Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: Archael on May 01, 2008, 07:27:46 pm

Title: Final Fantasy Tactics V1.3
Post by: Archael on May 01, 2008, 07:27:46 pm
NOTE: THE GAMEFAQS VERSION OF THIS THREAD IS HERE:
http://boards.gamefaqs.com/gfaqs/genmes ... c=42891991 (http://boards.gamefaqs.com/gfaqs/genmessage.php?board=197339&topic=42891991)

However this one is the official one.

Hi guys!
I have been a little busy with class and recording WOTG vids but here it is as promised.

- Philsov provided a small patchlist of the things he changed from V1.0 Vanilla FFT to his V1.2 FFT, however, that patchlist was very broad and general. Here I will provide a patchlist I wrote myself by comparing the two versions with FFTPatcher, so you can see >>EVERYTHING<< he changed for yourself, and provide feedback and tell the community if you agree with it or not.

- Please tell me which of Philsov's changes you agree / disagree with for FFT V1.3 and why. Also please remember that the GOAL of FFT V1.3 remains the same:

1) Create a more BALANCED, FUN, and CHALLENGING FFT experience.
2) Stay as close as posible to the original, so it can be a legitimate FFT experience.
3) Give every item and job a reason to be used.
4) This means NO huge changes, NO godlike jobs, and no 200 PA "Jimmy's Sword of Destruction" items.

- Now, on to the patchlist!




Voldemort7 PATCHLIST.
ALL Changes from Original FFT 1.0  to Philsov's FFT V1.2: DISCUSS.

I. PLAYABLE JOB ABILITY STATS:
<-- It seems Philsov set out to make it easier to learn abilities and master jobs both for the player and the AI. This makes the game slightly less of a grindfest.

A. Priest:
1) Cure 3 JP Cost 400 to 350
2) Cure 4 JP Cost 700 to 550
3) Raise JP Cost 180 to 150
4) Raise 2 JP Cost 500 to 420
5) Reraise JP Cost 650 to 800
6) Regen JP Cost 300 to 250
7) Protect MA + X Formula's X Boosted from 120 to 240
8) Shell 2 JP Cost 500 to 400, MP Cost from 20 to 24, and X in formula from 120 to 240
9) Wall JP Cost 380 to 300, MP 24 to 12, and X in formula 140 to 200

B. Wizard:
1) Holy CT increased from 6 to 8. Y Damage lowered from 50 to 38.
2) Fire 1, 2 , 3 and 4 had their  Y formula damage lowered, JP cost reduced.
3) Bolt 1, 2 , 3 and 4 had damage lowered, JP cost reduced.
4) Ice 1, 2, 3 and 4 had damage lowered, JP cost reduced.
5) The above spells had their CT times lowered.
6) Poison success X in formla increased.
7) Frog JP Cost 500 to 400.
8) Death JP Cost 600 to 500, X in sucess formula SLIGHTLY increased by 10.
9) Flare JP Cost lowered from 900 to 650, Mp Cost from 60 to 42, Y decreased from 46 to 42.

C. Time Mage:
1) Haste JP cost down from 100 to 80.
2) Haste 2 JP cost down from 550 to 500.
3) Slow removed from Math Skill
4) Slow 2 JP cost down from 520 to 500
5) Stop JP cost down from 330 to 300
6) Don't Move Jp cost down from 100 to 80
7) Float JP cost down from 200 to 150, X in success formula increased from 140 to 160
8) Reflect JP down from 300 to 250
9) Quick is now usable by the AI - CAN'T BE COUNTER-MAGICKED
10) Demi Jp cost down from 250 to 200, CT up from 6 to 5
11) Demi 2 JP down from 550 to 450, CT sped up from 9 to 7, MP cost down from 50 to 40. X in success & formula increased from 120 to 130.
12) Meteor Jp cost down from 1500 to 1200 CT decreased from 13 to 15.

D. Oracle:
1) Blind JP cost reduced from 100 to 80.
2) Life Drain JP cost reduced from 350 to 300, CT reduced from 2 to 4, MP cost up from 16 to 20, X in sucess % formula down from 160 to 140.
3) Pray Faith - AI now uses it on Allies
4) Doubt Faith - AI now uses it on Enemies
5) Zombie - X in success % formula increased from 100 to 140
6) Blind Rage - AI now uses it on enemies. Removed from Math Skill.
7) Foxbird - Removed from Math Skill.
8) Dispel Magic JP cost reduced from 700 to 500.
9) Paralyze success X in formula decreased from 185 to 170.

E. Summoner:
1) Moogle JP cost reduced from 110 to 80. MP cost up from 8 to 10.
2) Shiva JP cost down from 200 to 180, CT up from 4 to 6, MP cost up from 24 to 30. Y in Damage formula decreased from 24 to 20.
3) Ramuh JP cost decreased from 200 to 180 CT up from 4 to 6, MP cost up from 24 to 30, Y in Damage formula decreased from 24 to 20.
4) Ifrit JP cost decreased from 200 to 180, CT increased from 4 to 6, MP cost up from 24 to 30, Y in damage formula decreased from 24 to 20.
5) Titan JP cost down from 220 to 200, CT up from 5 to 7, MP cost up from 30 to 36, Y in damage formula decreased from 28 to 24.
6) Golem - AI will now use it on allies. MP cost up from 40 to 45.
7) Bahamut JP cost down from 1200 to 1000, CT down from 10 to 9, MP cost up form 60 to 70, Y in damage formula down from 46 to 42.
8) Odin JP cost down from 900 to 750, Effect Area down from 3,3 to 2,2, MP cost up from 50 to 60, Formula completely changed to use Faith, MA, and Target Max HP. This needs looking at because Odin was the only summon that was blockable by shields or mantles.
9) Leviathan JP cost down from 850 to 800, CT down from 9 to 8, MP cost up from 48 to 56, Y in Damage formula down from 38 to 34.
10) Salamander JP cost down from 820 to 800, Effect UP from 2,2 to 3,3. CT down from 9 to 8, MP cost up from 48 to 56, Y in Damage formula down from 38 to 34.
11) Silf JP Cost down from 400 to 350, MP cost up from 26 to 32.
12) Fairy JP Cost down from 400 to 350, CT down from 6 to 4, MP Cost up from 28 to 36.
13) Lich JP decreased from 600 to 500, CT down from 9 to 7, MP cost up from 40 to 50, X in damage formula decreased from 160 to 150.
14) Cyclops CT up from 9 to 10, MP cost up from 62 to 70.
15) Zodiac remains the same. 90% chance to learn, tons of damage.


F. Samurai: *
1) Asura JP cost down from 100 to 80, now has a 25% chance to inflict Don't Move.
2) Koutetsu JP cost down from 180 to 150, now has a 25% chance to add Darkness
3) Bizen Boat JP cost down from 260 to 220, Y in MP Damage formula up from 4 to 6. Now has a 25% chance to add Silence.
4) Murasame JP cost down from 340 to 300. Y in healing down from 12 to 10, Now has a 25% chance to add Shell.
5) Heaven's Cloud JP Cost down from 420 to 350. Keeps 25% chance Slow from V1.0
6) Kiyomori JP cost down from 500 to 450, Y in damage formula up from 0 to 10, now instead of Adding Protect and Shell, it has a chance of adding Protect OR Shell to everyone it hits.
7) Muramasa JP cost down from 580 to 500, Y in damage formula down from 18 to 14. Retains 25% Confusion OR Death sentence from V1.0
8) Kikuichimoji JP Cost down from 660 to 550, Y in damage decreased from 16 to 12. Now has a 25% chance to add Don't Act.
9) Masamune JP cost down from 740 to 600.
10) Chirijiraden JP cost down from 820 to 650.


G. Bard:
1) Angel song CT down from 6 to 5. Reduced Y in formula from 20 to 10. Wtf dude? Bards dont need nerfing Philsov, seriously.
2) Life song CT down from 6 to 5. Y in formula increased from 10 to 20. Heals more now.
3) Cheer song CT down from 8 to 7.
4) Magic Song CT down from 10 to 9.
5) Nameless song CT down from 10 to 9.


H. Dancer:
1) Last Dance X in formula increased from 34 to 50.


I. Monk:
1) Spin Fist JP cost down from 150 to 120. Vertical tolerance up from 0 to 2.
2) Repeating Fist JP Cost down from 300 to 250. Vertical tolerance up from 0 to 2.
3) Wave Fist JP Cost down from 300 to 250.
4) Earth Slash JP Cost down from 600 to 500.
5) Secret Fist JP Cost down from 300 to 250.
6) Stigma Magic JP Cost down from 200 to 150.
7) Chakra JP Cost down from 350 to 300.
8) Revive JP Cost down from 500 to 420. 420!?

J. Thief:
1) Gil Taking: Enemy AI will now use it on you.
2) Steal Heart JP Cost down to 120 from 150.
3) Steal Helmet JP Cost down from 350 to 300.
4) Steal Armor JP cost down from 450 to 400.
5) Steal Shield JP Cost down from 350 to 300.
6) Steal Weapon JP Cost down from 600 to 500.
7) Steal Accessory JP Cost down from 500 to 450.
8) Steal Exp JP Cost down from 250 to 200.

K. Mediator:
1) Persuade succuess % X in formula increased from 30 to 50.
2) Death Sentence JP Cost down from 500 to 400.
3) Mimic Daravon JP Cost up from 300 to 400.

L. Geomancer:
1) ALL Elemental skills got their damage boosted. The Y in each elemental skills damage formula was increased from 2 to 4.

M. Knight:
0) ALL Break skills got the AI HP Flag turned off, which means they shouldn't use them to damage enemies anymore. (IE: Knight would use Break Shield on a wizard to deal HP damage.) However in my WOTG playthrough with V1.2 this still happens, so I guess the un-flag doesn't do anything.
00) >>ALL EQUIPMENT BREAK SKILLS NOW IGNORE EVADE<< This means that their hit % will rise with the user's stats, and if the stats get high enough they WILL get 100% chance to break. Evade from mantles and shields will be IGNORED. Blade Grasp still cancels it though.
1) Head Break JP Cost down from 300 to 250.
2) Armor Break JP Cost down from 400 to 350.
3) Shield Break JP Cost down from 300 to 250, Success %Y in formula down from 55 to 45.
4) Weapon Break JP Cost down from 400 to 350.
5) Magic Break Y success % in formula down from 50 to 45.
6) Speed Break Y success % in formula down from 50 to 45.
7) Power Break ^ success % in formula down from 50 to 45.
8) Mind Break Y success % in formula down from 50 to 45.

N. Squire:
1) Dash now correctly deals random damage and the AI uses it as such. Y in damage formula up from 4 to 5.
2) Ultima Y in damage formula up from 23 to 26. Ultima has a 100% chance to be learned when Ubersquire, Assassin, or any other class that can learn it is hit with it.

O. Dark / Holy Knight / Swordsman: * THESE NEED TO BE LOOKED AT. I think some more MP cost and/or less damage output.
1) Stasis Sword has 8 MP cost.
2) Split Punch has 4 MP cost.
3) Crush Punch has 6 MP cost.
4) Lightning Stab has 10 MP cost. <--------------- This could use a nerf.
5) Holy Explosion has 15 MP cost.
6) Shellbust Stab has 8 MP cost.
7) Blastar Punch has 8 MP cost.
8) HellCry Punch has 8 MP cost. AI will now use it as a damage dealer.
9) icewolf Bite has 8 MP cost. AI will now use it as a damage dealer.
10) Dark Sword has 4 MP cost.
11) Night Sword has 8 MP cost.

P. Hell / Heaven Knight (Rafa & Malak): * <---------------These got buffed.
1) Asura vertical down from 3 to 1, CT down from 4 to 3.
2) Diamond Sword vertical down from 3 to 1CT down from 5 o 4.
3) Hydragon Pit vertical down from 3 to 1, Ct down from 6 to 5.
4) Space Storage vertical down from 3 to 1, CT down from 5 to 4.
5) Sky Demon vertical down from 3 to 1, CT down from 7 to 6.
6) Heaven Thunder vertical down from 3 to 1, CT down from 3 to 2.
7) Heaven Bolt Back range down from 4 to 2, vertical down from 3 to 2, CT down from 3 to 2.
8) Asura Back range down from 4 to 2, vertical down from 3 to 2, CT down from 4 to 3.
9) Diamond Sword Back range down from 4 to 2, vertical down from 3 to 2, CT down from 5 to 4.
10) Hydragon Pit Back range down from 4 to 2, vertical down from 3 to 2, CT down from 6 to 5.
11) Space Storage Back range down from 4 to 2, vertical down from 3 to 2, CT down from 5 to 4.
12) Sky Demon Back Range from 4 to 2, vertical down from 3 to 2, Ct down from 7 to 6.

Q. Engineer (Mustadio):
1) Leg Aim X in % success formla up from 50 to 60.
2) Arm Aim X in formula % success up from 50 to 60.
3) Seal Evil X in % success formula up from 70 to 80.


R. Chemist:
1) Hi-Potion JP Cost down from 200 to 150.
2) X-Potion JP cost down from 300 to 250.
3) Ether JP cost down from 300 to 250.
4) Hi-Ether JP Cost down from 400 to 350.
5) Elixir JP Cost down from 900 to 750.
6) Antidote JP Cost down from 70 to 50.
7) Eye Drop JP Cost down from 80 to 70.
8) Echo Grass JP Cost down from 120 to 100.
9) Maiden's Kiss JP Cost down from 200 to 180.
10) Soft JP Cost down from 250 to 220.
11) Holy Water JP Cost down from 400 to 350.
12) Remedy JP Cost down from 700 to 550.
13) Phoenix Down JP Cost down from 90 to 70.


S. Lancer:
1) LevelJump2 JP Cost down from 150 to 100.
2) Level Jump3 JP Cost down from 300 to 250.
3) Level Jump 4 JP Cost down from 450 to 350.
4) Level Jump 5 JP Cost down from 600 to 500.
5) Vertical Jump 2 JP cost down from 100 to 50.
6) Vertical Jump 3 JP cost down from 200 to 150.
7) Vertical Jump 4 JP cost down from 300 to 250.
8) Vertical Jump 5 JP cost down from 400 to 350.
9) vertical Jump 6 JP cost down from 500 to 450.
- Level Jump 8, vertical jump 7 & 8 remain the same.


