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Messages - Gaignun

81
Wait, Magic Guns got reverted back to higher WP in 1.40? Oh dear.
82
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 10, 2016, 10:46:53 pm
Quote from: silentkaster on August 10, 2016, 03:54:19 pm
1. I think your arguments more pointed out, at least to me, that the Rainbow Staff is a bit overpowered more than I see the other staffs underpowered.


And yet Rainbow Staff is no better than Platinum Sword.

Quote from: silentkaster on August 10, 2016, 03:54:19 pm
Thinking more about the elemental rods, it actually kind of saddens me since they proc Nether spells. These prevent the weapon being utilized effectively since in order to proc, you'd want low brave, but for the whack damage, you want higher brave. I have to think about that a bit more as they don't go well with each other.


I hope my calculations have helped out a bit.  As they are, the elemental rods are kind of like the sisters of guns/flails: the rods' damage is roughly independent of Brave, just as the guns/flails damage are independent of PA and MA.

Quote from: silentkaster on August 10, 2016, 03:54:19 pm
2. Distribute is almost useless on TM I'm afraid which would why I'd be against swapping it. The scholar, due to the Lore spells and the popularity with absorb, is probably the right home for distribute (perhaps Wizard too.)


True, though it does not fare much better on Scholars, as I don't believe Distribute triggers on self-absorption.  Distribute would only work if you have two Scholars casting Lore on each other, at which point we're looking at a pretty niche team.  Still better than nothing.

Quote from: silentkaster on August 10, 2016, 03:54:19 pm
I'm not totally against [Priests] losing Flails since they did gain books, but eh, would want something to replace them, and preferably a non MA weapon.


How about having Scholars and Priests swap flails and poles?  Poles are equally useable as PA weapons, and give Priests extra reach for melee attacks.  Perhaps the +1 Range of Poles could make up for reverting Priests to 3 Move, and Scholars could become the 4 Move mage (if that ever happens).

Quote from: silentkaster on August 10, 2016, 03:54:19 pm
4. A lot. But it depends on the unit. Monks are probably the best at using their own skill set, tied only with Dancer in terms of being able to PA stack. But it becomes arguable when you look at other skills. For example, any of the Cross skills require Equip X which means they must now build for that in addition to losing Attack UP or Concentrate (with the barely notable exception that they want to bag Southern Cross). The tons, while they can couple with Attack Up or Concentrate, now sacrifice W-EV and S-EV and it might be more apt on a Squire, as well as having to choose between 108 Gems to strengthen or some other, more relevant, Accessory. (I won't go over all the different PA skill sets and such, but I think you get where I'm going.)

Also, Monks are already kinda meh on their skillset without Martial Arts as it renders all but Stigma Magic, Revive and Secret Fist (and I think it affects them too but on a much more miniscule scale) from their native skillset very weakened. This sacrifices a support slot to use their own skillset. Even with Attack UP, it just can't produce the same results MA can.


I would say that Monks and Dancers are the only classes that can use the top four skills of Punch Art.  Nevertheless, I wouldn't want to drop Monks' PA without buffing Punch Art, so no worries there.

As for the comparison between ton Monks and ton Squires, I believe Monks' higher HP, MP, SP, and access to Punch Art are well worth the loss of EV. By the numbers,

Monk (13+5 PA, 108 Gems, Attack UP):
30 effective PA, 335 HP, 98 MP, 9 SP, 10 P-EV, 0 M-EV, Poison/Sap immunity
Squire (10+8 PA, Kaiser Plate, Attack UP)
30 effective PA, 315 HP, 62 MP, 8 SP, 35 P-EV, 15 M-EV

For the cost of 25 P-EV and 15 M-EV, Monks get

  • +20 HP

  • +36 MP

  • +1 SP

  • Poison/Sap immunity

  • the ability to restore their own MP with Chakra

  • the ability to hit multiple units with Earth Slash and Spin Fist, etc.

The +1 SP boost alone is worth the price.  Just look at Swift Plate: 20 fewer P-EV and M-EV than Escutcheon II for +1 SP.

Dropping Monks to 12 base PA would drop their effective PA from 30 to 28, adding an extra cost of 2 PA for the above benefits.

Cross Monks getting nerfed is certainly true, but it is a price I would be willing to pay in exchange for making PA-based skills (like the new Jump) viable on other jobs without having Monks break them.

Edit: I think I am going to backpedal a bit on my Monk proposal for the moment.  Monks being the reigning ton user still stands, but a few sloppy calculations show that Monks are no better at Jumping than Lancers.  Time for another approach.
83
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 10, 2016, 03:44:50 pm
Ah, gotcha.  So Piety has countergrasp, then?

