a go-to MA based weapon. They didn't even have procs to emphasize their mirroring to swords until recently.
7. Sir, Your Wand is Very...Plain:
Broad Sword, Long Sword, Oak Wand, Bow Gun, Dagger are all meant to be incredibly plain, because they're Chapter 1 gear. The stuff in Chapter 1 is meant to mostly be plain, it's occurring a year before the bulk of the game is a flashback, after all. Dagger only has a Steal Gil proc because I was basically told off for taking Mug off Thieves.
8. Compact Bow:
I'll probably scrap it before I do an Alpha release anyway, so take it. I don't care.
9. A Bit Nipply In Here:
Pretty much. I intend to make Absorb Ice reverse the proc into +15 CT, as well, so Ice users can speed themselves up with Cold Affinity, similar to how Lightning Users can run high evasion without drawbacks, Wind users can de-facto boost their own move, Earth users basically get Chakra when using Absorb, Fire just hits super hard and gets absorbed just as hard, and Dark allows you to stack things like Defense Boost without reducing your healing.
10. Power Pole, Extend:
Hahaha. I was actually reading Dragon Ball when I made that weapon, lol.
1. Accurate and Unblockable:
Yup. Far easier to just use two of the empty statuses than make weird custom weapon code. It also makes it easier to see who has these traits because they'll show up on the Status screen when checking the unit out in battle.
2. Undead And Loving It:
You are correct, and correct in that Undead usually wears off before a non-Always Unit can reach 0. That's to enforce its power as an offensive Status, you can use it to Cancel Reraise, off a fucker, then make it very hard for the guy to be revived before Crystalizing.
4. How Long is Forever?:
It's not too hard. They just share Sleep's CT, hence why Berserk, Sleep, and Confusion also all cancel each other.
5. Spy's Sapping my MP!:
I might undo that change, but its meant to enforce Poison's power as a crippling and slow-killing status. Though, making it like this makes either Regen or Refresh cancel it out, making it easier to thwart.
6. Slow and Come to a Full Stop:
If anything, I should probably stop it from Canceling Haste, not the other way around. I was a bit too vindictive in my Haste-cancelers considering how much I debuffed it anyway. Do remember though that a Stopped unit cannot be attacked, unlike an Immobilized/Paralyzed unit, but the Stopped unit is frozen for longer.
I keep forgetting you plan to make
Doo...er Death Sentence into "Heat" by reducing the CT 1. (Although won't that instantly kill the person as they get their next turn?) How were you planning on handling this again?
I might need to make the CT 2 for it to function correctly, my memory is foggy. Either way, you'll get exactly 1 turn to do something, then die on your turn afterward if its not cured.
I'm still kinda surprised you're keeping both Vampire and Chicken, though I can at least understand the amusement that Chicken could bring. (Also, small note, but you called Paralyze "Disable" in Crystal Shield's description.)
Kept mostly as boss-statuses. Added Crystal Shield to the list of shit I need to fix.
1. 5 or more of 4:
Wait. How the hell did you get more than four innates on something? I mean, I've thought of way to do it, but I've yet to test it and kinda involves tediously brute forcing the ENTD more than the Jobs lists, so...yeah?[/quote]
Yes, I'm giving them 4 innates, then brute-forcing the rest on the ENTD. I'll probably use 3 or 4 of the unused ENTD as sources for monsters to speed up the process.
It's actually a reference to a Mediator Ramza 4 Monster Let's Play I watched a very long time ago where the commentator referred to it as Choco-Douken.
3. Not So Mighty Guard:
It's meant to be powerful, considering Behemoths have a tendency to whack themselves with their own Reaction command. The AoE is partially in case I want to make it a Blue Magic, partially because it seemed too weak for a Critical-Only move that has no immediate effect. Vengeance is powerful, but that's just incentive for you to keep your low-HP units far away. ...They're also slow as dirt, remember, so for all their power, every Behemoth can be silenced without getting many turns if you focus-fire.
4. How to Name Your Dragon:
I just wanted something other than "Yellow Dragon", "Blue Dragon", "Red Dragon", or "Lightning Dragon", "Ice Dragon", "Fire Dragon" with the names, honestly.
5. Drake The Lawn:
Yes, it's called Drake. Triple Icicle hits randomly 3 times inside the Effect Area, which is a total of 3 squares, with a 6 Linear Range. It's meant to be powerful, but that's sort of the entire Tiamat motif - tons of HP, tons of power, no evasion, etc. They can fuck you up impossibly hard, but they have a hard time getting the Effect Area right to do so.
6. Oscar the Slouch:
Yeah, Malboro Song ended up with far too many typos, but its still decent healing and double buffs for free and at 100% rate over a huge area. The CT should probably go down by 1, but even at 8 CT the only thing faster than the song is a base-10 Speed unit with all four Speed +1 items equipped, or a Hasted unit with 12 or more base Speed, so 8 CT is still decently fast for something that resolves many times over. I should probably reduce the MP cost some, at the very least. Lick's damage should possibly be raised a bit, but it's a very fast Damage + Paralyze skill, one of a kind currently, as one of the only other sources of Paralyze is the Oracle's Spell.