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Messages - silentkaster

21
FFT Arena / Re: FFT Arena Balance Discussion Thread
November 30, 2016, 11:50:06 am
Quote from: Gaignun on November 30, 2016, 03:33:28 am
I'm looking for ways to avoid preparing for an exam, so here's a survey of the proposed elemental armor along with my predictions on the metagame.

Shirts
Black Costume   100   10   Absorb: Dark, Fire
Mirage Vest      100   10   Absorb: Holy, Wind
Rubber Suit      100   10   Absorb: Lighting, Earth
Aqua Suit        100   10   Absorb: Ice, Water

Robes
White Robe    80   50   Half: Fire, Ice, Lightning
Black Robe     65   40   Boost: Fire, Ice, Lightning
Cultist Robe    65   40   Boost: Holy, Dark



Minor point, but could we keep Rubber Costume as the name and perhaps use Adaman Vest or Mythril Vest for the Holy/Wind absorb if this gets implemented? I just like to keep it consistent in areas we can with Vanilla. I understand Aqua Suit as that would entirely cover all H20 based offense so it sounds good.

Quote from: Gaignun on November 30, 2016, 03:33:28 am
The elemental meta is flattened
Until recently, each element had its own niche:
  • Fire, Ice, and Lightning are easily defended against thanks to White Robe and elemental clothing. (Two of the most common elemental defenses in S5 were Fire and Lightning.) They are also easily boosted thanks to Black Robe, rods, and Mace of Zeus.



At the moment, I think that these are necessary unfortunately with spell guns. Even in 1.38d when Spell Guns ran rampant, they still often took two hits to take down mages that weren't ridiculously low in HP even at maximum capacity. This is no longer the case. Also, Defense Ring and Defense Armlet probably accounted for much of the elemental defenses since these accessories are so strong (particularly since most were anticipating people to run teams with Don't Act and Berserk.) I think if Spell Guns get addressed, this may be different.

Quote from: Gaignun on November 30, 2016, 03:33:28 am
  • Water suffers from a lack of solid weapons and skills, so it is probably the least threatening element of the bunch. Teams that defend against water usually do so incidentally (e.g., they use Flash hat to protect themselves from Earth, or Wizard Mantle to protect themselves from Don't Act.)


Agreed, though Water does have the unique ability to not be hampered by Reflect Ring/Reflect status.

Quote from: Gaignun on November 30, 2016, 03:33:28 am
  • Earth, in contrast, has some great weapons and skills in its repertoire (e.g. Kikuichimonji, Quake, and Earth is Slash). Furthermore, it is the easiest element to simultaneously boost and absorb thanks to Earth Clothes.  Together with Black Clothes, Earth Clothes is the only armor to boost elements, but unlike Black Robe, you got absorption as a two-for-one deal.  Furthermore, Earth Clothes granted a whopping +25 HP over Black Robe. Altogether, Earth-absorption teams are the easiest to design. For that reason, earth protection is important in the metagame.


Earth has always been an exceptionally strong element. I always overlooked it a bit since Float can negate much of the Earth Element, but it's easier to make many types of teams which also happen to absorb Earth (as opposed to having the drawbacks many other elemental absorb teams have where abilities and equipment may have to be sacrificed to absorb particular elements.) I think Earth Clothes getting a swap is a good thing. However, then I would advocate for Monks keeping bags.

Quote from: Gaignun on November 30, 2016, 03:33:28 am
  • Wind is earth's retarded cousin: It is represented with a similar set of skills and is countered by the same equipment (Flash Hat), but is harder to boost. Wind-themed teams have been taking a backseat ever since their only self-absorbable AoE spell (Tornado) was nerfed to be weaker than Black Magic's Fire spell and Wave Fist became Holy elemental. (Seriously, only 3% of units used Wind offense in S5 -- by far the lowest of all elements.)


Agreed fully on this.

Quote from: Gaignun on November 30, 2016, 03:33:28 am
  • Holy is currently the offensive superstar: Easily boosted thanks to Golden Hairpin and easily accessible and destructive due to the presence of its eponymous skill on White Magic.  Meanwhile, Holy absorption gear is hard to utilize (i.e., the only Holy-absorbing armor is on a robe, and Magic Ring is underwhelming compared to superior accessories like Diamond Armlet.) Consequently, Holy-absorption teams are uncommon. (Holy was the most effective offensive element in S5: 20% of units used it, but only 11% blocked it.) With White Magic Holy users abound, you can count on equipment like Dracula Mantle and Chameleon robe to save your bacon.