T. Archer:
1) Charge +1 JP Cost down from 100 to 80. CT down from 4 to 2.
2) Charge +2 JP Cost down from 150 to 120. CT down from 5 to 3.
3) Charge +3 JP Cost down from 200 to 150. CT down from 6 to 4.
4) Charge +4 JP Cost down from 250 to 200. CT down from 8 to 5.
5) Charge +5 JP Cost down from 300 to 250. CT down from 10 to 6.
6) Charge +7 JP Cost down from 400 to 350. CT down from 14 to 8.
7) Charge +10 JP Cost down from 600 to 500. CT down from 20 to 11.
8) Charge +20 JP Cost down from 1000 to 750. CT down from 35 to 13.

U. Beowulf: <--- holy crap it's the oracle on steroids
1) Blind range down from 4 to 3.
2) Aspel range down from 4 to 3.
3) Drain range down from 4 to 3.
4) Faith range down from 4 to 3.
5) Innocent range down from 4 to 3.
6) Zombie range down from 4 to 3.
7) Silence range down from 4 to 3.
8) Berserk range down from 4 to 3.
9) Chicken! range down from 4 to 3, Y in % success formula lowered from 50 to 35.
10) Confuse range down from 4 to 3.
11) Desprair range down from 4 to 3.
12) Don't Act range down from 4 to 3.
13) Sleep range down from 4 to 3.
14) Break range down from 4 to 3.

V. Reis:
1) Holy Bracelet X in formula down from 4 to 0, Y in formula down form 20 to 15. Formula changed to DAMAGE = MA * Y. Range down from 4 to 2, Effect Area down from 2 to 0, vertical from 3 to 2.

W. Cloud: (Cloud's Limits use the Damage = MA * Y formula)
1) Braver CT reduced from 3 to 2. Y damage up from 12 to 16.
2) Cross Slash CT down from 4 to 2, Y up from 22 to 24.
3) Blade Beam CT down from 5 to 3.
4) Climhazzard CT down from 7 to 4.
5) Meteorian CT down from 10 to 6.
6) Omnislash CT down from 15 to 8
7) Cherry Blossom CT down from 20 to 10.

X. Worker 8:
1) Destroy X in damage formula up from 8 to 10.
2) Compress X in damage formula up from 6 to 8.
3) Dispose X in damage formula up from 4 to 6.
4) Crush X in damage formula up from 4 to 6.



II. JOB STATS:

NOTE: LOWER GROWTH is BETTER. Higher multipliers mean higher values of the base stat when you are in the job. <--- Philsov tried to slightly improve the benefits of spending time in magical classes if you plan to be a caster, and the benefits of spending time in PA classes if you wanna end up as a PA dude. In the end the difference is not that huge, but will punish the player who constantly switches people in and out of magical / melee classes and slightly reward the one who sets roles to his characters.

His method is subtle but it's there. Mime still offers the best in terms of both PA and MA growth, however a straight up calc growth is the best MA and straight up knight growth is the best PA. Straight up thief growth is the best for speed.


A. SQUIRE: GUTS:
1) Lost Gained JP UP.
2) Gains Invitation in chapter 2, 3, and 4.

B. SQUIRE: BASIC SKILL:
1) GAINED JP UP REMOVED FROM THE GAME. Pwned.
2) HP Growth up from 11 to 10.
3) PA Growth up from 60 to 50.
4) Can now equip spears and crossbows.
5) Cannot equip armguards.

C. KNIGHT: BATTLE SKILL Philsov really likes knights.
1) HP Growth up from 10 to 8.
2) HP Multiplier up from 120 to 160.
3) PA Growth up from 40 to 33!
4) PA multiplier down from 120 to 115.
5) MA Groth down from 50 to 55.
6) Can no longer equip robes.
7) Can no longer equip armlets.
8) Now learns COUNTER.

D. ARCHER: Charge
1) HP Growth up from 11 to 10
2) Speed Growth up from 100 to 95
3) Speed Multiplier up from 100 to 110
4) PA Growth up from 45 to 42
5) PA multiplier down from 110 to 107.
6) MA GRowth down from 50 to 60.
7) Jump up from 3 to 4.
8) Can no longer equip armguards

E. MONK: PUNCH ART:
1) Lost Counter.
2) Learns Meatbone Slash.
3) PA Growth up from 48 to 40.
4) PA Multiplier down from 129 to 120.
5) MA Growth down from 50 to 55.
6) No longer equips Armguards.

F. PRIEST: White Magic:
1) MP Growth up from 10 to 9.
2) MA Growth up from 50 to 45.
2.5) MA Multiplir down from 110 to 105.
3) Can now equip Flails.
4) Can no longer equip Armguards.

G. WIZARD: Black Magic:
1) MP Growth up from 9 to 8.
2) MA Growth up from 50 to 40.
3) MA Multiplier down from 150 to 130.
4) Can no longer equip arrmguards.

H. TIME MAGE:
1) MP Growth up from 10 to 9.
2) MA Growth up from 50 to 42.
3) MA Multiplier down from 130 to 125.
4) Can no longer equip armguards.

I. SUMMONER: SUMMON MAGIC:
1) MP Growth up from 8 to 7.
2) MP Multiplier up from 125 to 135.
3) MA Growth up from 50 to 42.
4) MA Multiplier down from 125 to 120.
5) Can no longer equip Armguards.

J. THIEF: STEAL:
1) HP Growth up from 11 to 10.
2) Speed Growth up from 90 to 80. Highest in the entire patch ATM.
3) Speed multiplier up from 110 to 115.
4) PA Growth up from 50 to 47.
5) MA Growth down from 60 to 55.
6) Now has Innate: Concentrate
7) Can now equip Ninja Blades.
8) Can no longer equip Armguards.

K. MEDIATOR: TALK SKILL:
1) MA Multiplier up from 75 to 85.
2) MA Multiplier up from 75 to 85.
3) Can no longer equip armguards.

L. ORACLE: YING YANG MAGIC:
1) MP Growth up from 10 to 9.
2) MA Growth up from 50 to 45.
3) MA Multiplier up from 120 to 115.
4) Can no longer equip armguards.

M. GEOMANCER: ELEMENTAL:
1) PA Growth up from 45 to 43.
2) Now has Innate: Move on Lava
3) Can no longer equip Armguards.

N. LANCER: JUMP:
1) HP Growth up from 10 to 9.
2) HP Multiplier down from 120 to 100.
3) Speed Growth up from 100 to 95.
4) Speed Multiplier up from 110 to 100.
5) PA Multiplier down from 120 to 110.
6) MA Growth down from 50 to 60.
7) Can no longer equip robes.
8) Can no longer equip armlets.

O. SAMURAI: DRAW OUT:
1) HP growth up from 12 to 10.
2) PA Growth up from 45 to 41.
3) MA Multiplier up from 90 to 110.
4) Now has Innate: Two Hands.
5) Can no longer equip armlets.
6) Lost Meatbone Slash.

P. NINJA: THROW:
1) Speed Growth down from 80 to 85.
2) PA Growth up from 43 to 41.
3) PA Multiplier down from 122 to 105.
4) Can no longer equip knives.
5) Can no longer equip armguards.
6) Now has CURE instead of SHURIKEN. <--------------- Obviously this needs fix lol.

Q. CALCULATOR: MATH SKILL: <-------------------- Hmmz.
1) HP Multiplier up from 65 to 85.
2) MP Multiplier up from 80 to 115.
3) Speed Multiplier up from 50 to 100.
4) PA Growth up from 70 to 50.
5) PA Multiplier up from 50 to 90.
6) MA Growth up from 50 to 35. <--------------------- Highest MA Growth in game ATM.
7) MA Multiplier up from 70 to 125.
8) Innate: Half of MP
9) Innate: Short Charge
10) Innate: Magic Def. UP
11) Can now equip Swords.
12) Can now equip Rods.
13) Can now equip Flails.
14) Can no longer equip armguards.
15) LOST ALL CALCULATE SKILLS.
16) Now has Cure, Protect, Shell, Fire, Ice, Bolt, Stop, Blind. <---- Please check.

R. BARD: SING:
1) HP Growth up from 20 to 14.
2) HP Multiplier up from 55 to 60.
3) MP Growth up 20 to 15.
4) PA Multiplier up from 30 to 50.
5) Can now equip robes.
6) Can no longer equip armguards.

S. DANCER: DANCE:
1) HP Growth up from 20 to 14.
2) MP Growth up from 2o to 15.
3) Can no longer equip armguards.

T. MIME:
1) HP Multiplier up from 140 to 180.
2) MP Growth down up  30 from 15.
3) Can now equip shoes.
4) Can now equip armguards.
5) Can now equip rings.
6) Can now equip armlets.
7) Can now equip Cloaks.



III. ITEM STATS:


A. KNIVES / NINJA KNIVES:
1) Main Gauche dmg up from 6 to 7. Now inflicts poison.
2) Orichalcum now has +1 speed. Dmg up rom 7 to 8.
3) Assassin Dagger dmg up from 7 to 8.
4) Air Knife now has +1 speed.
5) Zorlin Shape now available in chapter 4 shops.
6) Hidden knide now available in chapter 2. Dmg down from 8 to 7.
7) Ninja Knife dmg down form 9 to 8.
8) Short Edge dmg down from 10 to 9.
9) Ninja Edge dmg down from 12 to 10.
10) Spell Edge dmg down from 13 to 11.
11) Sasuke Knife dmg down from 14 to 13.
12) Iga Knife dmg down from 15 to 14.
13) Koga Knife dmg is down from 15 to 14.




B. SWORDS:
1) Broad Sword EV up from 5 to 10.
2) Long Sword EV up from 10 to 15.
3) Iron Sword EV up from 5 to 10.
4) Mythril Sword EV up from 8 to 13.
5) Blood Sword dmg up from8 8 to 9. EV up from 10 to 15.
6) Coral Sword palette changed. It looks yellow/golden now, like a real lightning sword. EV up from 5 to 15.
7) Ancient Sword palette changed. Graphic changed. Enemy level up from 21 to 35. Available in chapter 3 AFTER velis, not before. Dmg up from 9 to 11. EV up from 5 to 15.
8) Sleep Sword available in Chater 3 start now. EV up from 5 to 15.
9) Platinum Sword EV up from 10 to 20.
10) Diamond Sword EV up from 10 to 20. Available in chapter 3 after zalmo.
11) ice brand EV up from 10 to 20.
12) Rune Blade EV up from 15 to 25.
13) Nagrarock EV remains at 50 lul.



C. KNIGHT SWORDS:
1) Defender Available in shops chapter 4 start.<------ I tested this and it's not working properly.


D. AXES:         <----------------------- STILL NEEDS WORK.
1) Battle Axe not forced 2 hands anymore. Wind elemental.
2) Giant Axe now Wind elemental (???). Inflicts nothing. Can be 1 handed.
3) Slasher now Wind elemental (more ???). Inflicts nothing. Can be 1 handed.


E. RODS:
1) Dragon Rod now absorbs ALL ELEMENTS. <----------------- Please check, this one surprised me in WOTG.



F. STAFF:
1) Healing Staff dmg up from 4 to 8. Now casts Protect and Shell on hit.


G. FLAILS:
1) Flail Is now wind elemental. No longer 2 hands. Inflicts confusion.
2) Flame Whip is now wind elemental. No longer 2 hands. Inflicts Slow.
3) Morning Star is now wind elemental. No longer 2 hands. Has random chance of adding Confuse or Berserk.
4) Scorpion Tail is now wind elemental. No longer 2 hands.


H. CROSSBOWS:
1) Bow Gun dmg up from 3 to 4.
2) Night Killer dmg up from 3 to 5.
3) Cross Bow dmg up from 4 to 6.
4) Poison Bow dmg up from 4 to 7.
5) Hunting bow dmg up from 6 to 8.
6) Gastrafitis dmg up from 10 to 12.


I. BOWS:
1) Perseus Bow dmg up from 16 to 18.


J. SHURIKENS:
1) Magic Shuriken dmg up from 7 to 9.
2) Yaguy Darkness dmg up from 10 to 12.


K. SHIELDS:
1) Bronze Shield now has 5 M EV.
2) Round Shield now has 5 M EV.
3) Mythril Shield now has 10 M EV.
4) Gold Shield now has 5 M EV.
5) Ice Shield now has 5 M EV.
6) Flame Shield now has 5 M EV.
7) Aegis Shield P EV up from 10 to 14.
8) Diamond Shield now has 20 M EV up from 15.
9) Platina Shield M EV up form 10 to 15.
10) Crystal Shield M EV up from 15 to 20.
11) Genji Shield now has +1 MA. Now has 10 M EV instead of Zero.
12) Kaiser Plate M EV up from 20 to 25.
13) Venetian Shield M EV up from 25 to 30.



L. HELMETS:
1) Leather helmet HP up from 10 to 20
2) Bronze Helmet HP up from 20 to 30.
3) Iron Helmet HP up from 30 to 45.
4) Baruba HP up from 40 to 55. Now has 10 MP.
5) Mythril Helmet HP up from 50 to 65. Now has +1 PA.
6) Gold Helmet HP up from 60 to 80.
7) Cross Helmet HP up from 70 to 90. Now has 15 MP.
8) Diamond Helmet HP up from 80 to 100.
9) Platina Helmet HP up from 90 to 110. Now has +1 MA.
10) Circlet HP up from 100 to 130.
11) Crystal Helmet HP up from 110 to 150. Now has +1 PA.
12) Genji Helmet HP up from 150 to 170.  Now has +1 MA.
13) Grand Helmet HP up from 170 to 190.



M. ARMORS:
1) Leather Armor HP up from 10 to 20.
2) Linen Cuirass HP up from 20 to 30.
3) Bronze Armor HP up from 30 to 40.
4) Chain Mail HP up from 40 to 55.
5) Mythril Armor HP up from 50 to 65.
6) Plate Mail HP up from 60 to 80.
7) Gold Armor HP up from 70 to 90.
8) Diamond Armor HP up from 80 to 100. Now has +1 PA.
9) Platina Armor HP up from 90 to 110.
10) Carabini Mail HP up from 100 to 125.
11) Crystal Mail HP up from 110 to 160. Now Cancels: Sleep & Death Sentence.
12) Genji Armor HP up from 150 to 180.
13) Reflect Mail HP up from 130 to 140.
14) Maximilliam HP up from 200 to 240. Now Cancels: Don't Act & Don't Move.



