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Messages - Timbo

481
It seems like everybody has their own idea of what a red mage looks like.
482
I like Rafa's multi hit formula the best.  It's the least wonky of all the above options.  Also, I decided against giving the Red Mage Cure, Fire, Blizzard, and Lightning.  Instead I just gave her the Cura, Fira, Blizzara, and Thundara spells.  It allows for a greater versatility.  I also threw in Mana Burn to give the Red Mage something unique.

My list is
Cura
Esuna
Raise
Protect
Shell
Fira
Blizzara
Thundara
Frog
Haste
Slow
Comet
Drain
Osmose
Sleep
Mana Burn
483
Well stated, Damned.  Yeah, I call the Archer's skills pseudo skills because while they take up space they aren't really more interesting then a basic attack.  My Red Mage borrows from the Priest, Wizard, Oracle, and Time Mage.  It's a combination of all four mage classes.  It just takes 3 to 4 spells from each class, but none of the really epic ones.  My red mage won't be an effective replacement for any of the other jobs.  I'm still debating on whether to give the cure, ice, thunder, and fire or cure 2, fire 2, ice 2, and thunder 2.

I would love to hear what you did with the Squire.  You should PM me about it if you don't want to post about it.
484
Quote from: "The Damned"That's a smart solution, Jack. Too bad I find "generic" Red Mages totally against the point of the class system.
I know exactly what you are talking about.  I can't stand jobs like the Mime, the Archer, the Squire and other jobs that either don't have skills, have pseudo-skills, or have skills you learn to never use.  I thought long and hard about adding the red mage to my job wheel.  I actually maxed out most of my available skill slots  I'd have to start cutting into monster attacks to add more skills and although I have a few ideas.  I don't think its necessarily worth it.  So while the Red Mage doesn't add anything new to the my job wheel, other than mana burn, he does add a rather unique feeling arrangement of abilities and equipment.
485
Since we are on the subject.  I'm about to do something very similar.  I was going to put a blue mage in my party, until I realized just exactly how tedious it would be for the completionists to grind out 16 blue mages, and more importantly how unbalancing it is to allow players to use iconic blue magic like bad breath, blood suck, and self destruct on standard classes.  So, like you FDC, I made Reis into a blue mage and I've decided to give her skills to the dragoon.

However, unlike you I don't the idea of having to unlock classes with spillover jp.  So, I decided to move the dragoon into the mediator class, which I'd previously eliminated.  I intend on filling Talk Skill with Reis' skills + a new Jump skill which I'm not actually sure how to create yet.  

Now, my idea is that since blank skillsets on generics will have all of their skills mastered automatically, I need to either use Spill Over JP to unlock the class or I can create a job that makes sense for its skills to be pre-mastered.  I eventually landed on the Red Mage, which works just fine if you set the requirements high enough to assume that most of those jobs will have learned those skills anyway.  

So, while the Mediator his Talk Skill are becoming the Dragoon and Dragon Arts, the Lancer and her Jump are becoming the Red Mage and Red Magic.  Now, I want to make sure I've got this right.  I need to change the original Jump Skill to Default and fill it with the 16 skills I want the Red Mage to have.  Then, I need to Assign Skillset 50, or another blankset, to the Lancer and fill it with the exact same skills I put in Jump.

Do I pretty much have that right FDC?  Also, is there a link or something for how to create a Jump Skill in a Default set?
486
Old Project Ideas / Re: FFT: New Class Edition
April 17, 2010, 05:30:41 pm
Historically Dragoons were just heavily armed calvary/infantryman.  No Jumping powers, just another name for soldier.
487
Well, I went with Arsenic Poison because it wasn't super lethal.  Snake venom does a lot more then damage over time.  It causes paralysis, destroys nerve tissues, and causes organ failure.  In reality a good snake venom like that of the rattlesnake or black mamba would be poison, blindness, don't act, don't move, sleep, and death sentence.  Methanol poisoning is one of the only poisons that cause blindness.  