By the way, there's a wiki?
84
Well, Don't Move enabling evasion is just as silly.  Perhaps the attacker gets so excited at the thought of hitting its immobile target that his accuracy degrades in exact proportion to the target's original evasion.

If we want to speed up battles, having Don't Move also disable evasion would be awesome.  This would put some wind in the sails of this beleaguered status ailment.  Should this come to pass, I am willing to comb through the weapons and abilities that add Don't Move in attempt to keep things balanced.
85
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 10, 2016, 02:30:09 pm
Thank you for the feedback, everybody.  I will try to provide a few responses.


Quote from: dw6561 on August 09, 2016, 10:49:42 am
Lay on Hands:
I found it difficult to make an unfaith raise because I would have to copy the faith/innocent routines, which yake up a lot of space.


Is it possible to give Lay on Hands a Brave formula, like Punch Art?

Quote from: dw6561 on August 09, 2016, 10:49:42 am
Regenerator:
This reaction triggers on countergrasp, not damage. Steals and such will trigger it. But I think it could be moved to another class if time mage gets more stuff, because time mage is already seeming to be very good.


Ah, so it triggers off of physical skills like Dragon Spirit.  Was this changed in 1.40?

In that case, Regenerator is best on a job with high HP and MP pools and access to shields.  Scholars have the HP and MP, but Time Mages have the shields.  If we ever make a tank mage that has all three, Regenerator would be a perfect reaction ability for it.

Quote from: dw6561 on August 09, 2016, 10:49:42 am
Also remember that we sometimes move things to other classes because they would be too good on that one class, aka to make them less easily accessible to a certain class. This is why we moved overwhelm to bard/dancer, because it was a bit too good as a grab and go for lancers. If we move something like 1/3 of mp to time mages, it might be a bit too much since they are already fast (11-12 SP without trying) and can cast haste/slow 2 at 1/3 the MP Cost.


That is fine by me.  With 1/3 of MP comes the huge opportunity cost of passing up on Short Charge and (Magic) Defense UP.  Accordingly, 1/3 of MP on Time Mages wouldn't be for Time Mages themselves.  It would be for supports who use Time Magic as a secondary, but don't have the MP to cast its skills consistently, like Thieves, Lancers, and Paladins.  Currently, these classes need to invest 250 JP to unlock Time Magic and an additional 250 JP to unlock 1/3 of MP on Summon Magic. That is very expensive for them.

The line of reasoning for separating a skill from its intended job on grounds of that skill being too good seems a little inharmonious to me.  If that is what we are after, then what is stopping us from giving Black Magic skills and/or Magic Attack UP to Thieves on the grounds that Wizards use those skills too well?


Quote from: Barren on August 09, 2016, 11:12:59 am
What if we give time mage short charge and summoners keep 1/3 of MP?

My reasoning is that firstly, it gives the TMs and summoners their respective support abilities and would even out the JP cost. Secondly these changes should extenuate their strengths as a class. Time Mages are fast and with the proper setup with short charge they become efficient disrupt/support units. Summoners have a high MP pool and with 1/3 of MP you can add on some high HP equips to make up for their low HP. And with move-mp up and/or MP Switch summoners are more viable as casters.

That's just me. Feel free to disagree if you want, it's only a thought I had since I read Gaignun's post


That is also an option.  Then, the question becomes whether we want Time Magic users or spellcasting MP Switch users to save 250 JP when equipping 1/3 of MP.


Quote from: silentkaster on August 09, 2016, 11:32:15 am
6. Only thing that I can agree with you on is Muramasa being a one hit "death" and it's only equippable by a class that has 3 move and not much ability to improve upon said move. Black Staff's Bio 3 I've always thought was meh, but it can be attractive I guess, especially if it procs Undead. But other than that, these weapons serve purposes. For example, Silver Bow is probably one of the bows that a Samurai could arguably be better with than the Archer and requires 70/70 to be used potentially well. Meteor Rod encourages 2S mages which also might need to be 70/70 and having just one is not a 1HKO.

So...IDK. Increasing proc chances could be alright, but I'd like to see them in action a bit more as they are and see if people avoid or want to select them.


I admit I am a little hasty in saying that the listed weapons are 1HKO weapons.  However, my point was and still is that the weapons are bad on mathematical grounds.  Here are a few simple calculations to support my claim. The plain numbers are maximum damage values; the bold numbers are expectation values.