N. CLOTHES:
1) Leather Outfit HP up from 10 to 12.
2) Leather Vest HP up from 18 to 20.  
3) Chain Vest HP up from 24 to 27.
4) Mythril VEST HP up from 30 to 34.
5) Adaman Vest HP up from 36 to 40.
6) Wizard Outfit HP up from 42 to 50.
7) Brigandine HP up from 50 to 55.
8) Judo Outfit HP up from 60 to 70.
9) Power Sleeve HP up from 70 to 80.
10) Black Costume HP from 100 to 115.
11) Earth Clothes HP up from 85 to 100.


O. MANTLES:
1) Small Mantle EV and M EV down from 10/10 to 5/5.
2) Leather mantle EV down from 15/15 to 10/10.
3) Wizard Mantle EV down from 18/18 to 13/13.
4) Elf Mantle EV down from 25/25 to 18/18.
5) Dracula Mantle EV down from 28/28 to 22/22.
6) Feather Mantle EV down from 40/30 to 25/20.


P. PERFUMES: <----- yay!!!
1) Chantage no longer has Permanent: Reraise. Now has Starting Status: Reraise.


Q. RINGS:   <--------------- Hooray for philsov!
1) Angel ring no longer has Permanent: Reraise. Now has Starting Status: Reraise.
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Post by: kenj_083 on May 01, 2008, 07:42:14 pm
Hmm...I don't think angel ring had permanent reraise at all.
That's great, though.
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Post by: Archael on May 01, 2008, 07:45:49 pm
Whoops.

:)
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Post by: Bastard Poetry on May 01, 2008, 08:29:28 pm
Well, actually, philsov's 1.2 DID accidentally give Angel Ring permanent reraise.

I believe that was one of the things fixed by the time you started your WotGC, Voldemort.
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Post by: Archael on May 01, 2008, 09:19:37 pm
Thank for the info bastard. <--- I'm not editing this, BTW.

Either way it's something that shouldn't be in there IMHO.
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Post by: BlackMageShin on May 02, 2008, 07:37:46 pm
Holy is a white magic.

Literally.
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Post by: Archael on May 02, 2008, 10:22:07 pm
Asmo and me were talking about MP Switch > Move MP UP.

Right now it's very broken. What do you guys think about removing Move MP UP?

If you want to use MP Switch strategies, you can always use Item to heal MP instead of HP. It works the same, except you must spend a turn healing that MP instead of getting it for free.

This will keep MP Switch useful without allowing it to be full proof.

Also, I don't think MP SWITCH > MOVE MP UP strategy is really absolutely necessary for any of the encounters in the game.
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Post by: Lydyn on May 02, 2008, 10:25:01 pm
1) Create a more BALANCED, FUN, and CHALLENGING FFT experience.

My suggestion? Edit all the monsters, bosses, and ENTD files as well ... at least depending on how challenging you want it. I seriously consider (with or without this patch) most of the enemies to be inheratly (sp) too easy for my tastes. I even went as far as giving a lot of enemy humans the same cheap tricks you can use yourself, like knights with two swords for example.

Up to you though.

Oh, and .. um .. I don't know what to say about the MP Switch <-> Move MP-Up. I've never used that trick.
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Post by: Archael on May 03, 2008, 03:25:08 am
MP Switch --> Move MP UP is the cheapest trick of them all.
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Post by: Fiska on May 03, 2008, 03:30:41 am
I'd say remove Move MP Up. Nobody uses it for its legitimate purpose.
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Post by: VincentCraven on May 03, 2008, 07:29:58 am
Quote from: "Voldemort7"Thank for the info bastard. <--- I'm not editing this, BTW.

Either way it's something that shouldn't be in there IMHO.

So who IS editing this?

And if you think MP Switch:Move MP Up is too good, I'd say get rid of Move MP Up too.
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Post by: ultimate_kensuke on May 03, 2008, 11:12:26 am
I say math skill should be changed into deminshun magicks put together with ja magic.
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Post by: townknave on May 03, 2008, 02:35:17 pm
I think the idea that we need to get rid of stuff like move-MP up is misguided-  it's not that uber unless you're in a duel, which happens exactly 1 time in FFT

The way to deal with that stuff is by giving it to the enemies.  I think one or more Zodiacs should have the combo.

Balancing this game can only go so far unless we edit the ENDT's.  The cpu jobs are just so poorly equipped, and have such poor ability selection.  Even if you give them every ability learned, you still mostly fight stuff like:

Knight
Basic Skill
Finger Guard
Equip Sword
Move-Find Item

Not exactly an overpowering setup.  Many of the abilities in this game cannot be used by, or have no application to, the AI.  Balancing FFT can only go so far unless we edit the ENTD to give the enemies strong (not gimmicky, but well rounded) setups in terms of skills and equips.

I posted the following on the GFAQs board, but I'm reproducing it here for completeness:

Random ideas:

Give Malak ninja blades, not swords... too many sword users around already, and Malak is supposed to be an assassin.

60% of the enemies are Knights and Archers, probably the two worst normal classes. This is the main thing standing between FFT and a reasonably hard game.

I'm concerned that some of these changes will actually make Knights WORSE than they were before. Nerfing Knight Sword WP is good for reducing the unreasonably high damage of sword skillers, but regular Knights will be simply pathetic with them if you don't change their horrible, horrible formula. If you are going to make Knight Swords worse, you must give them the normal sword formula so that the 55 brave enemy knights that will be wielding them can at least do more damage than they would with a diamond sword.

Knights are a class that no player will ever use for more than a few battles, owing to the fact that specials completely dominate them. More PA growth and HP is nice, but PA and HP has never been the Knight's problem. It has always been mobility and range. Knights will take longer to take out, but they will still pose pretty much no threat because they'll very rarely be in range to do anything. In short, Knights need an assload of help before they can be any sort of viable opposition. Really, an assload. I love the unevadable breaks but that's just a good start. Hence, I suggest the following for them:

-4 Move
-Innate Defend (should be standard on all knight type classes, I think). This can give them a reasonable shot at dodging even magic with Diamond Shield or better.

AND/OR

-Split Punch (with MP cost). That's right, I advocate giving Knights the worst sword skill... so that a master knight has taken the first baby step towards developing into a special knight. This skill adds nothing to Holy Sword that other skills don't, so Holy Knights won't miss it. Without robes they'll only have MP to use it a few times, but at least you might potentially see an enemy knight as a threat at some point.

If Knight seem too good after this, ask yourself: In what way that matters are they better than Monks? Monks have higher potential damage, range, multi targeting, better equips, costless healing, COSTLESS MP restoration (!), costless, instant revival with high success rate, status healing, the kitchen sink, etc. When you compare the crap that is Knights with the great stuff that the good classes can do, it's evident they need a lot of help.

Archers, like Knights, need lots of help, but I think the changes suggested already are pretty good. I would suggest they need 4 Jump though, and maybe a little more range on crossbows so you might actually use one someday. I like Tactics Ogre's approach on this- xbows have 1 more range than bows, but are linear and don't benefit from height.

Now that we are bringing the armors into balance, there shouldn't be any reason for people like Agrias and Orly to go running around in clothes. Wearing all armors should be limited only to Squire, as a way to make them special.

Oh, and wind elemental axes = fail... why not just boost up their WP and make them unthrowable? That could make them an awesome weapon for battle skill, which makes a lot of sense (i'm in favor of knights being able to use axes). Another good solution might be to just change their formula to the current Knight Sword/katana formula, which would eliminate the random damage while not making them too powerful.

Of course, the real changes that need to be made are with the ENTD files that define enemy battle formations. It's sad that the enemy is limited to up to 4 different classes in a battle, but surely we can come up with more interesting combos than Knight + Archer + X + Y, and we might see some classes actually used by the AI for once.


---
Cheers,
Town Knave
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Post by: Archael on May 03, 2008, 03:45:40 pm
I will look at the ENTD changes. ENTD edits can be patched through just the SCUS, right? or does another file need patching?

Also, I like the idea of giving knights their own ranged WP - based skill. This alleviate their problems GREATLY, and they won't need 4 move to do it.

Any ideas?
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Post by: Lydyn on May 03, 2008, 04:03:29 pm
Quote from: "Lydyn's Collection of Guides"Also be sure to note that the ENTD section of the patcher requires special attention. It's the event editor that allows you to change levels, sprites, job classes, and equipment among other things for either cut-scenes (not usually named) or battles. After you're satisfied with the edits, you select "Generate ENTD Files" and select a folder (I created mine own here) in which the ENTD files will be saved in. Then open up CD Mage and open the Battle Folder within the image file and find "ENTD1.ENT," "ENTD2.ENT," "ENTD3.ENT," and "ENTD4.ENT" and import the new ones you had just saved - just like the SCUS_942.21 file.

As for the Knight, I found that Innate Defense UP works really well, making them only really weak to magic users. It's up to you though, but giving them a Sword Skill ... almost makes you wonder why you'd want to use a spear on a Lancer when you can just equip sword. Unless you're making all the classes avaliable from the start, you have to remember there is a progression here, afterall ... Lancer should be better in the long run. That's my opinion.

Also not to mention a combo of putting Chakra on either a knight or another class with equip sword. Gives you infinite Split Punch at the cost of a single turn every so often. This also doesn't fit in line with number two;


I'd rather vote for more move and jump even in that case and the ability to equip other weapons maybe... like katanas? Doesn't take a lot away from Samurais since their "thing" is Draw Out anyways, and letting knights use the katana as a weapon isn't going to hurt much.
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Post by: Archael on May 03, 2008, 04:07:02 pm
Lancer will be able to jump from like 8 range, their skill will have the range of stasis sword, max.

Also giving them katanas won't hurt, but it won't help them AT ALL either. They will keep swords, K swords, and axes.

Also you might be right about just giving them 4 move and something else instead of another A-Ability.
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Post by: Archael on May 03, 2008, 04:08:01 pm
Innate Defend is also a very good idea. Defend is very very under-used.
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Post by: Lydyn on May 03, 2008, 04:11:37 pm
Quote from: "Voldemort7"Lancer will be able to jump from like 8 range, their skill will have the range of stasis sword, max.

Also giving them katanas won't hurt, but it won't help them AT ALL either. They will keep swords, K swords, and axes.

Also you might be right about just giving them 4 move and something else instead of another A-Ability.

I don't get the first part there. What skill does Lancer have that has the range of Stasis Sword? It's 2 Range, Effect 1 (as in, the target square and 1 square out). And Katanas can if the Knight is using Weapon Guard. Katanas have higher end Weapon Evade. Might not be a lot, but it is something... probably more useful in Chapter 1-2 I'd assume, unless you're giving knights and other classes skills such as Two Swords that early... >.<
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Post by: Archael on May 03, 2008, 04:20:49 pm
I'm sorry, my wording was off.

I meant that giving Knights a ranged sword skill wouldn't make it THAT strong since it will only have the range of stasis sword (3 panels) max, and be single target.

Compared to a Lancer's Jump which can reach 8 panel range, and be just as powerful. The knight's woud-be attack would use weapon power and nothing more, it's not going to scale beyond that much. IF we put it in, this is all highly tentative.

Also about the W EV %'s we plan to give all knight swords (except defender) + W EV. Evading won't be a problem for knights, as they can already equip shields and mantles.

No need for them to equip katanas, really. Leave the katana to the samurai and the spear for the lancers.
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Post by: Lydyn on May 03, 2008, 04:28:30 pm
I see what you mean now. I'm still standing by the point that giving a knight a sword skill sort of starts to stray away from the original game though ... and since that's your goal here, I still strongly suggest to do something else like the 4 move and innate Defend or something.

It was originally intended only that special knight classes get sword skills and taking that away just makes it feel less like the original. I did it in my patch, but the goal of my patch wasn't to stay to the original... ;)
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Post by: Archael on May 03, 2008, 04:31:42 pm
Too true.

We'll start with 4 move and Innate: Defend for now.

Defending will make them evade-gods later game at the cost of the Act command, which is balanced. Until they can reach their target to break / damage them.

Thanks Lydyn!
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Post by: Lydyn on May 03, 2008, 04:39:53 pm
No problem. ^^ Not sure what you want to do with Blade Grasp / Abandon / Praise / Cheer Up, though. Chances are someone else will bring it up if I don't, but lots of people are concerned about being able to raise your Brave up to 97 and evading all kinds of stuff. I've never tried it with Abandon, but having Blade Grasp with 97 Brave almost makes your character immune to damage ... since there's so few good magic users that you face as enemies.

Something to think about too. Personally, I reworked the entire Medaitor class... but, not sure if you want to take suggestions or ideas from my patch or not. *Shrug*
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Post by: Archael on May 03, 2008, 04:43:26 pm
It would be easy to just disable the blade grasp flag on alot of skills that are currently affected by it such as Jump.

The problem is according to Raijinili, disabling that flag will also turn off counter for the un-flagged skills.
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Post by: Archael on May 03, 2008, 04:44:23 pm
In other words blade grasp would be FINE if it only worked against weapon attack commands like it's supposed to.
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Post by: townknave on May 03, 2008, 05:49:26 pm
Innate Defense UP would help Knights in some capacity, sure.  My main argument all along regarding Knights, however, is that they are little more than high-HP rocks standing in your way, to be easily cleared out by whatever damaging way you choose.  They simply are not a credible offensive threat.  When a unit that is not a credible offensive threat is used by the AI but not the player, and in fact makes up a high proportion of the AI armies, the game is unavoidably going to be easy.  Tanks are not useful in FFT because it's easy to target that dangerous Wizard behind the slow, durable Knight.  In fact EVERY SINGLE class has some form of ranged attack, except the Knight.

As for Chakra, I've always advocated MP cost for certain Punch Art moves.  Among them, Wave Fist, Earth Slash, Chakra, Stigma Magic, and Revive.  The cost for should be so that you need Martial Arts and high PA to have a decent net MP gain for the Caster.  It's bad enough that it restores MP for others, but for the caster is just ridiculous.    