Here is the thing, I'm not particular about what I call my poisons but I want a resounding theme.  I chose chemical names because that was the only theme that went across the board for all four status effects.  I would be more then happy to go with another if we could find one that works across the board.  

What sucks is that I thought I was completely done with all of this job balancing stuff and now I'm all the way back to the archer that I started on.  I've currently got him with 10 skills; the Knight's 4 stat breaks, the poison skills from above, and aim which is formula 2D without a status effect.  I was thinking that the archer used MP costs to guide his "limited" supply of poisonous arrows.  Charge costs make more sense in the same vein of thought but not by much.  

I really like the Katana idea, but like you said, it radically changes the game.  Of course we could really go crazy and fold swords and Knight Swords into the same type and move Katanas into the Knightsword type.  For my patch, Knightswords all become forced two handed so its not that big of a deal.

As for the Draw Out skills they could be recreated but wouldn't be katana dependent.  It's actually a solid idea.  It also allows for some pretty creative magic arrows/poisons/alchemy items/whatever.  You could potentially create any kind of consumable whatever.  Its a really sweet idea that could again radically change my job tree.

By the way, what happens if you use a one of the draw out skills in another ability set?  Do they by chance become unbreakable regardless of formula?
488
FFT: ASM'd / Re: Classes/Abilities in ASMd
April 16, 2010, 04:01:52 pm
Quote from: "The Damned"Self-Destruct is also an iconic Blue Mage ability, but there's no way in Hell any sensible person that makes a Blue Mage is letting them get that (unless reviving them is made EXTREMELY difficult or something, and even then...).

Hell, at least Bad Breath can be weakened...by toothpaste.

*is bricked*

Quote from: "philsov"As for what we can throw at the wizard... perhaps an "expire" type ability?  Deals 100% HP damage to a unit with death sentence?

Sounds more like a Time Mage ability, really.

(One that I may end up borrowing since Death Sentence...kind of sucks.)

I really like this idea, makes DS far more worthwhile.  While it does sound like a Time Mage ability, it doesn't really work on the Time Mage unless either they have a way to inflict DS or more jobs have a way to inflict DS.

It reminds me of a faustian bargain?  Which gives me another idea for a power.  How about something that gives you Haste, Shell, Protect, and Regen, and Death Sentence?  Its three rounds of Booyah, before an untimely death, which also cancels all of the above effects.  Does Re Raise stack with or Cancel Death Sentence, because, if so, this power is screwed.
489
FFT: ASM'd / Re: FFT: ASM'D main info/discussion
April 16, 2010, 02:32:49 pm
You don't show on the main page where Squire and Chemist fit into the equation for stat growths.

I would assume Squire falls under "Fighter" and Chemist falls under "Status Mage".  Am I right?
490
FFT: ASM'd / Re: Classes/Abilities in ASMd
April 16, 2010, 02:20:02 pm
I like Aqua Soul and Bad Breath for the Blue Mage.  Bad Breath is one of the most iconic blue mage spells.
491
So, I've got some ideas to make my archer better and now that its time to actually create them, I'm a little torn and I need some expert advice.  I'm not creating anything new or groundbreaking here by the way.

So, I've decided to take my Archer to an assassin kind of place.  He uses poisons.

Arsenic Poison: Inflicts Poison
Methanol Poison: Inflicts Blindness
Chloroform Poison: Inflicts Sleep
Cyanide Poison: Inflicts Death

I've got two problems:
    1. How much should I charge in terms of MP and/or CT?
    2. Should I use formula 2D or should I choose formula 3F?
      2D Does Auto-Hit Weapon damage + 25% chance to inflict status.  
      3F Doesn't cause damage, instead its speed + x% chance to inflict status.