Black Staff: Br(8*MA) + Fa(11*MA) (20% Cast: Bio 3)
[Br(8)+Fa(11)]*MA (20% Add: Zombie)
[Br(8)+Fa(2.2)]*MA (4% Add: Zombie)

White Staff: Br(10*MA) + 7*MA (20% Cast: Bizen Boat)
[Br(10)+7]*MA
[Br(10)+1.4]*MA

Meteor Rod: Br(8*MA) + Fa(12*MA) (20% Cast: Meteor)
[Br(8)+Fa(12)]*MA
[Br(8)+Fa(2.4)]*MA

Read the numbers like this: The average WP for Black Staff is 10.2, and you need to invest in Brave to get 8 of that and Faith to get the other 2.2.

At 20% chance, the three weapons go super-Holy (i.e., >16*MA), but on average they are all weaker than Rainbow Staff (Br(12)*MA), and that's assuming the staff user has matching Brave and Fury. (e.g., a Rainbow Staff at 70 Brave must be compared to a White Staff at 70 Brave and 70 Faith.)

Now you'd be fair to ask how the above weapons compare at 40 Brave and 70 Faith.  This is the most disadvantageous comparison for Rainbow Staff. Let's plug the numbers right in. If we substitute 0.75 for Br and 1.05 for Fa, we get

Black Staff:
17.6*MA
8.3*MA

White Staff:
14.5*MA
8.9*MA

Meteor Rod:
18.6*MA
8.5*MA

Meanwhile, Rainbow staff is 9*MA.  Rainbow Staff still wins.  Of course, all values are equally bad.  At 9*MA, you might as well use a Paladin with a 17 WP Chaos Blade. That beast has 17.9*PA at 70 Brave, and a killer proc that works 100% of the time.

Thus, I conclude that the above weapons are weak on average, and only have the power to put the enemy under pressure when their spells are auto-cast.  They are Hail Mary weapons that let you down 80% of the time, like the Death spell.

Now let's look at the elemental rods. Those are good weapon if I do say so myself.

Fire Rod = Br(10*MA) + UnBr(7*MA) (50% Cast: Nether Fire)
[13.7 + Br(3)]*MA
[8.6 + Br(3)]*MA
Ice Rod = Br(9*MA) + UnBr(8*MA) (50% Cast: Nether Ice)
[14.8 + Br(1)]*MA
[9.0 + Br(1)]*MA
Thunder Rod = Br(8*MA) + UnBr(9*MA) (50% Cast: Nether Bolt)
[15.9 - Br(1)]*MA
[9.3 - Br(1)]*MA

The expectation values of the elemental rods are similar to the first three; neither comes close to rivaling Rainbow Staff; in that respect the elemental rods are equally lousy.  But, each of these rods hits nearly as hard as Holy when their spells auto-cast. In other words, these weapons let you down only 50% of the time.

(Incidentally, we have just proved here that, of the elemental rods, Fire Rod is the strongest and Thunder Rod is the weakest when both their spells autocast and on average, at any Brave.)

Quote from: silentkaster on August 09, 2016, 11:32:15 am
4. Death- Would probably be okay with it being on Scholar, but not Oracle. I could see the new White Magic, Short Charge, Death Oracles running around and it makes me cringe.


I think that Death is too inaccurate to cringe over, but your point is fair.  Yin Yang Magic is already all over the meta, and if this change would make that worse, then let's give Death to a less popular job (that has reason to use it).

Quote from: silentkaster on August 09, 2016, 11:32:15 am
8. Balance- Not a fan of it going to Scholar, and I don't mind it remaining where it is as Time Magic is a good place for it, especially with Crit Quick remaining as a reaction in Time Magic. However, would be okay with it going to Oracle or (dare I say it?) Lancer as an ability besides Jump. (I expect nobody agrees with me here, but let's face it, you can't argue that the "Jump" skillset is the least diversified of every skill set.)


Then we could swap Critical Quick with Distribute at the same time. Balance would also works on Lancer provided we overhaul its skill set.  The important thing is that Balance needs to be on a job with a high HP pool.

Quote from: silentkaster on August 09, 2016, 11:32:15 am
Jobs-
1/2. What makes a Priest so attractive is the skillset, not the job itself. So if using a priest, I think that most people would be using it because they can get White Magic and decent MA. I don't mind them being four move, though I don't mind them being three move, either. However, I totally disagree on the Flails being transferred to Scholar (and while you didn't say that outright, you suggested it by using moves from their skillset). They can equip the Prismatic Rod and Poison Rod, both of which well outshine their respective flails and cover more ground. It's true that Priests don't get a lot of use out of them, but I guess it is there so that you can have a melee priest without having to buff PA too much. The four move at the moment complements this and I'm sure we'll see at least a couple people make priests like this.


Transferring Flails to Scholars on grounds that Scholars can use them better than Priests is precisely my point.  It is true that Prismatic Rod is better than the Flails, as well.  I'm just trying to find a good home for Flails.