This last patch, Holy saw a huge increase because of the lack of Holy element, at least AOE wise. With the new Heaven's Cloud, it's a huge boost since most teams did not want to count on "Holy spamming" theirselves in order to heal. Though it still doesn't have AOE like other elements, it's a much more viable option now. I would also argue that most teams having Reflect probably had Holy and Dark Holy in mind when thinking of using it (I'm aware some teams may have been thinking of Yin Yang Magic or Black Magic spells instead, but I'd be more inclined to believe Holy and Dark Holy were at the top of the list.)

Quote from: Gaignun on November 30, 2016, 03:33:28 am
  • Dark is Holy's dark twin (heh), as it is boostable by the same means (Golden Hairpin). However, Dark is more easily absorbed due to Black Costume, so more teams shy away from Dark-themed offense on average.  Dark was by far the most absorbed element back when Golden Hairpin gave +1 MA and you were stupid to not run a Draw Out Kotetsu unit.


Again, pretty agreed. This was also partially due to Cursed Ring being stronger than its current form.

Quote from: Gaignun on November 30, 2016, 03:33:28 am
With the introduction of the new clothes, the absorption of every element becomes equally accessible.  So, instead on banking on Holy and Earth, you might as well just pick your favourite color.

Earth teams take a hit
The loss of Earth Clothes means that Earth is now no easier to use than any other element.  Earth strengthening is now only practical with Crystal Helmet and Prismatic Rod.  Furthermore, a second piece of equipment is needed to absorb Earth.  Crystal Helmet wearers have access to only Diamond Armlet, which severely restricts design freedom.  Also, users without helmet or rod access can no longer strengthen Earth natively.  The biggest losers that comes to mind due to this are Monks.

Holy and Dark teams take a hit
Shifting holy/dark strengthening from Golden Hairpin to a new piece of armor means that units without access to shields can no longer boost and absorb Holy and Dark without using their accessory slot.  And the accessories that absorb Holy (Magic Ring) and Dark (N-Kai Armlet) are lousy in my opinion.  Furthermore, the Holy/Dark boosting robe has very low HP.  Flimsy armor + no accessory freedom means Holy/Dark teams will be pretty fragile.  Furthermore, the loss of Chameleon Robe means that Grand Cross Excalibur Paladins go extinct.


Yup. That's why I'd advocate for Monks to still equip bags. I think they're going to see more nerfs which I'm not sure how I feel about, so if Earth Clothes get nixed, then I think bags are fair. Yeah, and if that's the case, Excalibur basically goes extinct along with it. If this happens, perhaps exchanging Excalibur's properties with one of the Fire/Lightning/Ice swords would work? (So that Paladins could equip shields and absorb Holy that way with the Holy crossing sword. Either that, or making Excalibur the sole Knight Sword that isn't forced 2H.)

Quote from: Gaignun on November 30, 2016, 03:33:28 am
Lightning is the new Earth
With Earth Clothes gone, Mace of Zeus becomes the only piece of equipment that both boosts and absorbs.  Slap that on a mage, pick and mix your armor and accessories, and have some fun.


Yup, and with Spell Guns, I think it'd be really over the top. So not sure I'd want Lightning to be the new Go-To at the moment.
22
FFT Arena / Re: Arena battle videos and discussion
November 29, 2016, 06:54:58 pm
Note that a new patch is released which fixes the fury issue we have been having. This should solve all issues except for Counter Flood.
23
FFT Arena / Re: What should happen to counter flood?
November 21, 2016, 03:19:47 pm
Is it possible to make the damage constant like comet from Counter Flood? I think I'd prefer that. One of the things about Counter Flood that's cool is the status proccing, along with the fact that it doesn't hit allies. Yin Yang Magic and Time Magic are sometimes "carried" by an ally to redirect, and Comet is not a smart targeting ability. We could make it so, I suppose, but it is sometimes use to knock someone out of Sleep and Charm.

We sometimes put CF on units that don't have the stats, but are trying to go for a status. In these cases, the CF damage variance is much lower, just because the amount of damage is much lower. So if we can make it a Constant, say, 70 with perhaps getting rid of AOE (or not) I think that would be cool. Then, it doesn't matter what the stats are since CF damage will always be fixed, but will have a chance to proc status.

