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Messages - Xenogears

1
Quote from: Dome on November 10, 2011, 10:13:50 am
O_o
Dunno what to say about Worker 8...sorry

Pooh- can inflict Confusion OR Sleep, and it will 100% inflict one of those 2 statuses
If the target is immune to one of them, it might display "Guarded" even if the chance displayed is 100%


Ah! That explains it. Didn't know it could do Sleep too. As for Worker 8, it's not a big deal to me, he's level 98 now. :D Just thought it was a quirky event.
2
I really don't know if these are related to FFT+ or just FFT in general, but... :

- Worker 8's EXP earned is odd at times. Maybe it's like this for all monsters or maybe it's just the way things are, but sometimes when attacking an enemy below his own level, he'll gain 10 EXP as if the enemy is the same level. And other times... he won't. What's up with that?

- Saw one of those Uribo enemies (forget which one) try to use Pooh- on one of my guys. Two straight times it used it, it had a 100% chance to hit.. and it was guarded both times. It used a third time and it went through. I thought Tactics Ogre was the only game to employ that kind of chicanery. :P
3
I knew I forgot something. Gold staves have a dispel effect too; right now they just inflict poison. This is as of 1.01a.
4
Quote from: Dome on November 02, 2011, 12:37:54 pm
Btw...do you like the "WOOO 8 RAMZAS!!!!!!11" melee fight?


Yeah, it was an enjoyable fight. I took a "war of attrition" approach to it; just hunkered down with Damage Split and picked them off one by one. The non-charge Ramzas were definitely a pain in the ass, but they only made up half of the fight, so it wasn't too too bad. I definitely found that fight much tougher than the Balk + 3 Steel Giants fight. I'm up to Olan now and I'm level grinding still (since I'm only around ~90 right now for the party) until I give that a real shot.
5
Quote from: Dome on November 02, 2011, 11:14:03 am
Xeno, I'm checking the ENDT tab right now, and the DD fight is properly flagged...are you sure you are playing the latest version?

About the random at Zirekile...I'll check it xD


Yeah, for the first one, that was lazy reporting by me! It was present as of 1.01, but I just checked it twice in the new patch, and it's fine now. Sorry for the confusion. :P

The second one is definitely as of 1.01b, as you may have even seen already by now.
6
Thanks for the quick bug fix, Dome. Two other minor, yet hilarious bugs(?):

- Coming from Bethla, a random battle at Zirekile... produced nothing. Enter battle, win battle by default! I always wondered if I was going to see that. Thanks for the 0 gils.

- I've replayed the first battle in the Deep Dungeon (NOGIAS) and both times you're pitted against a couple of Ahrimans and a Ramza clones. Only...... you can control them! Makes for easier EXPs. Funny thing is too, you can auto-battle them against your team. Game still recognizes they're the enemies.
7
Three more bugs:

I read a post about this already, but it still exists. It's a random battle at Finath River, coming from the east side. You'll get "ambushed" as the one poster said, but in this case, the enemies can replace your team members depending on where you set them up. I've had either one or two members replaced entirely. I'm assuming it's just for the battle, but I've never completed a battle to the end to see.

The item Remedy put Undead and another status when used. I don't remember that happening from the release patch.

Holy Breath is single target. I'm assuming this wasn't intentional.
8
FFT+ / Re: FFT: Plus battle logs
October 24, 2011, 04:54:28 pm
Quote from: Dome on October 24, 2011, 03:54:02 am

Btw...Many complained about Zalera difficult, and in fact in 1.01 he got counter magic instead of counter flood...you should try again, he is easier now :-)

P.p.s: If the reaction of a boss triggers too much, you can reduce the Br level using Steal courage, (The ability of the eyeball which name I forgot) or the Chocobo monster skill


Power/Mind Ruin saves the day too, by making Counter Flood not hit for as much. That Zalera fight though, was what probably gave me the most trouble in 1.00. Thank god for quick saves, otherwise it would've been a serious pain in the ass having to constantly switch out equipment and abilities.
9
FFT+ / Re: FFT: Plus battle logs
October 23, 2011, 10:41:57 pm
Quote from: Avatar_State on October 23, 2011, 10:23:56 pm
I obviously don't know what I'm talking about


Thanks for finally admitting that. I really don't know why time was wasted on you since you're too damn stubborn to accept any advice. I'll just leave you with this:

10
FFT+ / Re: FFT: Plus battle logs
October 23, 2011, 09:54:34 pm
Quote from: Avatar_State on October 23, 2011, 09:16:08 pm
Yea, and the reason I didn't get any magicians is because Magic got nerfed hardcore.  I originally wanted a team of 5 wizards, but that idea was short lived when I saw the damage exchanged for AOE.


Yeah, I can see how a spell like Firaga (single target, made for SINGLE target damage) cast at range would be worse than slow, plodding knights. You're probably right.
11
FFT+ / Re: FFT: Plus battle logs
October 23, 2011, 05:00:51 pm
I never usually use monsters because I like progressing in levels with jobs. :) Probably would have made the first half of the game easier for me if I did, but that's the way it goes! The only two "monsters" I use are Boco (because he's awesome) and Worker 8 (because he's broken). Haven't progressed past level 2 of the DD yet, so no Byblos for me yet.
12
Quote from: RavenOfRazgriz on October 22, 2011, 11:45:54 pm
It does in Vanilla, yes.