I agree with you, Lydyn, that Lancers should be generally better than Knights.  What I do not agree with is the current state of affairs:  They are many times better than Knights in pretty much every way that matters, to the point where it's irrational for the player to use a Knight over them.  You might say Knight Swords are a reason, but the player's best Knight Swords will go his 5 Knight Sword wielding specials.  

Even strengthening the Knight to the max that's been proposed, I think the Lancer is pretty clearly better than even a Split Punch wielding, 4 move Knight.  

And no, there is no point to giving Knights katanas.  Not only is there no precedent for it in any FF game where katana have been their own weapon class, but katanas will always do a lot less damage than swords without Samurai's innate two hands due to the katana's horrible formula.  The slightly higher W-Ev might be a consideration if weapon guard wasn't horrible, but it is.  I wish we could make weapon guard always active so that W-Ev would be a meaningful consideration on weapon choice, but as of now it's basically a non factor.
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Post by: Archael on May 03, 2008, 06:05:15 pm
Split Punch might take some of the uniqueness away from Agrias as some pople are saying.

Have you considered giving them Beowulf's Shock! skill? It's not like he needs it. I am testing it and it accepts all formula changes / effect changes. as well as range reduction an MP costs. This would make killing fighting knights more interesting, as severely hurting them means they will throw damage right back at you.

Also, I can get shock to be evadeable by mantles and shields.

You could keep Shock! as their 20 MP 3 range weapon skill to be used when they are hurt, or just give it a standard damage formula.

Any thoughts?
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Post by: townknave on May 03, 2008, 06:16:50 pm
The real root of these problems is the fact that the player can modify his br/fa values permanently and at no real cost, while the AI is stuck with always-suboptimal Br/Fa values between 45 and 74.

If we could change it so the increment needed to permanently increase one's brave was higher, like say, 20, then that would be ideal.  Given that we can't, and because Br/Fa modding help to break SO many things (blade grasp, auto potion, enemy mages nerfed), I think we can't achieve anything like balance unless they're taken out.

In the story, Orlandu is the bravest in Ivalice with 77.  That your squire Rad should be not just braver, but much braver with 97, just because your mediator yelled at him for 20 minutes is ridiculous.  

The good effects of removing Br/Fa modding are many.  That enemy Knight with 74 Brave or enemy Wizard with 74 Faith might actually be worth inviting now.  You might actually consider casting Reflect to defend against enemy mages.  Your fighters are no longer immune to just about all physical attacks.  Your Beowulf actually has a weakness.  Rafa is actually valuable as an item finder.  Malak is actually valuable because he is less vulnerable to magic than anyone else.  Your reaction abilities no longer trigger like 50% more often than the enemy's.  Your magic is no longer 50% stronger.

I would go so far as to say that if Br/Fa modding are left in, the game can never be balanced in any meaningful way.  It's just too big an advantage available to the player that is never available to the AI.

Abilities like Cheer Up ought to be changed.  Maybe make it give +1 MA or something.  Scream of course would need to lose its +10 Br component, if that's possible.  Oh, and Accumulate/Yell/Cheer UP/Scream seriously need to have an MP cost, they're badly broken as they are as stackable free buffs.

Removing Br/Fa modding is preferable to weakening Blade Grasp by unflagging the actions to which it applies because it doesn't have the side effect of nerfing counter, a perfectly fine reaction ability that is good as it is.  If we could remove it from gun and arrow attacks ONLY, I think that would be ideal.

As for jump, I'm inclined to say BG should work against it.  It's an attack with a blade in the same sense that the Lancer's normal attack is, so why not?  Besides, there ought to be SOME way to defend against Jump-  it has longer range than any sword skill and is unconstrained by MP cost.  I remember there being serious debate in a great GameFAQS thread comparing the skillsets as to whether Holy Sword was even better than Jump.  

I disagree that giving away Split Punch takes away from Agrias' uniqueness.  Split Punch sucks.  Its damage, range, and status ailment are all completely exceeded by other Holy Sword skills.  It's odd to say it's what makes her unique when she has no real reason to ever actually use it over Lightning Stab/Crush Punch.

The real threat to Agrias' uniqueness is Orlandu.  A lot of people have supported nerfing him by giving him Destroy Sword instead of All Swordskill, but I think a better approach is to make All Swordskill a sampler rather than a compilation.  It would include:

Stasis Sword
Split Punch
Crush Punch
Shellbust Stab
Blastar Punch
Dark Sword

This way, Orlandu has a little of the three main Sword skillsets but doesn't have all the moves that someone dedicated to them.  This fixes the redundancy of both Agrias and Meliadoul while toning down Orlandu.  Now, what makes Agrias unique is the best Holy Sword skills, Lightning Stab and Holy Explosion, while Meliadoul is the only source of the probably best Might Sword skills, Hellcry Punch and Icewolf Bite.

As for Shock!, that is a very interesting idea.  I've never actually thought of it.  At first blush I'd rather Knights be made more powerful for the duration of battle rather than just the end...  this gives the player more an incentive to take out enemy Knights last, which even further decreases their ability to function as tanks.  But it certainly is an interesting skill, and I'd like to see it on some enemies if possible-  maybe Zalera's zombie knights would be good candidates?
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Post by: Archael on May 03, 2008, 06:22:25 pm
I'm messing around with Shock! and I made it blockable by mantles and shields. I gave it the standard weapon formula and it works well. It's basically a ranged weapon swing with an MP cost. It is evadeable too.

So perhaps this is a better solution than the standard Shock! skill.

I will try this for Holy / Mighty / Dark Sword skills as well.

It's about time they lose that 100% hit rate.
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Post by: Archael on May 03, 2008, 06:25:43 pm
Jump is BG'able at the moment.

However Jump needs to be EVADEABLE as well.
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Post by: Lydyn on May 03, 2008, 06:26:51 pm
Well, giving Shock presents the same problem as giving them Split Punch; it doesn't make the patch as close as the original as possible. It's giving a special skill to a un-special class. You only need level 2 squire for crying out loud to get the danged class!

Geez, if you're that worried about range too, let Knights use crossbows/bows and give Archers innate concentrate so there's a use for both of them. Actually giving crossbows to knights would be nice...

I also looked at the forumlas for the katanas, swords, and knight swords ... they all use 01 - Normal. So, you've lost me there, sorry. I know Samurais don't do a ton of damage, but they have lower PA, so ...

Dunno why you're getting so worked up for though, townknave. One of the easiest ways to make the game more challenging is to bump the levels on all the story battles. I did it so that every story battle, the enemies went up +2 levels. By the end of the game, the enemies are level 95-99. Also just replace some knights with lancers or something ... most of the complients are mostly due to how the story battles are set up, not because one class is stupid or whatnot. Maybe even bump up the class requirements or something, I don't know ...

No need to get worked up, though. :P If anything, just change what you don't like when he's finished with v1.3, assuming he actually stays with the original. At the rate with adding special skills to regular classes, I wouldn't dare call it v1.3 anymore. No offence.
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Post by: townknave on May 03, 2008, 06:35:31 pm
Before you go weakining Sword Skills too much, remember that they are the main arsenal of many of the game's major boss fights.  The Wiegraf battle will be a lot less daunting if we can rely on our Diamond Shield and Elf Mantle to pretty much nerf Lightning Stab.  

There's very little ground in FFT between 100% hit rate and complete evadeability. I think MP cost balances out Sword Skills enough...  if we make them evadeable too they might not even be better than Elemental.

 Of course, I'm open to making whatever we give the Knight evadeable, though I really don't think it needs to be.  

I should add that most of the Shrine Knights should get innate Move-MP UP or maybe have Dark Sword addeed to their skillset.  Their pact with Lucavi or whatever ought to ensure that they can keep the sword skills going indefinitely.  Vormav and Rofel need to have at least some basic Holy Sword skills added to their skillsets.  In fact, I think it'd be more than fair if they got Dycedarg's skillset or even original All Swordskill.  Whatever it is, they shouldn't be nerfed completely by Maintenance.
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Post by: Archael on May 03, 2008, 06:46:18 pm
Making Sword skills evadeable is important. One of the major reasons they are so strong is the 100% hit rate. They should be treated as weapon attacks, which is what they are in essence. Ranged weapon attacks with chance to add status.

And don't worry about the bosses. They will have innate concentrate so don't worry about that.

Bosses will be looked at later. Player - usable jobs come first.

Lydyn, keeping it close to the original as possible WHILE improving upon it. Don't forget that. If I simply wanted to keep it close to the original as possible I wouldn't be working in a patch. I'd just play FFT V1.0

My close to original rule was more directed at new sprites and jobs and huge sweeping changes, but it accepts things that will improve the game, especially such an under-used job as the Knight.
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Post by: Lydyn on May 03, 2008, 06:50:24 pm
Well, guess we have difference of opinion ... as under-used as the Knight is, giving him special skills just makes it.. not original in my opinion. You two seem to have it all under wraps anyways and some of my ideas are already getting pushed aside. :P So, you two have fun with this. ^^
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Post by: townknave on May 03, 2008, 06:52:25 pm
Quote from: "Lydyn"Well, giving Shock presents the same problem as giving them Split Punch; it doesn't make the patch as close as the original as possible. It's giving a special skill to a un-special class. You only need level 2 squire for crying out loud to get the danged class!

Geez, if you're that worried about range too, let Knights use crossbows/bows and give Archers innate concentrate so there's a use for both of them. Actually giving crossbows to knights would be nice...

I also looked at the forumlas for the katanas, swords, and knight swords ... they all use 01 - Normal. So, you've lost me there, sorry. I know Samurais don't do a ton of damage, but they have lower PA, so ...

Dunno why you're getting so worked up for though, townknave. One of the easiest ways to make the game more challenging is to bump the levels on all the story battles. I did it so that every story battle, the enemies went up +2 levels. By the end of the game, the enemies are level 95-99. Also just replace some knights with lancers or something ... most of the complients are mostly due to how the story battles are set up, not because one class is stupid or whatnot. Maybe even bump up the class requirements or something, I don't know ...

No need to get worked up, though. :)  I've done a WOTF type playthrough and it's a fun novelty, but a brute force challenge appeals much less to me than a more strategic challenge, where the AI and I are on a fairly equal statistical footing.  It's like the computer game civilization.  You can bump up the difficulty by giving the AI articifial production bonuses and such, but it's much better to actually get the game balances so the AI can play better.

When you say "the way the story battles are set up," that's because they're full of Knights, who are by wide agreement the worst class in the game.  I am only trying to point this fact out because improving knights is the simplest way to improve the game's difficulty without resorting to super high level enemies.  Super high level enemies do not genuinely make the game harder.  97 Brave blade grasp blocks a level 99 Knight's sword swing just as good as it blocks a level 1 Knight.

You are correct that giving Knights Split Punch violates the ideal that we should stay true to the initial spirit of FFT.  but one of the other stated goals for the project is to make sure every class has a purpose.  As it is right now, Knights are a completely inferior class that only the AI uses, and they present no threat whatsoever to the player.  I am not advocating that they be made better than Lancers or Monks.  Heck, I'm not even advocating that they be made as good.  I just want them to not be so obviously and completely outclassed by them.

If we have to choose between sticking as closely as possible to the initial spirit of FFT and making every class useful and balanced, I'm going to choose the latter every time.  It looks like you choose the former.  There's nothing wrong with that at all, and in the end what gets chosen doesn't matter since I can easily make the changes I want for myself and you can do the same.  Until then, I am only trying to share whatever small amounts of wisdom I have accumulated with the game with the wider FFT community in hopes of persuading them to make what I think is the best possible version of FFT 1.3 for everyone.  

On other matters, I'm not in favor of giving Knights xbows, though I do think Squires should have them.  No other FF has Knights using xbows or bows, while there is precedent for them having sword skill-like moves (i.e. Steiner learning many abilities from Beatrix Holy Sword job command).

Lydyn, I would also urge you to check the BMG or test it in a vanilla game.  Knight Swords and Katanas, with the "Attack" command, definitely deal (PA * Br/100 * WP) damage.  I'd stake my life on it.
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Post by: Archael on May 03, 2008, 06:57:11 pm
Excuse me? "You two" have it under wraps?

What's that supposed to mean? I met town knave 2 days ago in the FFH chatroom, he's one of like 10 different people who are constantly giving ideas for this patch. I don't have anything "under wraps" with him.

None of townknaves or my own ideas are final or 'under wraps', and NONE of these changes / concepts is final.

All ideas are welcome and considered please don't suggest otherwise because that is not true.

If giving the knight an extra skill doesn't work out, it can very easily be removed. There WILL be playable versions of this patch before it is finalized, I don't know what the big deal is, seriously.
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Post by: townknave on May 03, 2008, 06:57:38 pm
Quote from: "Voldemort7"Making Sword skills evadeable is important. One of the major reasons they are so strong is the 100% hit rate. They should be treated as weapon attacks, which is what they are in essence. Ranged weapon attacks with chance to add status.

And don't worry about the bosses. They will have innate concentrate so don't worry about that.

Bosses will be looked at later. Player - usable jobs come first.

Lydyn, keeping it close to the original as possible WHILE improving upon it. Don't forget that. If I simply wanted to keep it close to the original as possible I wouldn't be working in a patch. I'd just play FFT V1.0

My close to original rule was more directed at new sprites and jobs and huge sweeping changes, but it accepts things that will improve the game, especially such an under-used job as the Knight.

Any idea if there's a way to make M-Ev apply to them while keeping them PA-based?  I don't quarrel with them being evadeable, but subjecting them to full physical evasion AND MP cost is a really big step down...  I think Sword Skills are adequately addressed by adding MP cost and paring down Orlandu's skillset.  When it's just Agrias doing a 100% lightning stab, that she only has enough MP to do 3-4 times, after which she becomes less useful than a regular Knight, it doesn't seem nearly as broken as Orly's did...
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Post by: Archael on May 03, 2008, 07:03:50 pm
MP cost can be minor like the one philsov applied. That means 6-15 MP costs.

