Projects => Completed Mods => FFT Arena => Topic started by: Andrew on June 27, 2016, 03:29:43 pm
Title: 1.40 Spreadsheets for Testers
Post by: Andrew on June 27, 2016, 03:29:43 pm
This is mostly for those that will be testing 1.40. Refer to the following link for colour-coded changes: http://ffhacktics.com/smf/index.php?topic=11382.0. Everything is subject to change prior to the release of the patch.
- Elemental skills will be more widespread, as maps that offer only one or two different Elemental skill panel types will be increased to 3+ Elemental skill panel types (I'm talkin' about you, snowy maps).
- "Old" Oil is being reintroduced; that is, Oil will have its function changed to doubling all elemental damage on the afflicted (will still expire after elemental damage is taken).
- Silence has been removed, and things were balanced accordingly. It simply has no place in Arena.
- Speed alteration skills, such as Quickening or Slow Dance, have been either removed from the game, or had their Speed aleration properties changed. Now, the only way to modify a unit's Speed value is by giving them equipment that does just that.
- The Jump skillset formula's CT calculation has been changed to: 21 / Jump. 3 Jump = 7 CT 4 Jump = 6 CT 5 Jump = 5 CT 6 Jump = 4 CT 7 Jump = 3 CT (the cap)
- The maps that are considered broken in some way are in the process of being tweaked. Not all changes may be implemented for 1.4, but at least the starting position changes and minor edits will be.
- There are two new statuses: MP Poison and MP Regen. These are their "WIP" names, and will most-likely be changed in the future. Check-out the statuses spreadsheet for more information!
Initial - Reflect: (3) Ryozan Silk, Crystal Shield, Reflect Mail
Title: Re: 1.40 Spreadsheets for Testers
Post by: Andrew on July 13, 2016, 11:05:40 pm
Changing Roulette's CT from 0 to 2 for the following reasons: the synergy with Speed is too good due to the fact that it's "instant" Dead, Frog, or Petrify. Haste isn't a big deal, since most teams carry Haste anyway, so that just leaves Reraise as its only "downfall". The AI sees it as "100% chance to inflict Dead", or if the enemy is immune to instant Dead, then "100% chance to inflict Petrify", which the AI will be just as spammy with. Thus, the higher CT will force the AI to do other things, such as Steal Heart, Steal Accessory, et cetra. Also, higher CT will give the enemy an opportunity to disrupt it, giving slower units a chance.
Title: Re: 1.40 Spreadsheets for Testers
Post by: Andrew on July 23, 2016, 10:12:05 pm
MP Regen: CT increased to infinite, but no longer stays when Dead
MP Poison: Damage increased to 1/8th
MP Regen had to be changed due to ASMing issues, and further experimentation with MP Poison revealed that it needed a damage boost, despite lasting indefinitely.