As for Priests having 4 Move to use flails better, my argument that Priests shouldn't put themselves into the thick of battle (to use flails or otherwise) still stands.  Giving Priests +1 Move to use flails better is like giving Wizards +1 Move to use daggers better.  If somebody is intent on using flails for offense, they'll make a Ninja.  Ninja also have 4 Move and are equally squishy, but can equip twice as many flails at a time.  If we want single-handed flails to compete with Ninja, then I think we should provide a better incentive than giving the job extra MP to juggle physical offense with White Magic support.  I am not saying brandishing a flail while supporting with White Magic isn't impossible; rather, there must be a better way to go about this without jeapordising Priests' primary role.  Giving Priests Move -1 as suggested elsewhere is OK, even though it would kill the Movement slot options of support Priests.

Quote from: silentkaster on August 09, 2016, 11:32:15 am
3. Cannot agree here, either. Monks are great PA attackers but their equipment is limited. They can't equip a real weapon (bags which means if the AI derps and goes for a bag whack, and we've all seen it happen more than once, you might be losing a turn), they can't equip anything but bands and clothes (where real choices have to be made now) and because of these, it's a fine balance now making a monk. I would be more for lowering their base HP before touching their PA because while they are a good choice, and arguably the best choice, for many PA builds, they're simply not versatile enough to lower their PA in my opinion.


Honest, innocent question: What are 13 PA Monks without access to anything but Bags good for in the metagame?


Quote from: White Knight Wiegraf on August 09, 2016, 02:10:21 pm
Diamond/Platina Shield
By swapping "properties", are you referring to their evasion? It's probably slightly easier to adjust that than the absorb properties, as it doesn't involve taking away the shiny new palette that Platina Shield has.


Yeah, swapping evasion would achieve the same thing.  I didn't realize Platina Shield has a new palette!

Quote from: White Knight Wiegraf on August 09, 2016, 02:10:21 pm
N-Kai Armlet
+ HP is possible on an accessory, but not without using up unused body/head slots (which we have only 5 of left), or entering ALMA territory which is something we really want to avoid.


Is it possible to recycle head slots, such as giving N-Kai Armlet Chakra Band's +35 HP?  Or would all of Chakra Band's status immunities come with it? I suppose this depends on what N-Kai Armlet points to in memory.


Quote from: CT5Holy on August 10, 2016, 02:58:07 am
Hey Gaignun, hate to trouble you, but I believe a while back you posted a potential rework of Punch Art such that its damage wouldn't be quadratic -> Punch Art becomes more accessible to non-Monks. Do you happen to remember your proposal? Obviously, without Punch Art receiving some sort of buff, Monks won't be too happy about going below 12 base PA.


Sure.  I still have the graphic on my computer. I will attach it to this post. Back when I first posted this graphic, I proposed to drop Monks' PA to 12.  This formula change keeps Punch Art damage consistent following this drop.


Finally, as for the most recent discord discussion,

Removing crits/knockback: Knockback is stupid fun, but I won't mind if it disappears.
Moving Ruin skills elsewhere: They certainly don't find much love on Thieves, but I think they are equally unattractive anywhere else.  We'll need to think carefully about this.
P Bag inheriting Rune Blade's properties: If we are reluctant to use further weapon slots, then sure.


Punch Art, Spin Fist
Current: (PA/2)*PA
Nonlinear: [(PA+2)/2]*PA
Linear: PA*10
86
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 09, 2016, 04:25:28 am
Hooray.  My favourite thread is back.  Time to pollute the thread with another brain dump.

I had the opportunity to read through every change introduced in patch 1.40 while updating the team design tool.  Here I would like to comment on the changes I have questions about.  Bear in mind that I have not attended any Discord discussions, so the only information available to me is what is on this message board.

First, the needless and benign.

Renaming
  • Maintenance -> Stability
    of one's stance. It is difficult to steal the equipment of a wary traveler.

  • Oil -> Imperil
    after Final Fantasy XIII.

  • Crude Bow -> Dirty Bow
    If Oil gets renamed as above, then the reference to crude oil will be lost.

  • Bowgun -> Shield Crossbow
    Dark Souls II style.

  • Provoke Bow -> Bacchus Bow
    Personal preference. Rolls off the tongue.

  • Poison Bow -> Sapper Bow
    The name of Poison Bow belies its effect of adding MP Poison, which is turning out to be renamed Sap.

  • Stone Gun -> Fomalhaut
    Because petrify this gun does no more.

  • Bizen Boat -> Osafune
    This one always irked me.  Bizen Boat is a blind idiot translation of bizen osafune, the name of a town that fluorished as a major producer of katana in feudal Japan. Translating bizen osafune as Bizen Boat is akin to translating Los Alamos as Los Cottonwoods. Modern translations of Final Fantasy games, most notably Alexander O. Smith's translation of FFXII, scrapped Bizen Boat in favour of Osafune. I propose we do the same.