Anyway, not knocking the idea of Counter Comet but just asking the question.
24
FFT Arena / Re: Barren's Mini AI Tournament Registration
November 21, 2016, 10:36:31 am
I'm in, too. Are you one of the participants Barren? (Just asking, because that would officially leave 15 spots available.)
25
Quick edit to American Politics

Player: silentkaster
Team: American Politics
Palettes: Black/White
Last Revision: 11/17/2016

================================

Paul Ryan
Male
Virgo
40
40
Chemist
Talk Skill
Auto Potion
Unyielding

H Bag

Black Hood
Secret Clothes
Sprint Shoes

X-Potion, Soft, Phoenix Down
Blackmail, Warn, Stall, Refute, Insult, Mimic Daravon

================================

Hillary Clinton
Female
Pisces
40
40
Thief
Draw Out
Counter
Two Swords
Move-HP UP
Repel Knife
Repel Knife
Thief Hat
Black Costume
Cursed Ring

Steal Heart, Steal Accessory, Speed Ruin
Masamune

================================

Donald Trump
Male
Virgo
40
40
Thief
Snipe
Projectile Guard
Two Swords

Mage Masher
P Bag
Thief Hat
Black Costume
Cursed Ring

Steal Heart, Steal Weapon
Arm Aim, Head Break, Armor Break, Shield Break

================================

Michelle Obama
Female
Pisces
40
40
Chemist
Snipe
Auto Potion
Equip Shield

Romanda Gun
Swift Plate
Black Hood
Secret Clothes
Sprint Shoes

X-Potion, Antidote, Chrono's Tear, Echo Grass, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down
Leg Aim, Arm Aim, Cover Fire

================================


Player: silentkaster
Team: WKW Favorites
Palettes: Red/Blue
Last Revision: 10/22/2016

================================

Hybrid
Male
Virgo
70
40
Chemist
Draw Out
Auto Potion
Attack UP
Warpath
Stone Gun

Thief Hat
Brigandine
Cherche

Hi-Potion, Ether, Chrono's Tear, Holy Water, Bandage, Phoenix Down
Masamune

================================

Up Close
Male
Virgo
70
40
Squire
Chivalry
Damage Split
Attack UP
Move-HP UP
Air Knife
Kaiser Plate
Twist Headband
Santa Outfit
Angel Ring

Throw Stone, Heal, Wish
Transfusion, Grand Cross

================================

Punchy
Male
Virgo
70
40
Archer
Punch Art
PA Save
Martial Arts
Ignore Height
Ultimus Bow

Twist Headband
Power Sleeve
Sprint Shoes

Leg Aim, Arm Aim, Cover Fire
Spin Fist, Repeating Fist, Stigma Magic, Chakra, Revive

================================

Support
Female
Pisces
40
70
Time Mage
White Magic
MP Restore
Short Charge

Healing Staff
Wyvern Shield
Black Hood
White Robe
Reflect Ring

Haste 2, Slow 2, Stop
Cure 4, Raise 2, Esuna

================================


Player: silentkaster
Team: 40/40
Palettes: Red/Yellow
Last Update: 10/22/2016

================================

Shawn
Male
Virgo
40
40
Archer
Item
Auto Potion
Throw Item
Ignore Height
Romanda Gun
Swift Plate
Thief Hat
Brigandine
Sprint Shoes

Arm Aim, Cover Fire, Head Break
X-Potion, Antidote, Chrono's Tear, Echo Grass, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down

================================

Mary
Female
Pisces
40
40
Geomancer
Punch Art
Counter Flood
Magic Attack UP
Move-HP UP
Lionheart
Escutcheon II
Holy Miter
Wizard Outfit
Genji Gauntlet

Pitfall, Water Ball, Hell Ivy, Carve Model, Local Quake, Kamaitachi, Demon Fire, Sand Storm, Blizzard, Gusty Wind
Secret Fist, Stigma Magic, Revive

================================

Michael
Male
Virgo
40
40
Mediator
Chivalry
MP Restore
Equip Shield

H Bag
Swift Plate
Black Hood
Secret Clothes
Defense Ring

Blackmail, Solution, Insult, Mimic Daravon
Lay on Hands, Nurse, Transfusion, Reraise

================================

Lauren
Female
Pisces
40
40
Wizard
Draw Out
MP Restore
Magic Attack UP
Teleport
C Bag

Black Hood
Linen Robe
108 Gems

Nether Fire, Nether Bolt, Nether Water, Dark Holy
Murasame, Masamune, Chirijiraden