And no, there is no way to make them MA EVadeable while being PA based that I know of, since the flag just checks for evade of the weapon type the attack is based on.

But if I make em MA evadeable it would be even worse since people will just stack Dracula + Aegis shield to try and block them.

Also the lowest chance you will have to hit someone with a Sword Skill is around 22% from the front, assuming they are using an Escutcheon II + A feather Mantle.

If you are that worried about their accuracy, equip Concentrate on the caster like you would for any other class.
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Post by: Lydyn on May 03, 2008, 07:08:01 pm
QuoteExcuse me? "You two" have it under wraps?

What's that supposed to mean? I met town knave 2 days ago in the FFH chatroom, he's one of like 10 different people who are constantly giving ideas for this patch. I don't have anything "under wraps" with him.

None of townknaves or my own ideas are final or 'under wraps', and NONE of these changes / concepts is final.

All ideas are welcome and considered please don't suggest otherwise because that is not true.

If giving the knight an extra skill doesn't work out, it can very easily be removed. There WILL be playable versions of this patch before it is finalized, I don't know what the big deal is, seriously.

 :shock: Sorry for offending you. You both just seem so passionate about this and most of my ideas are being out-spoken by your guy's ideas and ... apparently I'm offending people as well, or something.. *Scratches head* Anyways, I'm cool sitting this one out, it's not a big deal to me. I can find a dozen ways to make it simple and harder at the same time while making it balanced. I just.. don't think in the same ways you two do, I suppose.

Not saying any of this is bad or anything, just... me having a different preceptive on the game. Like I said, I even just redid the entire Mediator class and didn't think twice about taking out Brave modifiying skills. Only thing that modifies Brave in my game is making it lower...
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Post by: Archael on May 03, 2008, 07:13:01 pm
I'm not offended, well. Just a little that you would think I would push anyone's ideas aside.

The brave modification will for sure be looked at, especially the raising at part, and ESPECIALLY Ramza's +10 Br ability lol.

Also, we are not adding abilities to every generic class. In fact, I don't think any job needs tweaking that much except for Knight. If giving it an extra skill doesn't work out, then they will have to simply stay with 4 move / innate defend.

Also, philsov made a much bigger change by trying to fix V1.0 calculator and look how great that turned out. Sure it still needs some tweaking with it's innates (too strong) and it's skillset ( too weak), but it came out MUCH improved from V1.0.

Perhaps knight in V1.3 will work out good too? You never know :P
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Post by: Lydyn on May 03, 2008, 07:23:04 pm
I'd rather the knight be given normal skills from another class rather than special skills though. Calculator was given normal skills, even though it changed the class entirely.

Still don't understand why the 'no' on crossbows for knights. It's not like it overpowers them or takes away from any of the classes. *Shrug*

Well, if you decide not to add crossbows then (still not sure why :P

Could give them Magic Defense UP I suppose, or even give them innate concentrate. That'd make you more worried about them anyways... hm.
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Post by: Archael on May 03, 2008, 07:30:39 pm
Philsov already removed the evadeable flag from break skills, so concentrate on them is kinda moot.

To be honest, once they get in your face, they are VERY strong, because battle skill is now VERY accurate compared to before.

The problem is them getting to any other unit without getting disabled / stopped/ owned first. lol

4 Move / Defend would help that i guess.
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Post by: Lydyn on May 03, 2008, 07:36:05 pm
Well, give some of the knights +2 move in the ENTD and battle boots ... there's 7 move, which does help a ton. Somehow, seven move seems like a whole lot more than six and Lancers can't move that quickly, though they don't need too.

Maybe give Knights a better speed? That seems to be the major difference between Knights and Lancers, imo.
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Post by: Archael on May 03, 2008, 07:36:47 pm
http://www.youtube.com/watch?v=Gs9LMmNRyRk&fmt=6 (http://www.youtube.com/watch?v=Gs9LMmNRyRk&fmt=6)
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Post by: Archael on May 03, 2008, 07:38:41 pm
Quote from: "Lydyn"Well, give some of the knights +2 move in the ENTD and battle boots ... there's 7 move, which does help a ton. Somehow, seven move seems like a whole lot more than six and Lancers can't move that quickly, though they don't need too.

Maybe give Knights a better speed? That seems to be the major difference between Knights and Lancers, imo.


Giving ENTD knights +2 move is not the way to go about this IMHO. I don't think the ENTD will change much, if at all.
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Post by: Lydyn on May 03, 2008, 07:43:43 pm
You're nuts, lol ... no offence, but wow. You know how much messing with the ENTD files on my patch has changed things? A TON! Geez, I nearly died at the Valley place before Argias leaves you, at level ~30. Oh boy, it'll be fun fighting the knights with two swords and ninjas with armor. >.<

ENTD doesn't change much? I dare to disagree my friend. ^^
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Post by: Archael on May 03, 2008, 07:49:17 pm
You are mis-reading what I said.

I meant that I doubt the ENTD will change much for V1.3, as in I'm not going to mess with it.

Not that it doesnt provide a huge impact, I know it does. I'd just like to keep V1.3 limited to simple SCUS patching.
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Post by: Lydyn on May 03, 2008, 07:51:27 pm
Oh, gotcha. ^^ Well, then it's a whole another story to make everything balanced and challenging, especially challenging without ENTD changes.
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Post by: Archael on May 03, 2008, 07:52:40 pm
Quote from: "Lydyn"Oh, gotcha. ^^ Well, then it's a whole another story to make everything balanced and challenging, especially challenging without ENTD changes.

Now you understand me.

 :P
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Post by: Lydyn on May 03, 2008, 07:55:44 pm
Yeah, in that case, the Shock doesn't seem so nasty, lol ... I didn't realize you were only going for the SCUS_941.21 patching and nothing else. Evadable Sword Skills in that case is actually a nice idea...
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Post by: Archael on May 03, 2008, 08:11:07 pm
Yes, only SCUS patching. Like V1.2 was.

It's the simplest way to do things and more people will try it since more people know how to patch the SCUS, but not the other files.
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Post by: Lydyn on May 03, 2008, 08:13:40 pm
Well, in my guides, it explains how to patch ENTD files anyways, heh ... but, yes, do go on.
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Post by: Archael on May 03, 2008, 08:16:52 pm
Shock! is a VERY strong skill. Knights have high HP too. It's just as dangerous if not more than any other sword skill, because it doesn't use weapon damage, it uses the knight's HP.

I wonder if there's a reverse formula to use with it, one that is at 100% damage when their HP is full, and goes down when they get weaker, etc etc.

This would make you want to kill knights FIRST. And since they have defend, then.. :P


EDIT: Or just make it straight-up weapon damage. It would use it's own special graphic so it won't be replacing any of Agrias' skills.
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Post by: Lydyn on May 03, 2008, 08:24:03 pm
There isn't a reverse one as far as I know... there's Cloud's forumlas that take the Target's Max HP and subtracts the Target's Current HP, so the more HP you have the more damage it does .... I think. No, no, it's so that the weaker the enemy is, the stronger the skill is.

Though, a curious question is... would the knights use it over normal attack or break skills? They should, but the AI is strange sometimes...
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Post by: Archael on May 03, 2008, 08:26:24 pm
That requires testing. If you flag it for HP damage it should, though. I would have to match the flags with whatever skill we decide to set it as.

Whether that's going to be Shock!, a WP Damage Shock, or something else needs to be seen.

But if the flags are correct the AI SHOULD use it. I've seen them use alot of edited stuff before.

<< Went to the movies to see Iron Man, BBL.
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Post by: Asmo X on May 03, 2008, 11:59:34 pm
I honestly don't think giving the knights a ranged attack in their primary set is the way to go. If you want them to have better reach, I'd sooner see you give them all the move they need. Even if it's the best move stat in the game. Then, at least they can attack the back rows by actually standing up to them as god intended rather than firing from several panels away.

Other avenues:
1)Better speed than all but Thief, Archer and Ninja. I like this because it potentially makes the knights better than Lancers at Jump if they give up their support to Equip Spear. Throw also becomes a very solid secondary. To me, this is a strong way of solving the range problem: being a knight gives you an incentive to use a ranged secondary.

2) Innate def/mag. def- up. Obviously cutting down virtually all damage coming their way is a massive bonus but as everyone is saying: Knights are shit (well, at least in vanilla).


Also, their skillset is pretty great sans evadability, at least that's how it appears in War of the Gods. I think an ideal situation would be to allow the enemies in 1.3 to be little harder to kill than the player. This means you lose in a straight-up damage race and will need to use things like break skill, yin-yang and steal to debilitate the enemy.

edit: oh yeah, I like innate defend. Gives them some security from ranged attacks before they reach the enemy (provided they stick to having crappy move).
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Post by: Lydyn on May 06, 2008, 03:16:05 pm
Quote from: "Asmo X"1)Better speed than all but Thief, Archer and Ninja. I like this because it potentially makes the knights better than Lancers at Jump if they give up their support to Equip Spear. Throw also becomes a very solid secondary. To me, this is a strong way of solving the range problem: being a knight gives you an incentive to use a ranged secondary.

I actually have to agree with that. That solution makes me feel a whole lot better, myself and even makes a little bit more sense than giving a knight a strange skill like Shock.
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Post by: Archael on May 06, 2008, 10:28:09 pm
Ok, we've been stuck at the Knight issue for awhile now. Today I was looking through ability formulas and thought of something.

What if we remove Zalbag's Speed / Power / Mind / Magic Ruin skills and gave them to the Knight?

This would let them perform their status breaks (but NOT equipment breaks) from range, and it will look like a sword attack. This would also not stray too far from their original purpose, and would make them a threat from range to casters, since now they can break MP from range.

These would be removed from Zalbag's skillset and they would replace Speed Break, Power Break, Mind Break, and Magic Break. They would have 0 charge time and an MP cost. Zalbag could get other, better skills since he could use some stronger sword skills.



This idea is totally doable and would give the Knight something to do every turn, from range. For reference:
Speed Ruin breaks -2 speed just like Speed Break.

Please give me input on this idea.
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Post by: Lydyn on May 06, 2008, 10:34:03 pm
If people go for this idea, just remember to add a JP cost and make it more than 250, all right? I know it's practically the same, but it does have range ... so at least +50-100 JP I'd say.

Actually, looking at the forumlas ... all the Ruin skills are based on MA ... why don't you just give the Break skills range? That'd certianly be more simple unless you want the spiffy name of saying it's "Magic Ruin" instead of "Magic Break."

Also, Speed Ruin takes away 3 speed instead of 2 and Power/Mind Ruin takes away 5 PA/MA instead of 3.
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Post by: Archael on May 07, 2008, 12:08:20 am
Quote from: "Lydyn"If people go for this idea, just remember to add a JP cost and make it more than 250, all right? I know it's practically the same, but it does have range ... so at least +50-100 JP I'd say.

Actually, looking at the forumlas ... all the Ruin skills are based on MA ... why don't you just give the Break skills range? That'd certianly be more simple unless you want the spiffy name of saying it's "Magic Ruin" instead of "Magic Break."

Also, Speed Ruin takes away 3 speed instead of 2 and Power/Mind Ruin takes away 5 PA/MA instead of 3.

Hey thanks for the info Lydyn. The JP cost will deffinately be looked at.
Also it's hit %'s will need to be played with if they are that powerful. The MP costs too.

Some very strong skills there, if used right.
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Post by: Archael on May 07, 2008, 12:12:44 am
Equipment breaking skills use Weapon range right now. I'd rather keep it that way so that archers / mediators can make use of Battle SKill with their ranged weapons.

If I force a set ranged on Battle Skill Eqp breaks, it'd nerf them indirectly.
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Post by: Lydyn on May 07, 2008, 12:18:23 am
Oh, I see what you're saying. Well, just change forumlas of the ruin skills then, to 2C and 2B instead of leaving them as MA-based skills. Especially since you're reworking Zalbag's skillset anyways (might as well, I suppose, as long as he doesn't make the fight vs. Dycedarg too easy).

Normally it's not a huge deal since Zalbag only joins you for one battle as it is, and he doesn't really use them that often as he usually opts for attack instead.

Anyways, the point being, change the forumlas! Instead of making it complicated and difficult on yourself, just make the forumlas the same as the break skills and lower the -Speed/PA/MA of the skills. ^^ Then you're free to make them 0 MP, 0 CT and raise the JP cost on them.
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Post by: Archael on May 07, 2008, 04:28:21 pm
will do ^^
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Post by: Kamikaze_Ice on May 08, 2008, 02:49:18 am
figured there might be some others who dont read the gamefaqs thread so i thought i'd post my idea here as well.

Knights, their swords, and Mr. overpowered Cid (and other swordskill users).
one idea that i've been using in my own tweaked version of 1.2 involves making Knights the only class that can use Knight Swords.

so, what i did, was change classes/skills so only knights are able to use knight swords (including cloud, and removed materia blade requirement so he can only use it with knight swords).

took a few normal swords from each chapter and made them knight swords (like Iron Sword in chapter 1) and also turned a few knight swords into normal swords, like excalibur (with what i thought was a decent nerf)

this way your knights will beable to use the high damage knight swords but the few swordskillers cant.


*actually now that i think about it, you'd probbaly have to swap knight swords and katanas around to prevent cid or arigas from going to knight class and using sword skills that way. (havent tested it much my way as i just leave them in default class)

note: * might apply since i believe the option for "Requires Sword" in the abilities tab coveres Swords and Knight Swords together (but possibly not katanas/ninja swords) and assuming you can alter their weapon formulas.
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Post by: Lydyn on May 08, 2008, 12:37:00 pm
I'm not sure this would really fit v1.3 ... as I never found having a Sword Skill special class using Knight Swords much of a problem ... it's the huge stat growth of Cid, his overpowered skillset, and the overpowered Choas Blade that makes up most of the problems here.

Not to mention changing katanas to Knight Swords just takes away katanas from Samurais, Knights would still be able to equip them and there's no way around making Argias/Cid a Knight and using Knight Swords that way ... basically all this does is force you to change their jobs to Knights and use a skillset they may never use (Battle Skill).

I wouldn't call this a very elegeant solution though and I'm not comfortable seeing this in v1.3, really. If anything, just mess with Cid's growth, the Knight Swords, and the All Swordskill skillset.