  • Ramia Harp -> Lamia Harp
    Because the transrator of vanirra FFT apparently did not know about Greek mythorogy.

  • Hyper Wrist -> Hyper Shoes
    This accessory resembles Sprint Shoes moreso than Power Wrist in function.



Next, a few eyebrows that were raised about equipment balancing.

Equipment
  • Dewdrop and Wyvern Shields
    Why do these two shields have 5% less total EV than their sister shields? Are we trying to penalise water and wind absorption teams?

  • Crystal Shield
    Drop the M-EV from 10% to 0%, and boost the P-EV from 15% to 20~25% to compensate.  This thing provides Reflect.  Spells that punch through Reflect ought to punish it, and units that use Crystal Shield to cover for high Faith ought to feel the burn following their first death.

  • Diamond and Platina Shield
    Swap their Dark/Holy absorption properties to make Demi absorption teams more viable.  (More on this under the Skills heading.)

  • N-Kai Armlet
    This accessory is still bad. Like Magic Ring, it provides two status immunities and absorption of one element, but unlike Magic Ring, it does not provide +1 MA.  Is it possible to give N-Kai armlet +20 HP or so?  This would also make Demi absorption teams more viable.  (Again, more on this under the Skills heading)

  • Chakra Band
    Does anyone use this thing anymore? The -1 SP seems like a complete buzzkill. I would prefer no SP penalty at the cost of even lower HP (if needs be).

  • Weapons that cast spells at low rates
    These include
    • Silver Bow (20% Cast: Holy)

    • Muramasa (20% Cast: Decapitate)

    • Meteor Rod (25% Cast: Meteor)

    • White Staff (20% Cast: Bizen Boat , ahem, Osafune)

    • Black Staff (20% Cast: Bio 3)

    • Windslash Bow (20% Cast: Hurricane)

    • Heavy Spear (20% Cast: Shellbust Stab)

    Each of these spells is powerful on its own; paired with the weapon damage, it might as well be 20~25% Add: Death. And just like the Death spell, its success rate is so unreliable that one eschews it in favour of more consistent damage.  To make these weapons more attractive, I recommend we increase the proc rates to around 33% and slash 1~3 points off the WP (or alternatively use a weaker form of the spell -- I am looking at you, Black Staff) to compensate.  This way, the damage will become more reliable, but will fall short of 1HKO territory.

  • Coral Sword
    Better than its 1.39 version, but still in want of more utility.  Make it a Zeus's Staff by also adding Strengthen: Water, and drop its WP by a point or so to keep its damage balanced.  This way, the blade can also be used to buff Suiton, Water Ball, and Quicksand.

  • Battle Rod
    This thing is better as a Staff.  Rods are available to only Squires, Wizards, Summoners, and Scholars. Of these classes, all but Wizards can also equip Staves. Meanwhile, at 4 Move, Priests have become the designated melee mage, but they cannot equip rods.  Altogether, by making this melee weapon a rod, we are catering to Wizards, a frail caster class that runs out of breath after merely three tiles of movement, in lieu of Priests, a (still pretty frail) caster class with legs that compare to the likes of Usain Bolt.

  • Equipment that adds MP Poison immunity
    or the lack thereof.  Only three items provide MP Poison immunity, and two of them (Rune Blade and Cross Helm) are not accessible to conventional casters. It would be nice for casters to have more options to protect themselves from the status effect that is designed to cripple them.  My suggestion is converting Rune Blade into a new, fourth bag:

    M Bag: 5 WP, 0 W-EV, Always: MP Regen, Immune: MP Poison

    As a bag, this new option is available to all walks of life. Meanwhile, Rune Blade can either bite the dust or be redesigned into something new (and preferably fresh, like Subway).

  • Masamune
    I want to give this thing +1 Range so I can feel like Sephiroth.




And now for some skills.

Skills
  • Demi 2
    1.40 stripped Demi 2 of its Dark property.  This is a nerf to an already mediocre skill. With its damage fixed to 50% of the target's max HP, Demi 2 is an expensive, slow, and inaccurate tier 1 Black Magic spell. Its unique, solitary strength is its ability to be used as a healing spell on teams with low MA, low M-EV, high HP, and Dark absorption (e.g. a team of Time Magic Paladins).  (Incidentally, this is also why I wish to have the Dark absorption swapped from Diamond Shield, which has high M-EV, to Platina Shield, which has low M-EV, and also give the Dark absorbing N-Kai Armlet an HP buff). However, by removing its Dark property, Demi 2 can no longer be self-absorbed, and consequently loses its utility.