================================


Player: silentkaster
Team: Odd Team
Palettes: Blue/Red
Last Update: 8/25/2016

================================

Female Andrew
Female
Pisces
40
70
Mediator
White Magic
Finger Guard
Short Charge
Move-MP Up
H Bag

Triangle Hat
Light Robe
Defense Ring

Refute, Mimic Daravon, Blackmail
Raise 2

================================

Barren
Male
Virgo
70
40
Monk
Steal
PA Save
Martial Arts
Warpath
FS Bag

Choice Band
Secret Clothes
Cherche

Spin Fist, Repeating Fist, Chakra, Revive, Stigma Magic
Steal Heart, Steal Accessory, Quickening

================================

DW
Female
Pisces
40
70
Geomancer
Summon Magic
Counter Flood
Luck UP
Move-HP Up
Rune Blade
Aegis Shield
Black Hood
Wizard Robe
Hyper Wrist

Pitfall, Water Ball, Hell Ivy, Carve Model, Local Quake, Kamaitachi, Demon Fire, Sand Storm, Blizzard, Gusty Wind, Lava Ball
Moogle, Salamander, Fairy, Silf

================================

CT5Holy
Male
Virgo
40
70
Time Mage
Yin Yang Magic
Finger Guard
Equip Light Gear
Move-MP Up
Hidden Knife
Swift Plate
Black Hood
Light Robe
Defense Ring

Haste 2, Slow 2, Sinkhole
Blind Rage, Paralyze, Sleep

================================


Player: silentkaster
Team: Crappy Dark Absorb Team
Palettes: Black/Yellow
Last Update: 8/2/2016

================================

Obligatory
Male
Capricorn
60
40
Bard
Draw Out
MA Save
Equip Light Gear
Move+1
Hidden Knife

Golden Hairpin
Wizard Outfit
N-Kai Armlet

Magic Song, Life Song
Kotetsu, Bizen Boat, Chirijiraden

================================

Elemental
Female
Virgo
40
40
Geomancer
Draw Out
Auto Potion
Magic Attack UP
Teleport
C Bag
Kaiser Plate
Holy Miter
Black Costume
Red Shoes

Pitfall, Water Ball, Hell Ivy, Local Quake, Kamaitachi, Demon Fire
Kotetsu, Masamune, Muramasa

================================

Absorb
Female
Taurus
40
70
Wizard
White Magic
Piety
Short Charge
Move-MP Up
Prismatic Rod

Black Hood
Light Robe
N-Kai Armlet

Dark Holy, Death
Raise, Esuna

================================

Team
Female
Capricorn
40
70
Time Mage
White Magic
MP Switch
1/3 of MP
Move-MP Up
Healing Staff
Flame Shield
Thief Hat
Robe of Lords
Cursed Ring

Haste, Slow, Demi, Don't Move, Sinkhole
Raise, Esuna

================================


Player: silentkaster
Team: 100% Accuracy
Palettes: White/Black
Last Update: 08/25/2016

================================

Evasion
Female
Pisces
50
70
Archer
White Magic
Auto Potion
Magic Defense UP
Move-MP UP
Romanda Gun
Swift Plate
Golden Hairpin
Brigandine
Defense Ring

Arm Aim
Raise 2, Regen, Esuna

================================

Tactics
Male
Virgo
40
50
Bard
Elemental
Counter Flood
Magic Attack UP
Teleport
Lionheart

Twist Headband
Wizard Outfit
Genji Gauntlet

Angel Song, Life Song, Battle Song
Pitfall, Water Ball, Hell Ivy, Carve Model, Local Quake, Kamaitachi, Demon Fire, Quicksand, Sand Storm, Blizzard, Gusty Wind, Lava Ball

================================

Won't
Female
Pisces
40
70
Samurai
Summon Magic
Meatbone Slash
Magic Attack UP
Move-MP UP
Kiyomori

Gold Helmet
Wizard Robe
108 Gems

Muramasa, Masamune
Moogle, Shiva, Ramuh, Fairy

================================

Work
Male
Virgo
70
50
Thief
Punch Art
Auto Potion
Martial Arts
Maintenance
Hidden Knife

Twist Headband
Power Sleeve
Defense Armlet

Gil Toss, Steal Heart, Steal Accessory
Spin Fist, Earth Slash, Stigma Magic, Chakra, Revive

================================


Player: silentkaster
Team: Need for Speed
Palettes: Red/White
Last Update: 8/5/2016