I'm also not fond of making Cloud's skills only useable by swords. I think it should stay a requirement to use the Materia Blade, but if v1.2 hasn't already, it does need an upgrade. (I haven't read a lot of v1.2 changes as I've mentioned.)
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Post by: Kamikaze_Ice on May 08, 2008, 04:31:38 pm
like i said before, im not to good at explaining things. just trying to help keep knights a threat while staying closer to the original game. (knights with axes or ranged attacks just didnt feel right to me from an asthetic standpoint)
if you still cand understand my jibberish i can just upload my fftpatch and you can look at it yourself.

note: swords and knight swords can be used by swordskills, but not katanas. thats the whole point of everything below (but i'm sure most know this :P)

what i did was change all knight swords into katanas, and all katanas into knight swords.
changed Samaurai to equip "knight swords" but not katanas, agrias/cid/etc cant equip katanas OR knight swords.

defender, save the queen, excalibur and ragnarok  were changed to just plain "swords".
chaos blade was changed to katanas.
all original "katanas" were changed to "knight swords".

this way knights get their own really strong weapons that cant be used with swordskills no mater how much cid/agrias try, while letting knights to stay dangerous (coupled with innate defense up, and their armor with added status resistances)
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Post by: Lydyn on May 08, 2008, 04:44:32 pm
To make sure I got this right;

• Normal Swords stay unchanged (including Nagrarock and Materia Blade).
• Defender;
Type: Sword
Useable with Sword Skills: Yes
Knight Equip: Yes
Samurai Equip: No
Special Knight Equip: Yes
[/list]
• Save the Queen;
Type: Sword
Useable with Sword Skills: Yes
Knight Equip: Yes
Samurai Equip: No
Special Knight Equip: Yes
[/list]
• Excalibur;
Type: Sword
Useable with Sword Skills: Yes
Knight Equip: Yes
Samurai Equip: No
Special Knight Equip: Yes
[/list]
• Ragnarock;
Type: Sword
Useable with Sword Skills: Yes
Knight Equip: Yes
Samurai Equip: No
Special Knight Equip: Yes
[/list]
• Chaos Blade;
Type: Katana
Useable with Sword Skills: No
Knight Equip: Yes
Samurai Equip: No
Special Knight Equip: No
[/list]
• All Samurai Swords;
Type: Knight Sword
Useable with Sword Skills: Yes
Knight Equip: Yes
Samurai Equip: Yes
Special Knight Equip: No
[/list]

Is that all look right?
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Post by: Kamikaze_Ice on May 08, 2008, 04:57:37 pm
for the example i was trying to use, yeah.
i still need to go back and change a few swords into 'katanas' so knights get a their class weapon per chapter. like the iron sword from chapter 1.

my wotg playthough is just so frustratingly fun though :)
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Post by: Lydyn on May 08, 2008, 05:09:49 pm
There's still at least one problem with this, "basically all this does is force you to change their [Cid's and Agrias'] jobs to Knights and use a skillset they may never use (Battle Skill) [with All Swordskill or Holy Sword as a secondary command]."

I can see what you're trying to do, but I'm not sure how you're going to cut out that loop hole. I'm still sticking to the idea of nerfing Cid's class and giving Sword Skills MP cost or something. It's far more simple and there's really not much of a loop hole.

I might also add that if one were to use your Loop hole, Orlandu would -still- have 20 PA (like his original, great stat growthed Holy Swordsmen class) and Agrias would actually have +5 more PA than she would as a Holy Knight, making it actually probably.. worse than it was before and making the Sword Skills do much more damage for Agrias.
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Post by: Kamikaze_Ice on May 08, 2008, 06:31:53 pm
swordskills dont work with katana class items. thats the whole point for changing them around.

try it yourself.


and i always though cid should be stronger than most, seeing as he was the rival of Balbanes whom attained Heavenly Knight class.
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Post by: Lydyn on May 08, 2008, 06:42:46 pm
That's -really- not the point I'm trying to get across here, heh. The point is that Orlandu and Argias, if changed to the Knight class, can use all the Knight Swords, which you changed all the katanas too ...

If the point was just to take away Chaos Sword from them and nerf the other Knight Swords ... I suppose, though I'd still feel more comfortable making it less complicated and jsut nerfing all Knight Swords and leaving it at that. If you want to give Knights special swords, just let them equip katanas and give swords to Samurais. *Shrug*

Personally, I don't like switching all the things around just to prevent Special Knights from using a single sword ... it's too much of a hassle and it's not really an elegant solution to me.
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Post by: Kamikaze_Ice on May 08, 2008, 06:50:42 pm
mabey i missunderstood your last post, thinking you were saying they could still use their swordskills with the 'knight only' swords.

but by nerfing the weapons used by others, you also end up nerfing the knights damage as well, but this alternate solution provided a way to keep big damage weapons with knights without affecting the sword skills.

granted my application of this option is basic and lackluster, but in the hands of someone who knows the game much more than I could potentially turn it into something nice--especially with other tweaks to the game.

i just threw the idea out there and hoped someone could expand on it, as it's been working nice for me so far.
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Post by: Lydyn on May 08, 2008, 06:54:59 pm
The only sword in this solution you're not 'nerfing' is the Choas Blade, which is a bit too powerful in the first place, heh ... but, I suppose it's Angel's choice on what he wants to do.
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Post by: Archael on May 09, 2008, 01:41:57 am
Nah it will be everyone's choice in the end. The reason so few changes have actually gone in the patch is because I'm waiting to get opinion from as many people as possible before each one.

And through the internets this takes along time. FFT = big community, not to mentions the sites I don't even know about.

The Chaos Blade / holy Sword issue has been solved.

Let's talk about other things like Time Mages, Rafa & Malak, and rare item stats.

Oh and Blade Grasp.

:)
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Post by: Lydyn on May 09, 2008, 01:54:37 am
I kept Blade Grasp as it is in my patch since I removed Brave modifying all together. So it's good on some people and bad on others... really the only solution unless you want to remove it completely from the game. You can't edit it's forumla or anything.

And what about Time Mages? *Shrug*

Rafa and Malak? I've toyed with making all their skills un-randomtized and just giving them 1-2 hits per casting instead. The main problem with them was always their skills being random...

Rare item stats? I wouldn't have a clue. You know how long everyone here has been discussing item changes in the VK Patch? I'd say give Chaos Blade 28-30 WP and I'm not sure many of the other items are that broken... except the permanent reraise items.
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Post by: Archael on May 24, 2008, 02:17:35 pm
Philsov wanted Rafa and Malak's skills to get more use by reducing Charge Time and lowering their Vertical from 3 to 1 so they would be more accurate. He also disabled Hit Allies.

I feel they are still too weak

What about making them zero charge time and bumping the vertical back to 3 or even 2? They never had MP costs to begin with, and a charge time for a RANDOM HIT spell is incredibly gimped.

My idea:
Zero Charge Time
Back to high (2 or 3) Vertical so it's innacurate, but fires instantly once you cast it.
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Post by: VincentCraven on May 25, 2008, 12:14:07 am
Wait, no one has mentioned mime yet? (Soz, all I did was type in mime and search to come upon this conclusion).

IIRC, there is no way to make him equip anything, so he still won't be that durable.  One thing I noticed: should Mime really need lv6 in every class?  I would think lv6 in Lancer, Geomancer, Mediator, and Summoner would suffice.
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Post by: Kourama on May 25, 2008, 08:29:29 am
The good thing about having lvl 6 in each class is that if you have it unlocked for an enemy that have a lot more abilities at their disposal.
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Post by: VincentCraven on May 25, 2008, 08:47:51 am
Unfortunately Mime cannot equip any secondary, reaction, support, or movement abilities.  Mime is a weird character.
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Post by: Kourama on May 25, 2008, 08:49:51 am
Yeah I noticed the equipment part after trying to change it in my personal patch. Only way to really buff them is to give them certain innate abilities.

Like Magic Defense / Defense Boost, maybe innate Blade Grasp or something else good, innate regen and a few status immunities?
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Post by: VincentCraven on May 25, 2008, 10:16:07 am
How about giving mime Innate: Counter.  Or Counter Flood?  Blade Grasp might be a bit too good.

I'd say Immune to Don't Act and Berserk.  Maybe Confusion too.


Also, Dash is still annoyingly unstable.  Perhaps just give it the Wave Fist formula (PA*PA/2).  That way it still is weak, but stable.  Is knockback linked to its formula?

And Poison Nail is terribly useless.  It needs a large boost in accuracy.
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Post by: Kourama on May 25, 2008, 11:43:24 am
Well without abilities that change bravery Blade Grasp isn't even close to as cheap as it can be, but Innate Damage Split might be nice instead though.
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Post by: Archael on May 25, 2008, 12:30:28 pm
The reason mime is lvl 6 everything is because they are now immune to all negative status

but I will admit they could use another  innate Support / R  skill
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Post by: VincentCraven on May 25, 2008, 12:53:33 pm
ahhh

That's a good enough reason for me.

And Damage Split seems like it would gel well with Mime.

So, has there been any feedback based on the Power/Mind Ruin stuff? Sounds like a wonderful idea, though I've only learned Magic Ruin so far and I don't really have enough MP for it to be effective.
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Post by: Archael on May 25, 2008, 02:39:30 pm
Quote from: "VincentCraven"ahhh
So, has there been any feedback based on the Power/Mind Ruin stuff? Sounds like a wonderful idea, though I've only learned Magic Ruin so far and I don't really have enough MP for it to be effective.

Yes. Serdash was ripping through chapter 1 and 2 with 3 Knights and a concentrate / ruin build.

They are pretty good now, but innacurate until concentrate arrives. Speed ruin is the least accurate of them all.

Power and Mind are a bit more reliable and a HUGE help in the early game.

-3 PA is huge vs say, a lvl 8 knight.

They were 70 + PA % Hit rate at one point and I had to tune them down.

:)


ALSO What do people think of giving MP SWITCH to Dancer and MOVE MP UP to Bard?

This would effectively split up the combo. Unless you're a transexual.
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Post by: VincentCraven on May 25, 2008, 04:49:36 pm
What a wonderful idea.  I always thought we'd have to ditch one or the other.
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Post by: Hippeus on May 25, 2008, 05:07:10 pm
where can I get V 1.3 Patch?
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Post by: Archael on May 25, 2008, 05:30:06 pm
Quote from: "Hippeus"where can I get V 1.3 Patch?

The link is on this same thread.

1.305


** All credit to the Dancer / Bard MP SWitch idea goes to Slim_Sephy

after fighting for hours on chat he came up with it
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Post by: Raijinili on May 26, 2008, 04:57:33 am
I would like Mime to be a free class. Let it be unlockable from the start.

Quote from: "Arch"Back to high (2 or 3) Vertical so it's innacurate, but fires instantly once you cast it.
I protest increasing randomness.
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Post by: VincentCraven on May 26, 2008, 06:35:15 am
I also protest increasing randomness in any way.

Mime as a free class would be interesting, to say the least...
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Post by: Archael on May 26, 2008, 12:00:33 pm
It'd get a ton more use much earlier in the game to say the least.
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Post by: VincentCraven on May 26, 2008, 01:37:27 pm
So I've been looking at it for a while...

Why would anyone use Oracle when half of Beowulf's skills are better in every way?  I propose making all skills except Life Drain and Spell Absorb in Yin-Yang Magic have a range of 2v1.  Either that, or seriously increase the MP cost on Magic Sword.

Oh, and don't forget to lower Drain's drain% to 20% so that Life Drain is still better in a way.

Edit: Actually, let me do that in another patch and I'll tell you how it goes.
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Post by: Archael on May 26, 2008, 03:29:45 pm
A reasonable proposition,

but I'm not too worried about any secret characters ATM. Beowulf is easy to take care off with evadeable and MP costs on his sword skills.

He SHOULD be stronger than the average oracle in the sense that his spells go off instantly, but not necessarily cheaper or more accurate.

The ENTD is what I need people to test, actual playthroughs.
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Post by: Archael on May 28, 2008, 12:47:47 pm
I'm almost done with changes to this patch apart from storyline difficulty / balance fixes. Anyway, here's the format patchlist I'm working on (apart from melonhead's digests of the fftpatcher which people can also look at.)

This patchlist is not final and is simply current of test version 1.307.
The first official release will be 1.3b (beta).







V1.3 Major Changes  (From V1.2 ---> V1.3)






I. STORYLINE FIGHTS - These changes affect the storyline battles, including the jobs of enemies faced, their skills, and levels.


1. POWERLEVELING: All Storyline enemies are now the player's level in strength or higher. This makes powerleveling less useful as their stats and items will simply grow with yours. Powerleveling now does not remove the challenge from the game for those players who enjoy doing it.

2. All Zodiac Monsters are re-vamped. They will use their skills properly and will present an actual challenge. This includes the end-game bosses. They are not a joke anymore and WILL obliterate you if you screw up.

3. All Human bosses (Izlude, Wiegraf, Shrine Knights, etc) have strong innate abilities and stats to make them stand out from enemy generics.

4. Adramelk lost innate Regen and gained Regenerator with brave of 50. This regen is dispel-able until the next Regenerator is cast.

5. Generic storyline enemies will have access to more and better skills as the game progresses. Expect them to use everything by the time Chapter 3 and 4 roll around. Yes even the very powerful stuff.

6. More rare items to steal.

7. New Support Skill for enemies only! Difficulty UP!! Increases difficulty by 33%.

8. Velius, Celia, and Lede will now properly use their Seal skills against the player.

9. Zalmo can now correctly use his entire skillset.You damn heretic.

10. Altima 1 gained Allure, Raise, Raise 2, Two Swords, and Counter. Now correctly uses entire skillset.

11. Alma now plays a huge part in the final battles, her healing / raising / buffing skills are extremely powerful. Keeping her alive & healthy is recommended.

12. Altima II face melting levels UP! Now correctly uses entire skillset.  Properly uses All-Ultima on the player. Gained Absorb Used MP and Move-MP UP. Feeding her MP = letting her All-Ultima charge faster = not smart.

13. Murond Hall encounter with the 3 Shrine Knights is now Elmdor or higher difficulty. Tons of good items to steal from them, but it's nearly impossible to survive long enough to do it.