  • Lay on Hands
    I am not sure why this skill follows an Unbrave formula, yet is on a melee class suited for high brave.

  • Heretic
    Move this to Ninjutsu.  Thieves cannot exploit the Innocent status effect like Ninja can.  Furthermore, they cannot use Heretic well, either.  The AI uses Heretic to mitigate damage while being targeted by spells. (A tried and true strategy for using Heretic is opening the battle with a map-wide Lore spell, then using Heretic afterward on the same turn).  Since Thieves have the highest base SP in the game, they typically move first, and so do not have the opportunity to react to such spells.

  • Death
    This spell does not suit wizards.  A wizard leverages its high base MA by dishing out hard-hitting AoE spells, not by making a Hail Mary with this wildly inaccurate spell.  Move Death to a class with lower base MA and fewer attack options, such as Oracle or Scholar.

  • Caution
    Move this reaction ability to a caster class than can equip shields, namely Time Mages (or Scholars if Scholars get access to Shields).  Summoners do not have the EV to take advantage of this ability. And while we're at it...

  • 1/3 of MP
    Move this support ability to Time Mages, too.  Summoners are MP fountains that cast Carbuncle whenever their MP runs dry.  Time Mages are no such fountains, and more importantly, their skill set is effective in the hands of low-MA, low-MP classes, unlike Summon Magic.  These low-MP classes can utilize Time Magic with 1/3 of MP like gangbusters.

  • Regenerator
    Move this from Time Mage to a class with a high HP pool.  Regenerator triggers on damage, and a Time Mage that takes damage is a dead Time Mage.  Paladin or Scholar would be a nice choice.

  • Balance
    As above. Time Mages do not have the HP pool to leverage Balance.  Scholar is the best choice here.




And finally, for those who have not yet fallen asleep, some musings on jobs.

Jobs
  • Priests, the "4 Move Mage"
    I am not yet convinced that priests are the appropriate choice for 4 Move. The priest is the pillar of the team.  You want to keep them at the back of the fight to heal and resurrect other units. However, with 4 Move the priest runs ahead at the start of the fight and sticks out its neck where no neck of a support class ought to be stuck. If the priest dies, then everyone dies. There is nothing wrong with a healing class that weathers the thick of battle (as Paladins and Crusaders of traditional RPGs do), but the priest of FFTA weathers a battle like my stomach weathers a Chipotle burrito.  Accordingly, I believe that 4 Move is better suited on a mage that has access to armor (i.e., Scholars), shields (i.e., Time Mages), or both (i.e., a redesigned Scholar).

  • Flail mages
    Following point #1, this underused class of weapons is better suited on a 4 Move, shield-toting, armor-clad scholar than a 4 Move priest, not only as a melee weapon, but also as a means of buffing Maelstrom, Shadow Shade, and Tornado.

  • Beefcake Monks
    Monks and their monstrous base 13 PA kill the balancing of PA-based skills.  Monks are taking other people's jobs like China.  If any other job has a PA-based skill, then Monks can use it best.   Several patches ago, this was obvious with Ninjutsu tons, and in 1.40, this is obvious with Jump.  It's time we drop Monks PA to around 11, put jobs back into the hands of their rightful owners, and make America great again.  To compensate, we can buff Punch Art (preferably by making their formula linear, like a subway).




Quote from: White Knight Wiegraf on August 08, 2016, 08:48:37 pm
My idea was (and still is) to make Meteor deal a flat 200 damage (in anticipation of an eventual actual Meteor ability).


I like this.  It is thematically consistent with Comet.
87
FFT Arena / Re: Official names for MP poison and regen
August 04, 2016, 09:49:28 am
I threw a few of the suggested names into a poll.

I am sorry to trouble everyone further, but it would be much obliged if you could place one vote for options tagged with "MP Regen" and another for options tagged with "MP Poison." If you do not like any of the suggested names represented in the poll, please vote for "Other."  If "other" accrues more votes than any suggested name of its corresponding category, then let us keep the discussion open.
88
You can pair with me, Corosar. I have not played around with Arena for over a year, so I am virtually a newbie.  Any team, no matter how bizarre, is cool with me.
89
FFT Arena / Official names for MP poison and regen
August 02, 2016, 11:59:33 am
I would like to confirm the official names of MP poison and regen before releasing an updated team design tool.

Currently, we are referring to MP regen and poison as exactly that.  Aesthetically, I and perhaps others would prefer to give these two new statuses unique names.  "MP regen" and "MP poison" are a mouthful, yet are difficult to abbreviate without inviting confusion with either the MP stat or regular old (HP) regen and poison.

Unfortunately, MP forms of regen and poison are uncommon in RPGs, so we do not have established nomenclature to fall back on.  Thus, we need to get creative.