Almost every patch removes that effect though so you can't abuse the AI one-sidedly with it, though.  Removing that effect is what results in Transparent being prioritized a bit higher by the AI instead.


I see, that makes sense now. That's a shame, but at the same time, it's probably better this way.
13
FFT+ / Re: FFT: Plus battle logs
October 22, 2011, 11:55:29 pm
Quote from: Avatar_State on October 22, 2011, 09:53:17 pm
Ramza Knight lvl 19.82 HP292 MP33 Speed 6
Chang Knight lvl 19.22 HP294 MP30 Speed 6
Hogan Knight lvl 20.14 HP297 MP31 Speed 6
Blake Knight lvl 18.87  HP287 MP29 Speed 6
Agrias Holy Knight lvl 20.00 HP290 MP50 Speed 7

Another complaint: I can't remedy the poison from Decay.  So irritating.
Edit: Here's my take on this battle:
By casting Decay, Queklain puts a time limit on the fight.  The poison is incurable and will take your life in about 7 or 8 turns.  This fight happens to go well for people who kill things quickly.  My team has done very well up to this point because our pace is methodical and works in the long term.  My team is very slow, but works very well.  I don't know what to tell you.  It's not my place to tell you how your patch should or shouldn't be.  I'm just disappointed because I can't change my play style on the spot.  I'd have to start all over again... which I don't want to do.


I really don't want to sound mean, but when you have a team full of knights, there's your problem right there. You need faster units, I'm telling you. :) MAYBE if you were having a war of attrition where time was not so much an issue, you could justify going with those units. But you need to be able to move and attack fast. There is a reason trying to beat Vanilla with all knights is a daunting task, trust me from personal experience. It's doable, but other classes have better speed and movement.

It doesn't take much work to get a unit with Train and snag one of the monsters from Bariaus Valley. You can get a powerful ally that starts at your level, so there's no need to grind EXP. Bottom line is, your way is giving you too much trouble; it wouldn't hurt to try a different approach.
14
Quote from: RavenOfRazgriz on October 22, 2011, 10:23:35 pm
Your accuracy on your next physical skill should be 100%.  Maybe exception to when Blind/Confuse if Dome used a particular ASM.

It won't affect the AI's behavior regarding your units, though.  Actually, that's a lie, Transparent units technically are now prioritized higher than non-Transparent ones when the AI attacks.


Ahhh, yes, that's true. I had always thought transparency made the AI ignore you.
15
Transparent does nothing except make semi-invisible in looks only. Was this intentional?
16
FFT+ / Re: FFT: Plus battle logs
October 21, 2011, 11:24:51 pm
No, no. Please don't remove the Resurrection spells. That was such an awesome fight in that I would never think of the AI employing such a devious strategy in FFT before. The battle isn't a cakewalk like it was in vanilla, but it's by no means impossible. I found it easier to zerg Queklain instead of taking the time to use holy water on everyone. Honestly, I didn't even have it learned on anybody and nor did I care.

If you have Boco still, Choco Meteor adds a decent amount of damage. And use units that can move more than 3 spaces at a time AND aren't slow about getting their turns. It definitely took me a couple of attempts, but you shouldn't need to have the patch nerfed for this fight. Queklain was TOO easy before. :)
17
FFT+ / Re: FFT: Plus Bug topic
October 21, 2011, 11:08:29 am
Dispel bug as of 1.01:

When any dispel ability is used, instead of taking away any positive status', it will attempt to add darkness and poison. This is true for the following abilities (that I remember :)):

Beowulf's Dispel
Dispelaga- I would also add that this ability had the -ga taken away from the range; that is, it now only affects one target. Not sure if intentional or not.
Oracle's Dispel

Does that cover all of them? I'm not sure which (if any) monsters have Dispel-like abilities.

Also, might not be a bug so much, but... What job requirements are needed for Bard/Dancer now? Can't seem to unlock them despite having a plethora of levels for each job.
18
FFT+ / Re: FFT: Plus Chat/discussion topic
October 21, 2011, 11:02:02 am
Oops! Sorry, didn't notice the bug report list down there. I'll get together a list of abilities for that topic.
19
FFT+ / Re: FFT: Plus Chat/discussion topic
October 21, 2011, 10:22:27 am
I remember what else I noticed too. Dispel (any kind) doesn't seem to dispel, but instead inflicts Darkness and Poison. This is as of 1.01 too.
20
FFT+ / Re: FFT: Plus Chat/discussion topic
October 20, 2011, 10:46:32 pm
Liking the small changes so far. One thing I noticed from the first release, not sure if it has been addressed yet: Counter Flood (through the Squidlarkin family) is triggered even if Aquabreak is used on an ally to heal. Not sure if it can be changed at all but it is funny to see a monster try to help only to get countered and hurt in the process.