14. Shrine Knights now strong as ****.

15. AI will no longer use Death Sentence on the player.

16. AI will now use every single item the player can use. Angel Rings, Reflect Mails, Elixirs, Hi-Ethers, it's all fair game.

17. AI now has access to every generic ability in the game except for Zodiac. AI will prefer upper-tier spells and abilities when available.

18. Skills which the AI can't use are un-flagged for the AI to learn. Things like Gilgameheart, Move, Exp UP, etc.

19. You will now fight things besides Wizard, Archer, and Knights in storyline battles. Calculators, Dancers, Bards, Samurais, Ninjas, Oracles, Mediators, they're all in there.

20. Elmdor and enemy Samurais will learn Chirijiraden and Masamune correctly.

21. Zalera gained Face Up. Now has instant cast status spells. They have low hit rates but will increase if you up his faith by attacking him.

22. Queklain now uses the Zombie ---> Raise 2 combo effectively. No longer relies on Bio spells. Queklain gained Dark Holy. Queklain gained Counter.

23. Hashmalum will now correctly use entire skillset. Tornado, Quake, and Melt. Gained Lifebreak and MP Restore.







II. JOBS - These changes affect the Generic and NPC / Boss jobs in the game. They deal with abilities learned and stat changes.




1. Calculator has recieved brand new spells from the Ja Magic skillset that Zalera never used. Blind 2, Toad 2, Flare 2, Gravi 2, Sleep 2, and Confuse 2 have been re-balanced for player-use. These spells all have wonderful art and reasonable mechanics and effects, which is just what the calculator needed as the final magic unlockable job. Zalera now uses his new skills properly. The spells have obviously been toned-down for player use, but some of them are still deadly.

Calculators need to be unique because of their own skills, not because of copying skills and innates from other generic classes. Calculator is now the 'ultimate' magic class because it has higher level versions of spells than the others, including it's own unique ones. Big Thanks to Zalera's AI for letting us have this wonderful skillset.

2. Calculator lost their 3 innates from V1.2. These were Half of MP, Short Charge, and Magic ATK UP. These 3 innates together were incredibly imbalanced when paired with something like summon magic secondary.

3. Philsov's concept of slightly stronger MA growths for caster classes remains. Philsov's concept for slightly stronger PA growth for physical classes remains. Same with Speed growths. Leveling as a ninja will result in a slightly faster lvl 99 character overall.

4. Knights have gained Speed Ruin, Power Ruin, Mind Ruin, and Magic Ruin, low MP cost instant ranged sword strikes that will enable them to break stats from range. DO NOT IGNORE THIS CHANGE.

4.5. Knight equipment breaks are once again evadeable to make up for this increase in power.

5. Archer, Bard, Dancer, and Time Mage recieved a speed increase.

6. Priests may now equip Flails.

7. Mediators have lost their Brave and Faith altering skills. The accuracy of their other skills has been increased slightly, making them very dangeous.

8. Time Mage lost MP Switch. Oracle lost Move- MP UP.

9. Bard gained Move- MP UP. Dancer gained MP SWITCH. This effectively separates the combo without removing these abilities from the game.

10. Lancer now has 5 jump, the highest of all generic jobs.

11. Ninja PA multiplier lowered.

12. Mime now requires lvl 6 of every job except for Calculator, Samurai, Ninja, Bard, and Dancer. Mime is now immune to every negative status in the game. Mime now has the best over-all PA, MA, SP, and HP growth in the game. Only beaten by Knight in PA, Wizard in MA, and Ninja in Speed.

13. Orlandu 3 Move. Also, take away hats. Muahahah - Raijinili

Orlandu's new skillset:
Lightning Stab
Crush Punch
Blastar Punch
Shellbust Stab
Night Sword
Power Ruin (Knight's)
Mind Ruin (Knight's)

Orlandu lost hats and clothes. Now has average PA, good HP, good Speed.

14. Meladoul now correctly learns Crush Punch.

15. Mustadio PAM increased slightly. Mustadio speed growth increased. Equips Bows. Gained the old Knight's stat breaks, which are still innacurate and evadeable. This makes him useful vs. late-game Thief Hats.

16. Rafa and Malak's speed greatly improved. Rafa has stronger MAM, Malak has stronger PAM. Malak and Rafa's Truth and Un-Truth skills are back to random casting. However, they have recieved MP costs and now have NO CAST TIME and do not hit allies. They go off instantly similar to Geomancer skills.

17. Hell Knight Malak now has innate Two Swords. Lost Staffs and Rods. Now equips Knives, Ninja Swords, and Flails.

18. Heaven Knight Rafa now learns Blade Grasp. Equips Harps, Books, Rods, Staffs, Sticks, and Shields.

19. Oracles lost Foxbird.

20. Dancer lost Faith Up. Bard lost Brave Up. (Thought I would forget didn't ya)

21. Samurai got a MAM boost.

22. Samurai gains Hamedo. (Still has Innate Two Hands from V1.2.)

23. Knights lost Weapon Guard. (They still have Counter from V1.2)

24. Squires gain 0000 JP Weapon Guard.

25. All Squires may now correctly equip Crossbows. This includes Algus, Delita, and Ramza.

26. Archaic & Ultima Demon's speed, life, PA, MA, and overall stats increased.

27. Dark Holy strength increased.

28. Ultima Demons gain Lifebreak. Lifebreak is still unevadeable with a short charge time.

29. Ultima Demons lost Martial Arts.

30. Meliadoul gained Crush Punch.

31. Cloud got a significant Speed Increase. Now joins at [Party Level].

32. Cloud's skills got a SIGNIFICANT Charge Time reduction. [V1.2 Change]

33. Assassins gained Short Charge. They use Ultima more often as it's stats got improved. [V1.2 Change]

34. Temple Knight Beowulf's MP stat reduced greatly.

35.








III. SKILLS - These changes affect the abilities you learn and the ones that get used on you.


1. Malak and Rafa's Truth and Un-Truth skills are back to random casting. However, they have recieved MP costs and now have no charging time. They go off instantly similar to Geomancer skills. They do not hit allies.

2. ALL Holy Sword skills now have MP Costs. They are ALL Evadeable via C-EV, shields and mantles.

3. Samurai's Draw Out is still MA based, however they have all had a strength reduction.

4. Kiyomori now properly casts Protect OR Shell randomly without conflicting with the effects of Wall.

5. Blade Grasp is removed from the game. Only Arc Knight Elmdor and Heaven Knight Rafa has it now.

6. Frog accuracy increased.

7. Ultima 2 and All-Ultima damage increased. Charge times adjusted.

8. Chakra now costs 20 MP. At mid-high levels it will replenish that MP right back though.

9. Invitation now flagged for AI enemy Mediator use.

10. Mediator's Insult, Mimic Daravon & Death Sentence hit rate up.

11. Earth Slash is now evadeable.

12. Geomancer's Elemental damage up slightly.

13. Lightning Stab lost infinite vertical range. Now has a Vertical Tolerance of 3.

14. Ultima Demon's Ulmaguest is now evadeable and has a casting time.

15. Wall now once again correctly adds Protect AND Shell.

16. Grand Cross Charge Time reduced. Now correctly adds ALL statuses randomly except DEAD, OIL and CHARM.

17. Cleric's (Alma) Deathspell2 now dispels ALL negative statuses.









IV. ITEMS - These changes affect the items that characters equip throughout the game.





1. WEAPON EVADE %'s updated.
 Weapon Guard is now just as good as any R ability for blocking attacks. Sometimes even better than most shields. W EV Table:

i. Swords - 20
ii. Knives - 10 - except Main Gauche which keeps it's 40 W EV.
iii. Ninja Swords - 15
iv. Rod - 20
v. Staff - 20 - except Sage Staff which is 40 W EV.
vi. CrossBow - 5
vii. LongBow - 20
viii. Katana - 40
ix. Knight Sword - 50 - except Defender which stays at 60 W EV.
x. Axe - 40
xi. Gun - 5
xii. Spears - 20
xiii. Sticks - 30
xiv. Books - 15
xv. Silks - 50
xvi. Bags - 5



2. Knight Swords are now Forced Two Hands only. They cannot be boosted with the Two Hands support ability. They cannot be Two Sworded. They deal full damage and ignore the user's Brave Level.


i. Defender 16 WP
ii. Excalibur 18 WP
iii. Save The Queen 20 WP
iv. Ragnarok 22 WP
v. Chaos Blade 24 WP


3. All crossbows +1 or +2 WP. Gastrafitis ends at 11 WP.

4. All Bows +1 or +2 WP. Windlashbow ends at 12 WP, and Ultimus at 14 WP. Perseus Bow 18 WP.

5. Sage Staff now +3 MA.

6. Mace of Zeus now +2 Speed, +1 MA, Strengthen: Lightning.

7. Robe of Lords lost Protect and +2 PA. Now has Always: Shell and +2 MA.

8. Maximilian gained Protect and +2 PA. Now just as useful as Robe of Lords.

9. Chirijiraden down to 20 WP.

10. Axes back to 9 / 12 / 16 WP. 25% chance to leave the target at critical status, 1 HP. Works on Zodiacs for 999 dmg.

11. Dragon Rod = ???

12. Flails are now constant damage and 100% accuracy. 49 / 81 / 121 / 196 damage for each flail. Can still be two-sworded.

13. Gastrafitis no longer rare. AI will start using it at lvl 33.

14. Defender no longer rare. AI will start using it at lvl 46.

15. Circlet now has +1 MA.

16. Carabini Mail now has +1 Speed, but crap HP compared to the other armors of similar level.

17. Genji Shield, Helm, and Armor now have +1 PA a piece.

18. AI will now use Reflect Mail starting at level 37.

19. AI will now use Red Shoes starting at lvl 20.

20. AI will now use Bracer starting at lvl 44.

21. AI will now use Reflect Ring starting at lvl 35.

22. AI will now use Angel Ring starting at lvl 48.

23. All mantles back to their normal Evade, except for

24. Feather Mantle is now 33% P EV, 15% M EV.

25. Dracula Mantle is now 15% P EV, 33% M EV.

26. AI will now use Elixirs starting at lvl 25.

27. AI will use Phoenix Down as early as lvl 7 instead of 13.

28. AI will use Potion at lvl 1, Hi-Potion at lvl 9, and X-Potion at lvl 17.

29. AI will now use Rubber Shoes!!1!!111 starting at lvl 20.

30. AI will now use Feather Boots starting at lvl 38.

31. AI will now use Sprint Shoes starting at lvl 40.

32. Genji Shield now has 20% M EV.

33. Escutcheon II down to 60% P EV and 35% M EV.

34. Lower level shields have 5% M EV instead of 0% M EV.

35. Shuriken now 6 WP. Magic Shuriken now 8 WP, Yagyu Darkness now 11 WP.

36. All Balls now 9 WP up from 8 WP.

37. Holy Lance no longer rare, AI will start using it at lvl 45.

38. Dragon Whisker 16 WP.

39. Javelin II 18 WP.

40. Materia Blade now has +3 MA.
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Post by: LastingDawn on May 28, 2008, 01:57:33 pm
Very nice compilation! Only one question...

You said that Elmdor only gets Blade Grasp... but you said earlier then that Rafa also has Blade Grasp, is the one on Rafa a mistake?
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Post by: Archael on May 28, 2008, 03:51:19 pm
Quote from: "LastingDawn"Very nice compilation! Only one question...

You said that Elmdor only gets Blade Grasp... but you said earlier then that Rafa also has Blade Grasp, is the one on Rafa a mistake?

No, it was changed Later, I need to edit that change entry. Rafa is allowed Blade Grasp because of her unalterable brave level of 31. That + Shields and she is a very effective caster tank.
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Post by: Kourama on May 28, 2008, 07:21:06 pm
The patch looks pretty interesting. After seeing all of the major changes I'm tempted to try it. Nice work!
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Post by: trickstardude7 on May 28, 2008, 09:36:53 pm
Looks nice! please tell me that weigraf isnt harder I always hated him >_< and i hope to see a mediator use Invite for once!
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Post by: Archael on May 28, 2008, 09:43:41 pm
Quote from: "trickstardude7"Looks nice! please tell me that weigraf isnt harder I always hated him >_< and i hope to see a mediator use Invite for once!

Much harder.

You can't scream / yell abuse on him anymore, for one. And he's packin new shit besides LS.
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Post by: Xifanie on May 28, 2008, 11:37:18 pm
stronger, but now there are many different ways you can disable him... high evade if he doesn't get concentrate, and his swordskills will deplete his MP. Whoever he's more versatile to compensate.
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Post by: trickstardude7 on May 29, 2008, 05:52:50 am
haha what would really annoy me is if he had Chakra and a shield >_<
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Post by: Archael on May 29, 2008, 05:04:28 pm
Quote from: "trickstardude7"haha what would really annoy me is if he had Chakra and a shield >_<


err..

 :D
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Post by: trickstardude7 on May 30, 2008, 06:35:21 am
Quote from: "Voldemort7"
Quote from: "trickstardude7"haha what would really annoy me is if he had Chakra and a shield >_<


err..

 :D
haha then i dont think im ready     O_o
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Post by: thewhoandthehare on May 30, 2008, 02:56:29 pm
does weigraf have maitence? if not then lancer ramza with battle skill and move hp up should work relatively well
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Post by: Archael on May 30, 2008, 03:31:59 pm
Quote from: "thewhoandthehare"does weigraf have maitence? if not then lancer ramza with battle skill and move hp up should work relatively well

Wiggy 1v1 chooses Concentrate or Maintenance randomly

50/50 chance

sword skill IS evadeable now so it's really luck of the draw what ur gonna get
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Post by: Caliburn on May 30, 2008, 11:37:51 pm
Nice to see removal of blade grasp, it was drastically broken. Especially since the game makes you fight loads of Knights/Archers who would just primarily attack you.

Which brings me to my point. I truly believe Crossbows (And Harps and to a lesser extent Bows) need to get a buff, at this current time they just do not have nearly as much use as melee weapons. I can understand that they do not have as much stopping power as equal level melee weapons, as they have range.