I will start by proposing my own names:

MP regen: Refresh.  Easy to say alongside Regen, and alludes to the lucidity of one's state of mind, which which one is capable of reciting a tireless number of spells.

MP poison: To pair with the naming philosophy of Refresh, I want a name that reflects how one's mental aptitude degrades over time.  Unfortunately, using real world language here for inspiration gives names that are too technical or downright terrible: Dementia, Depression, Migraine, et cetera.  Thus, I am going for the nondescript yet delightfully concise name of Hex.  In the style of Breath of Fire IV, a Hex is some kind of poisonous miasma created from negative emotions such as hatred and sorrow, two emotions among many which perturb the clarity of thought and mind.

As a bonus, both names can easily be uttered as verbs in commentary (i.e., refreshed and hexed).
90
I vote for a Swiss style tournament with any rule set.  Double elimination shows us only which teams are the most versatile.  On the other hand, Swiss puts all teams in a hierarchy and allows comparison of their relative strengths; it serves as a much more reliable reference for balance adjustments. 

Also, Swiss is logistically simpler.  For each round of matches, simply apportion a set of N matches among M hosts and let all hosts record and upload their matches in parallel. There is no need for some hosts to wait for results from other hosts before recording.
91
Quote from: gatebuster202 on July 30, 2016, 06:38:12 pm
Either nerf the speed or the PA equation by .2 - .25...


Or drop Monks' PA by 1 or 2 points.  If leaping Monks are the problem, then it would be best to make Jump worse for Monks than worse for everybody.

13 PA monks are a legacy. No other class has more than 10 of its base primary stat without severe performance limitations elsewhere. The hit to base PA can be compensated with a boost to Punch Art to keep things kosher.
92
FFT Arena / Re: Arena battle videos and discussion
July 31, 2016, 05:50:20 pm
Quote from: silentkaster on July 27, 2016, 10:58:09 pm
Removed sticky from the Team Building tool until Gaignun gets a chance to update it.


It's coming.  Ill have it out before a possible summer tournament.

By the way, I would like to thank those who contributed to making 1.40 possible, from those who did the heavy lifting with the edits (dw, wkw, Reks, gatebuster?) to everyone who organized and contributed to the discussions. Yes, even you, Aaron.

I don't personally know anybody here named Aaron, but figured I'd drop the name anyway to mess with the heads of all the Aarons of the world.
93
If we must substitute purple for another color, I would objectively nominate a color with similar HSL values. i.e.,

Blue (similar hue)
Red (similar hue)
Black (similar lightness)
Brown (identical saturation and lightness)

In fact, there is more contrast between blue, red, black, and brown than between any combination of purple and three others. Which is a shame, because purple is one of my favourite colours. Nevertheless, I abstain!
94
FFT Arena / Re: FFT Arena 1.40 ASMs
July 15, 2016, 08:26:14 am
It sounds like the Reraise spell is targeting the panel and not the unit.  It has been awhile since I played with FFTA, but doesn't the AI also target panels and not units when using Time and Summon magic?
95
FFT Arena / Re: FFT Arena 1.40 ASMs
June 27, 2016, 12:37:25 pm
Is changing weaknesses from 200% damage to 150% damage an easy hack?  This might be advisable if Oil is too strong in 1.40.
96
Thanks for the quick responses Andrew and dw6561.

If the AI somehow reliably heals MP poison, then I suppose it could work.  Otherwise, MP poison might become Silence 2.0: You either block it with equipment or you die a slow death.  In the worst case, we could fall back on Carbuncle and Spell Absorb, since we're removing the MP cost of those two skills.

If the AI misbehaves with MP poison (e.g., It charges a spell, loses 1/16 MP, then has insufficient MP to cast the spell), we could alternatively make the ailment increase the MP cost of spells by 1/8~1/4 or so.  That way, the ailment would still weaken spellcasters, but the AI would function as intended.
97
Sorry my responses are late.  Life is hectic lately.

Lay on Hands
Is it at all possible to use a formula other than Faith or UnFury?  I was hoping Lay on Hands would become the first solid resurrection ability for high-Fury teams.

Combat Boots and Bangle
Cool beans.  I am in support of both accessories.  Could we rename Bangle to something that reflects its sinister nature of permanently adding Poison?  Something that captures the spirit of "A star that burns twice as bright (or here, fast) lives half as long."

Summoners and books
I stand with Rouroni on this.  I view Summoner as the sister of Wizard: A proverbial glass cannon that trades a little damage for a little more AoE.  Their tiny HP pool makes them ill-suited for front-line skirmishes.  Furthermore, with their gigantic MP pool, they are the class least likely to consume all of their MP and fall back on melee attacks.  Lastly, upon consideration of the AI's tendency to favour the attacks with the highest damage, I fear that the only way to coax the AI into using books constantly and effectively is to eschew the summoner's entire primary skillset.  I understand the urge to buff Summoners in some way, but nevertheless I would rather designate a tank mage (which doesn't look like it will appear in 1.40) as the committed book user.