================================

Speedy Heals
Female
Pisces
40
40
Chemist
Steal
Auto Potion
Equip Shield
Maintenance
H Bag
Escutcheon II
Thief Hat
Secret Clothes
Defense Ring

X-Potion, Chrono's Tear, Antidote, Echo Grass, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down
Quickening, Steal Accessory, Steal Heart

================================

Speedy Attack
Male
Virgo
70
40
Archer
Basic Skill
Speed Save
Concentrate
Ignore Height
Lightning Bow

Twist Headband
Secret Clothes
Sprint Shoes

Arm Aim, Hawk's Eye, Cover Fire, Head Break, Armor Break
Heal, Wish

================================

Speedy Support
Male
Virgo
70
70
Lancer
White Magic
Finger Guard
Magic Defend UP
Move-MP UP
Holy Lance
Swift Plate
Cross Helmet
Diamond Armor
Sprint Shoes

Jump Range 4, Vertical Ignore
Raise, Regen, Esuna

================================

Speedy Status
Female
Pisces
40
70
Time Mage
Yin Yang Magic
MP Switch
Short Charge
Move-MP UP
Healing Staff
Swift Plate
Thief Hat
Light Robe
Defense Ring

Haste, Slow 2, Sinkhole
Blind Rage, Paralyze, Sleep

================================


Player: silentkaster
Team: OHKO
Palettes: Blue/Yellow
Last Update: 10/20/2016

================================

Is
Male
Virgo
70
40
Monk
Draw Out
HP Restore
Martial Arts
Warpath
FS Bag

Focus Band
Power Sleeve
Bracer

Repeating Fist, Earth Slash, Stigma Magic, Chakra, Revive
Asura, Masamune

================================

RNG
Male
Virgo
70
40
Ninja
Steal
Dragon Spirit
Concentrate
Move-HP Up
Scorpion Tail
Scorpion Tail
Green Beret
Brigandine
Salty Rage

Misogi
Quickening, Steal Heart, Steal Accessory

================================

On
Female
Pisces
40
70
Paladin
Black Magic
Counter Magic
Short Charge
Pilgrimage
Rune Blade
Aegis Shield
Diamond Helmet
Robe of Lords
Genji Gauntlet

Lay on Hands, Nurse, Transfusion
Frog, Death

================================

Your Side?
Female
Pisces
40
70
Oracle
White Magic
Piety
Short Charge
Move-MP Up
Ivory Rod

Black Hood
Linen Robe
Setiemson

Paralyze, Sleep, Petrify
Cure 3, Raise 2, Esuna

================================
26
Not much to say. The best team won here. This match was little more than a formality. I'm honored to even get to the top 16. Well done, TL and good luck in the remainder.
27
FFT Arena / Re: FFT Arena Balance Discussion Thread
October 03, 2016, 03:32:08 pm
For a patch between major releases (unless we're jumping right into the next full version, which I don't think we are) I think we can be pretty concise. Having taken a look at the tournament and even what many melee teams are doing, I've tried to narrow it down to about ten changes for what I think should be in. I'm not saying that many of the other ideas aren't interesting, should or should not be implemented or whatnot, but I think we should be pretty limited as to what we introduce to the next patch. A reminder that 1.4a didn't get many changes from 1.4.


1. I think something needs to be done about the spell guns. They're pretty darn strong, unevadable, and are one shotting all over the place. My idea was to revamp them as totally different guns with more constant spells like Ultima, Balance, etc. but I think making them like a book weapon as Gaignun suggested is a pretty good idea too. That way, they're evadable, shorter range, etc.

2. Dark Holy/Holy should mirror each other and perhaps be at 15 MA each. Holy can go to Black Magic as well.

3. Swift Plate can be Immune: Haste, Immune: Slow with +1 Speed. I also think its evasion can be slightly buffed (perhaps to 10/10).

4. Heal should gain Remove: Undead and Misogi should gain Remove: Innocent.

5. Spin Fist should have its vertical removed.

6. Muramasa and Heavy Lance should change properties. (Since the design of a Samurai has very few defensive properties, I believe that the Spear could gain the 20% Decap Proc since it's more likely that a Defensive Lancer will be used. It still makes the Decap Proc exclusive to one class, while giving the Samurai the chance to Break Armor, which could actually be useful when using Elemental Draw Outs.)

7. Time Mages and Summoners swap base HP values.

8. Blind Rage loses some accuracy OR Battle Rod and Platinum Rod Switch properties. (Since it is more likely you'll be using the Platinum Sword in conjunction with a Melee unit, where you'll use a Rod with a mage type unit, it's probably more beneficial if Blind Rage stays the same to be immune to Berserk for the Mage unit. However, if we do this, I'd say rename it "Wizard Rod" so that way its name is consistent with what it means.)