Another minor damage bonus to crossbows, or give them a higher rate of inflicting negative status effects on targets, would probably help fix this. Also, maybe giving more jobs access to Crossbows, and if possible changing Equip Crossbow to Equip Bow/Equip Harp (I would really like to see this, I think Harps are really interesting weapons and they get zero love) Giving Knights, and Thieves access to Crossbows might be interesting, giving Squire access to them was an interesting, and great change.

Removal of Blade Grasp will make the game much more challenging because you won't just be able to absorb every attack thrown at you now, and as much as I liked to use it, it makes the game much too easy.

TL;DR
Thumbs up on Removal of Blade Grasp.
1.3 should have some love for Crossbows/Bows/Harps, Dictionaries too I guess (Who uses them besides Olan anyways?)
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Post by: Asmo X on May 30, 2008, 11:43:00 pm
You mustn't be playing the 1.3 I'm playing. Bows and crossbows seem too powerful.
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Post by: Hippeus on May 31, 2008, 12:10:39 am
I wish I could get pass Magic City Garliand :(
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Post by: Xifanie on May 31, 2008, 12:31:31 am
And harps are good as they are... my bard was doing decent damage for the range. It's not like they're warriors anyway.
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Post by: Archael on May 31, 2008, 02:33:39 am
Quote from: "Caliburn"Removal of Blade Grasp will make the game much more challenging because you won't just be able to absorb every attack thrown at you now, and as much as I liked to use it, it makes the game much too easy.

I urge you to play the v1.307 test file. BG gone accounts for perhaps 5% of the difficulty increase.

Also, Archers and Bows / XBows are very strong at the moment.

Give it a try.
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Post by: Caliburn on May 31, 2008, 02:41:34 am
Quote from: "Voldemort7"
Quote from: "Caliburn"Removal of Blade Grasp will make the game much more challenging because you won't just be able to absorb every attack thrown at you now, and as much as I liked to use it, it makes the game much too easy.

I urge you to play the v1.307 test file. BG gone accounts for perhaps 5% of the difficulty increase.

Also, Archers and Bows / XBows are very strong at the moment.

Give it a try.

Alright I will.
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Post by: Serdash on May 31, 2008, 03:16:16 am
Archers are an amazing asset in the first two chapters.  If it wasn't for the fact that there aren't really any other good long range classes aside from a ninja using throw, maybe, they'd almost serve to just stick in that class and never come out of it.

And each unit who plans to go to melee deserves a moment in the archer class, if only to get Concentrate.

Even casters have high demand in this class because... -gasp-  Arrow Guard actually now has a use.

I used Arrow Guard almost exclusively on my priest in thick archer battles, which left him open to swap out a little hp increasing gear for some ma increasing gear, making him that much more of a value to my team.

So yeah, Archers are by no means needing a buff, unless you wanted to run through the whole game as one, in which you're in for a challenge.  Other classes open up which benefit from the skills, though.  A knight running around with charge+20 is a powerful asset.
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Post by: VincentCraven on May 31, 2008, 07:48:08 am
*face palm*

THAT'S what I need.  Arrow Guard.
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Post by: Archael on June 04, 2008, 10:47:53 pm
Here's some changes I worked on today which should indirectly nerf some misc. Magical skills and at the same time Buff two very underused abilities, Counter Flood & Counter Magic. Here they are.


*Under Skill changes:

25. Sword Skills now trigger Counter / Counter Flood properly.

26. Monk physical skills now trigger Counter / Counter Flood properly.

27. Offensive Draw Outs now trigger Counter Magic / Counter Flood.

28. Archaic Demon / Ultima Demon spells now trigger Counter Magic / Counter Flood.

29. Offensive Summon Magic now triggers Counter Magic / Counter Flood.

30. Black Magic & Offensive Damaging Magic (Holy) now triggers Counter Flood as well as Counter Magic.

31. Offensive Time Magic now triggers Counter Magic / Counter Flood.

32. Offensive Ying-Yang Magic now triggers Counter Magic / Counter Flood.

33. Steal [Item] skills now trigger Counter / Counter Flood.

34. All Break [Item] and Break [Stat] skills now trigger Counter / Counter Flood.

35. All Stat Ruin Skills now trigger Counter Magic.

36. Beowulf's Magic Sword skills now trigger Counter Magic.


^ Some of those aren't final.

IMO, Square was very vague about what triggers which reaction ability.

I think nearly ALL offensive skills should trigger Counter Flood, while on top of that the physical ones triggering Counter and the Magical ones triggering Counter Magic.

Example:

Dark Holy should trigger CF and CM,

Wave Fist should trigger CF and C.

There really is no skill that does not fit in there, obviously apart from Boss-only's like Fear spells, All Ultima, Grand Cross, and stuff that shouldn't be countered etc.

Also Counter Magic vs Drawout finally gives SOME consequence to using the skillset without care, because the Counterer will use his own DrawOut, which only targets your team and doesn't hurt his own. Same with Countered Summons.
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Post by: VincentCraven on June 04, 2008, 11:04:24 pm
Uh, you may also want to consider nerfing the Lancer class in general...

Like, maybe decrease their power and not let them equip shields.  I switched to a team of 3 Lancers and Ramza going through the magic tree.  I haven't had problems ever since getting Lancers (even when they didn't have Javelin yet available).  Maybe it's just due to the movement they gained as Thieves? I still haven't learned any Jump skills.

Considering I got stuck on that 1st battle in ch2 and this time I didn't even have to reset (although the only non-armored guy, Ramza, had Arrow Guard), that's saying a lot.  Maybe I'll try a Martial Arts Lancer next.


Note to self, don't try Power Ruining Archers...
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Post by: Archael on June 04, 2008, 11:09:32 pm
I don't understand why you're saying your lancers are overpowered.

Is it because you got to chapter 2 with them?

I don't get it.

EDIT:
Ohhh because now that you're using them you did better on Dorter 2? It's expected that some changes to different formations and jobs will do better / worse in some battles. That hardly means the job needs a nerf, though.

Your same team of lancers could get crushed on a different encounter. Slim_sephy thought he was cruising all through ch1/2/3 with a team of MA UP / Teleporting Samurais, till he got to Izlude, got stuck for days.

Then he got stuck again at Velius.

And I can think of plenty of Chapter 4 things that will rip him a new one and will force him to adjust his team.

Different teams for different fights, really.
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Post by: VincentCraven on June 05, 2008, 08:51:57 am
If you say so.  I haven't gotten to ch3 yet anyway.
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Post by: Armorvil on June 05, 2008, 11:48:20 am
Quote from: "Voldemort7"25. Sword Skills now trigger Counter / Counter Flood properly.

26. Monk physical skills now trigger Counter / Counter Flood properly.

33. Steal [Item] skills now trigger Counter / Counter Flood.

34. All Break [Item] and Break [Stat] skills now trigger Counter / Counter Flood.

I'm curious. There is no "Counter" checkbox in FFTPatcher AFAIK, so how did you manage to make those skills counter-able ? Will checking the "Normal Attack ?" box achieve this result ?
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Post by: Archael on June 05, 2008, 12:27:02 pm
Blade Grasp Flag = Counter = HP Restore = Dragon Spirit = a bunch of other physical responses

That was why one of the solutions to Blade Grasp wasn't simply un-checking the box. That flag alows Counter and a ton of other R's to fire too.
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Post by: Vanya on June 05, 2008, 01:26:10 pm
Pray tell, what was your solution to Blade Grasp if the check is for most counter skills?
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Post by: ronan on June 05, 2008, 01:47:14 pm
Page 5: . Blade Grasp is removed from the game. Only Arc Knight Elmdor and Heaven Knight Rafa has it now.
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Post by: Armorvil on June 05, 2008, 02:34:25 pm
Quote from: "Voldemort7"Blade Grasp Flag = Counter = HP Restore = Dragon Spirit = a bunch of other physical responses

That was why one of the solutions to Blade Grasp wasn't simply un-checking the box. That flag alows Counter and a ton of other R's to fire too.

Oooh, I didn't know that. Thank you very much for the info :D
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Post by: Vanya on June 05, 2008, 07:12:31 pm
Quote from: "ronan"Page 5: . Blade Grasp is removed from the game. Only Arc Knight Elmdor and Heaven Knight Rafa has it now.

Oh! Duh!! Damn, I feel forgetful.
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Post by: VincentCraven on June 06, 2008, 09:00:57 am
Hey, who here has tried playing this with Bards/Dancers and how did it go?  I was going to go through the game as all Lancers, but Voldemort7's response made me a little wary.
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Post by: Xifanie on June 06, 2008, 09:30:03 am
Dancers can really pull you out of nasty situations (that is, if the enemy is far enough) and uhhh, bards are good for healing in general. I used cheer song against queeky, but beside that only life song.
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Post by: Archael on June 06, 2008, 09:51:54 am
If you're testing grab the latest ver V1.311, lots of important fixes including war trophies, job changes, skill balance, drain type spells no longer work vs Zodiacs, etc etc.

Current patch list is also there.

http://fftdev.istaken.org/patches/Voldemort/
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Post by: Archael on June 06, 2008, 10:48:46 am
Forum Upload:
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Post by: Asmo X on June 06, 2008, 12:08:46 pm
Dancer has unquestionably been the most useful job to me in 1.3 so far. Nameless Dance just owns.

Haven't tried Bard yet.
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Post by: Archael on June 06, 2008, 02:31:31 pm
Thief with Steal Heart is a contender too.

Knight as well.

EDIT: and of course archer
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Post by: zerothelegend on June 07, 2008, 06:05:34 am
I like to play the PSP version, and I've been using fftpatcher for a while, but I don't know of any way to convert a PSX patch to a PSP patch or vice versa. Does that mean I'd have to open two instances of it and put in all the changes myself? As an example, FFTPatcher comes coupled with 1.2 patches for both versions.

uhg, not looking forward to that headache. Anyway, nice work on what you've done, looking forward to trying it out if I can get it working for wotl.
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Post by: Kourama on June 07, 2008, 11:35:27 am
As of right now you would have to manually make all the changes your self. If you want you could just print out or have that (list of changes) while you manually make the changes yourself.
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Post by: LastingDawn on June 07, 2008, 11:55:15 am
Hmm... I thought Melonhead made a new attachment for a converter? It works almost perfectly, only problem is a few of the new skills in WoTL get deleted or something as such.
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Post by: Chrona on June 07, 2008, 01:05:07 pm
How complete is that latest patch you uploaded here?
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Post by: LastingDawn on June 07, 2008, 01:42:17 pm
I believe aside from all ENTD battles, and a few minor bug fixes, I'd say it's about ready to go.
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Post by: Chrona on June 07, 2008, 01:46:21 pm
So no harm in using this one and switching when the "final" is released?
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Post by: LastingDawn on June 07, 2008, 01:50:26 pm
That's what I've been doing for a while, hehe,. Most of my playthrough has been through 1.307 and 1.311, alot has been fixed in between.
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Post by: Chrona on June 07, 2008, 01:56:23 pm
Kay, patched =p
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Post by: Chrona on June 07, 2008, 07:12:54 pm
Voldemort, your (Ch1) Delita is unable to equip an axe without having Equip Axe equiped.
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Post by: zerothelegend on June 07, 2008, 07:37:12 pm
Quote from: "LastingDawn"Hmm... I thought Melonhead made a new attachment for a converter? It works almost perfectly, only problem is a few of the new skills in WoTL get deleted or something as such.

Can you direct me to it? I can't find it in his post history and I don't see it on the newest FFTpatcher. Thanks.
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Post by: Archael on June 07, 2008, 07:58:30 pm
Quote from: "Chrona"Voldemort, your (Ch1) Delita is unable to equip an axe without having Equip Axe equiped.


That's... normal.

Delita and Ramza's Squire class has NEVER been able to use axes. It's always been that way. It's the only thing normal squires have on 'em.
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Post by: Chrona on June 07, 2008, 08:03:09 pm
Oh, didn't know xD

Just assumed he could, I never tried equipping him with an axe before
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Post by: Archael on June 07, 2008, 09:38:24 pm
^___________^~~
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Post by: Chrona on June 07, 2008, 09:43:36 pm
Anyhow, I'm having fun so far =)

Had to use Steal Heart to beat Wiegraf and a two Bolt3s to take down Algus, so the difficulty has been rather stable. Wish my Thief would get his steal abilities done faster =p
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Post by: Archael on June 07, 2008, 10:32:25 pm
Quote from: "Chrona"Anyhow, I'm having fun so far =)

Had to use Steal Heart to beat Wiegraf and a two Bolt3s to take down Algus, so the difficulty has been rather stable. Wish my Thief would get his steal abilities done faster =p

hey glad to hear man

it's alot more fun to play this game when the difficulty is on non-jokez levels

 :D
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Post by: Chrona on June 07, 2008, 11:48:48 pm
Can you change the AI a bit? People should NOT go after every crystal when they hardly need it, all it does it get annoying when I invite a bunch of people. It's kinda pointless when there is one enemy left across the screen and Ovelia steals the crystal just to get some MP back
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Post by: Archael on June 08, 2008, 12:49:49 am
Quote from: "Chrona"Can you change the AI a bit? People should NOT go after every crystal when they hardly need it, all it does it get annoying when I invite a bunch of people. It's kinda pointless when there is one enemy left across the screen and Ovelia steals the crystal just to get some MP back

Nope.

We are not working with AI for 1.3. First of all I don't know how. Second of all even if I knew I dont have any tools for it. Third I think the AI is fine and uses things  in an acceptable method.
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Post by: Chrona on June 08, 2008, 12:54:09 am
Kay. Adding an AI setting "Stop being an idiot" which can be switched onto guests which makes them not walk into the path of the enemy or onto crystals would be useful though xD
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Post by: Archael on June 08, 2008, 01:56:47 am
hehe

things you can give feedback for the patch are:

skills being too weak / too strong.. storyline fights being too hard / too easy,

or things behaving in a way they are not supposed to, etc etc.
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Post by: zerothelegend on June 08, 2008, 07:49:19 am
So, no word on that supposed attachment for converting patch type?
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Post by: LastingDawn on June 08, 2008, 02:02:30 pm
I need to get a hold of Melonhead, who I haven't seen today or yesterday, if you'd like you can try to contact him through our IRC network.