At any rate, the librarian summoner is a concept that will require some field testing.

MP Poison
I also share Rouroni's misgivings about this status effect, especially after hearing that it will be a 0 CT status effect.  I think we should ask ourselves about the outright need for such a status effect before moving forward.

A long time ago, I proposed MP Regen for FFT Arena as an additional method for restoring MP.  Up until now, the only reliable way of replenishing MP was Move-MP UP.  A bag that adds MP regen would finally free up the Movement ability slot of committed spellcasters.  As a side benefit, adding MP regen to the skill "Regen" or the reaction "Regenerator" would significantly buff these much maligned abilities.  Conversely, I have not seen a similar argument for MP poison.  Admittedly, I have not attended any Discord discussions.  Have arguments for MP poison been raised on Discord?
98
Great work, Wiegraf.  Those edits are adding much-appreciated value to those maps.  I look forward to the remaining edits.
99
Thank you for your responses, everyone.

0 WP Bags
A long time ago I attempted to pair a Mediator with "Solution" (which adds Innocent) and a Ninja with UnFaith spells.  Instead of using Solution, the Mediator always used melee attacks.  This spurred me to propose 0 WP weapons.  The 0 WP bag is not intended for free charm/sleep breaking, but for coercing the AI into using difficult skills.  I would like to give all job classes the ability to use these difficult skills, so I think bags are most appropriate as 0 WP weapons.

If we want to penalize players for equipping bags, I would suggest making the bags heal on hit.  That way, bags cannot be used to break charm and sleep, nor counter Phoenix Down revival.  However, as they currently are, bags only invite the AI to agonizingly waste turns.

Wish and Revive
I could settle for only Revive getting an accuracy buff.

Fairy
@silentkaster: Even with an accuracy buff, Fairy would still be an expensive Phoenix Down, as it is rarely used to resurrect more than one party member on all but the smallest maps.  By increasing Fairy's AoE to 2, Fairy can better fulfill its unique role of resurrecting multiple units.  If a straight AoE buff is too good, I wouldn't mind dropping the heal amount from 33% to 20~25% in compensation.

Lay on Hands
I suggested additional range because the skill belongs to a 3 Move, 8 SP unit.  It will be difficult to use without +Move items or abilities.

Battle Boots and Red Shoes
I compare these accessories to Diamond Armlet: The opportunity cost of +1 Move is +1 PA/MA, Earth absorption, and Slow and Oil immunity.  I think that this cost is too high.  An accessory that merges Battle Boots and Red Shoes would still retain the Earth absorption and status immunity costs.  Only Geomancers can effectively utilize both PA and MA at the same time, so this is a pretty modest buff.
100
I missed out on Discord discussions, so I am out of the loop.  May I ask a few questions?

First just some general questions:

Priests with 4 Move: What is the reason behind this proposal?  Are we transitioning priests into a melee role?
Black Magick Fire: Why is Oil being removed?
Books: What role are we redesigning this weapon type into?  It seems only Summoners, the proverbial glass cannon, can use books now.
Silence: Why is Silence being nuked?

Next, a few comments:

Summon nerfs: I am of the belief that it's not Ramuh, Shiva, Ifrit, and Silf that are overpowered, but all the other summons that are underpowered.
Quake and Tornado nerfs: Compared to Black Magick Fire, these nerfed spells cost more MP and JP, yet are no more powerful.
Melt: This will murder casters without caution and M-EV.  It's Bizen Boat with 4 range, or Sinkhole that shuts down casters permanently (or until they somehow restore their MP).

Now for some small suggestions.

Bags: Make them 0 WP to give players an opportunity to disable units' physical attacks.
Wish and Revive: Increase the constant from 70 to 80.  These abilities are bad.
Fairy: Increase AoE from 1 to 2 instead of increasing the constant from 75 to 85.  Increasing the constant does not make Fairy any more useful in my opinion.
Lay on Hands: Increase range from 1 to 2?
Maintenance: Make this a reaction or movement ability
Battle Boots and Red Shoes: Merge into a single accessory that provides +1 PA, +1 MA, and +1 Move.
Germinas Boots: Add +2 Jump to give Lancers an additional way to increase their jump speed.

And finally, some name ideas:

Secular Shield: Hallowed Shield
Provoke Bow: Bacchus Bow
MP Poison: Sap (easier to say)
MP Regen: Refresh (easier to say, and sounds similar to Regen)