Anybody care to weigh in on this for me?  Also, if you have any better suggestions for names of poisons I'd love to hear them?
492
Spriting / Re: Official Sprite Request Section
April 15, 2010, 03:46:16 pm
I'm actually pretty good at spriting.  If I wanted it bad enough I'd just do it myself, but I'm much more interested in getting a basic patch out of the way so that I can get enough skill to jump on board that Dycedarg project people are whispering about.

I'm about to give up on using Lust as my sorceress class.  I mean I'm fully capable of changing her hair and dress from black to red, green, blue, purple, or whatever for enemy versions.  However, I cannot seem to find a male sprite that complements her as a mage.  I've done my best to scour the spriting section, but I didn't find anything.  So, if anybody out there can think of one, I would be really grateful, for a link.
493
Can somebody tell me why this hasn't been stickied yet?
494
New Project Ideas / Re: My Patch (Unamed)
April 15, 2010, 12:25:46 pm
Can't wait to try it out.  I tested out Multi-Hit.  How does it work?  Is it just a 25% chance to hit a second time, then another 25% chance to hit a third time, and so on?  You didn't do any ASM hacking did you?  I pulled your demo up in fftpatcher, but I don't see any code for hitting multiple times.  It looks like you're using formula 02 Dmg_[Weapon] 25% Cast Spell Indexed As Status and it looks like you have inflict status 2D on which inflicts don't move.

I was just wondering if you could explain how it works?  It's real smart.  Also, I like what you did with the Knight I mean swordmaster.  Dishing the various break skills out to other classes is a good idea.  I always hated how the only thing the Knight brought to the table was his equipment.  It was one of those jobs that you didn't use near the end of the game.
495
Spriting / Re: Official Sprite Request Section
April 14, 2010, 04:29:43 pm
Wow, that looks so flipping cool.  Does she have Agrias' hair?
496
Spriting / Re: Official Sprite Request Section
April 14, 2010, 03:03:31 pm
Well, I have a different sort of request.  I don't want any custom sprites made.  I just want recommendations on existing sprites.  It seems there are a great deal more custom sprites out there than the ones on the main page.  

I was planning on having the male and female versions of my class be a male Dark Knight and a female Sorceress, but now I've been thinking of replacing Byblos with a Dark Knight Alucard, which means I need change some things up.  I'm thinking about either replacing the male Dark Knight with a male Red Mage or a male Sorceror or possibly replacing the female Sorceress with a female Red Mage.  

So, I've seen her floating around but I cannot seem to find a full female Red Mage.  Does anybody have a link?  Is there a complete version of the white haired Red Mage anywhere? Finally, I was planning on using Lust from FMA as the sprite for my Sorceress since she uses forbidden magic like Dark Holy,Bio, and Midgar Swarm in addition to the Sage spells from 1.3.  I think her dark outfit fits really nicely.  Would anyone care to recommend a male equivalent to her for me?

I'm fairly capable at frankenspriting if minor alterations need to be done to get these sprites into fighting shape.
497
Great Minds think alike.  I was thinking about a D&D tactics game.
498
FFT: ASM'd / Re: Classes/Abilities in ASMd
April 12, 2010, 11:15:46 pm
I've been playing with your archer set and I believe I've discovered what looks like an unsolvable problem.  Cripple causes the AI to move at a snails pace.  It's weird.  While an enemy or friendly unit is charging, the AI just sits there for about a minute to think about its turn.
499
I've been playing with the idea of making the squire class more unique.  Giving regular units something that the special units don't have.  I'm thinking of upgrading them to warrior.  Vanya's sprites are a must.
500
I've got some ideas for your Marshal job.  A new power called March, Move Up, Move Forward, or something like that essentially its an effect 1 version of throw stone or dash, that does no damage and has a high hit rate.  Use the ASM hack to make that formula always push.  Then you can have your Marshal command his troops to move forward.  How about a skill like Accumulate but for your other allies?  

Finally, can the Marshal use his skills on himself?