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Messages - Generic19

1
Help! / [REQ] Spear Jump Bonus Removal
January 12, 2012, 02:48:53 am
I've used the search button quite a bit and I cannot find this.  I'm looking for an ASM which removes the 50% damage bonus gained from using a spear with the jump command.

Any help or information is very much appreciated.  Thank you for your time and have a nice day.
2
Old Project Ideas / Re: Project Orlandu
January 07, 2012, 05:05:35 am
Questions:
Does this patch aim to reduce the ability to 'abuse' the system?

How are you going to deal with skills like abandon and blade grasp?

Are you going to alter any statuses (blind I'm looking at you)?

Brave and faith modification, in or out?

Will brave and faith work the same as they do now, or will they be altered, like something FFT: Arena uses?  I assume brave and faith will remain standard or else it would fall under formula modification?

Will Two swords and/or two hands be altered?  

---

As far as suggestions...  I'm not sure two hands even needs to be in the game.  I think perhaps making more weapons 'forced two hands', and then greatly increasing their WP, is a more interesting solution that is easier to balance (knight swords, spears).

I'd like to see bows get a big WP boost.  What do you think about archers in general?

Lastly, what are your plans for magic in general?  I know one route is to decrease ct on spells (along with speed alterations across the board), to try to keep things more balance late late game.  I think it would be interesting to keep slightly longer charge times then some other patches, and instead have higher spell damage.  I think it would give it a different 'feel' (more faster spells vs less stronger spells).
3
Quote from: RavenOfRazgriz on January 01, 2012, 03:45:39 pm
Reaction Rate changes - 100% was stifling my creative ability far too much.  I've got a new rate setup in mind that I feel is generally more effective.


Have you considered the system Arena uses?  I think it's (Br + Fa)/2.  I think that system has a lot of good points to it.  Or is it something completely new?  :)
4
Quote from: RavenOfRazgriz on December 28, 2011, 02:07:56 pm
Sorry about the lack of reply here, I've been busy with a lot of things.  I have a bunch of updates for this that'll be updated when I post, streamlining a bunch of balance problems I noticed when running my numbers again and getting my last four generic Jobs on my lists, among other things.


I waaaaant.   :cry:
5
Can AI be made so as to use 'equip change'?  That is to say for example, they could be given innate equip change, and then set so as to equip a new weapon when theirs is broken.
6
Ah, but I mean, isn't it 'effectively' identical for all intents and purposes?
7
PSX FFT Hacking / Re: The little asm hacking reference
December 21, 2011, 07:11:54 am
I was wondering if I was interpreting the (#+1%) chance knockback on Dash/Throw Stone correctly?
BATTLE.BIN
0x0011F9C8 :
##000534

That means that if I set ## = 63.  Then that is (99 + 1)% = 100% in decimal?

Also will the knockback effect be present in counter tackle?

Thanks.
8
New to this mod and have a newb question.  Does two hands doubling effective PA change anything that the original two hands doubling effective WP did not?
9
PSX FFT Hacking / Re: The little asm hacking reference
December 16, 2011, 01:59:24 pm
I believe I did use the one in the xml out of laziness.  Thank you FFMaster, you are a true master.
10
PSX FFT Hacking / Re: The little asm hacking reference
December 16, 2011, 06:43:54 am
Fury v 1.02, seems to have a formula of (Caster Brave + 50)*(Target Brave + 50)/10000  rather than the listed formula: (Caster Brave + 40)*(Target Brave + 40)/10000

Is there a specific byte that controls the additive?
11
PSX FFT Hacking / Re: Collection of ASM/Hex
December 15, 2011, 06:29:56 pm
Quote from: formerdeathcorps on January 16, 2011, 06:51:30 pm
Blade Grasp now blocks all sharp weapons (except axes and flails) + fists + poles.


To clarify,
sharp = katana, knife, sword, knight sword, ninja sword, spear
Poles = Staffs, oracle rod, wizards rod
????
12
Help! / Re: Two Two Hands Questions
December 11, 2011, 03:25:44 am
I'm extremely interested in a hack which makes two hands effect skills that use WP.   ;)
13
Spell Absorb on Oracle appears to not work correctly if you hit more than 1 character with it at a time.

Also I noticed a small change in that you gave, Rad, Lavian, and Alicia exceptionally high Brave and/or Faith parameters.  Wonder if it's enough to make worth using.
14
Help! / Two Two Hands Questions
December 09, 2011, 05:25:00 pm
I searched and could not find answers to these questions.

1.
If a weapon has "Forced" Two hands, will it still have its attack power doubled if the unit is using the Two Hands support skill?

2.
Is there any ASM which allows Two Hands to effect skills which utilize WP in their formula?

Any help or information is very much appreciated.  Thank you for your time.
15
New Project Ideas / Re: FFT: ReTouched (version 0.7)
November 28, 2011, 07:18:03 am
Found what appears to be a bug.  Tailwind's chance to hit is less than 10% at all times, whether the unit casting is targeting itself or an ally.  :(

Also, not really a bug but more so a complaint I suppose.  In the swamp chapter 1 my level 2 characters have around 60 life.  Black Goblins standard attack does over 60 damage, 1 hit KO.  This early in the game options are very limited with how to deal with this.
16
New Project Ideas / Re: FFT: ReTouched (version 0.7)
November 21, 2011, 01:29:47 pm
This actually looks like a pretty attractive patch to me.  Don't know how I missed it.  I'll try it out after work later today.
I was wondering if you planned on altering Two Hands and Two Swords?  I think FFT Redesign is changing the damage outputs of these two skills to make Two Swords not so omfg-good, and make Two Swords, Two Hands, and one hand + shield all equally attractive in their own unique way.
17
Quote from: RavenOfRazgriz on October 29, 2011, 01:30:51 am
The "Fist" formula in Redesign is abysmally weak (PA*3), which is a large part of why Monks get Gauntlets.  That, and it's to prevent cheesing bosses by just breaking their weapon and denying their skills, which is especially crippling with the aforementioned Fist formula.


I guess giving them innate maintenance would disable all of the break and steal techniques from being used against them when you simply want to ensure that they can not lose their weapon?
18
Where can I find a complete list of changes that this modification makes?