9. If changing Golden Hairpin to Half: Dark, Holy, then add Clothing that strengthens it, not a robe. One of the reasons it's being discussed is that it provides a lot of MP on top of strengthening.

10. Add a point, or perhaps 2, of PA to Dancers.
28
FFT Arena / Re: Suggestions List Updated 9-18
September 25, 2016, 10:00:25 pm
Weekly update.
29
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 23, 2016, 11:53:34 am
Well, with the proposed change of Immune: Innocent going to Aegis Shield, I wouldn't mind the current Secular Shield becoming an Immune: Blind shield so that you now have the choice. It gives players a lot of choices. Do they want to absorb the element, add PA, Strengthen the element or get Blind Immunity with their shield slot? It could just be renamed the Bronze Shield if needing a name.
30
FFT Arena / Re: Arena battle videos and discussion
September 23, 2016, 10:54:35 am
Quote from: TrueLight on September 22, 2016, 05:14:30 pm
FFT Arena 1.4A - Corosar (DragonShock Warriors) vs. Dw6561 (Deathly Lancer)

FFT Arena 1.4A - Barren (Anima Zero's Favorites) vs. Silentkaster (CT5's Favorite)


Nice job Barren. Apparently, I lost the touch in making CT5's favorites! They were good in 1.39 but haven't fared as well this time around. Oh well. Just gotta think harder. Good match...it was close for a while in R3.)
31
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 23, 2016, 10:44:48 am
Quote from: Gaignun on September 23, 2016, 05:31:48 am

@ silentkaster

Concerning Genji Shield, the buff is to put it on par with a weakened form of Aegis Shield. I think these two shields could lose even more PEv/MEv, though (e.g., down to 20/0 and 0/20 or somewhere in between).


Not so much the evasion percentage, as much as the blind protection. With this, you'll easily get to 15 PA Grand Crosses (20 with Attack Up) and in the case of, say, Phoenix Blade, 16 PA Grand Crosses with Immunity to Don't Act, Don't Move and Initial Reraise! Sure, we could change a bunch of weapons to make this less palpable, but I just feel Null: Blind could be left as Null: Dead or simply add Null: Petrify or something. Just my thoughts.
32
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 22, 2016, 07:38:15 pm
You had asked for my thoughts and here they are.

Quote from: gatebuster202 on September 18, 2016, 11:42:41 pm
So, I offer, my take on what Arena Shields, Headgear and Armor can be. I did not touch Headbands.

Hats         
Black Hood           110   30   None
Flash Hat           70   40   Half: Earth, Wind, Water
Golden Hairpin   70   40   Half: Dark, Holy
Green Beret           85   20   Move +1, Jump +1
Holy Miter           75   0   MA +2
Twist Headband   75   0   PA +2
Thief Hat           65   0   Speed +1
Triangle Hat           75   10   Boost: Earth, Wind, Water

So the Hats changed a bit. A slight change on HP or we now Halve a new set of elements. This will be expanded upon with Robes, but because all mages have access to both, Hats and Robes they are set up to complement each other. Triangle Hat benefits both mages and ninja's, giving two of their tons a opportunity to receive a boost. Golden Hairpin has changed due to the much heavier prevalence of Holy and Dark in abilities and weapons. This doesn't mean we see Strengthening Dark and Holy go, but instead we redirect it to a Robe.


I'd rather leave Golden Hairpin as is and if we feel we need a Half: Dark and Half: Holy item, then add something like the Feather Cap or Leather Hat and have one of those items do that. I like the Triangle Hat as is now, so don't see a need for changing that. Again, if we need a piece of clothing needs to boost these elements, a new item can be introduced. No comment on HP/MP changes.

Quote from: gatebuster202 on September 18, 2016, 11:42:41 pm
Clothes         
Brigandine           130   10   None
Black Costume   90   10   Absorb: Dark, Fire
Mirage Vest           90   10   Absorb: Holy, Wind
Rubber Suit           90   10   Absorb: Lighting, Earth
Aqua Suit           90   10   Absorb: Ice, Water
Power Sleeve   85   0   PA +2
Wizard Outfit   85   0   MA +2
Secret Clothes   70   0   Speed +1

Absorb Gear. That's the change. The robes have lost all their absorb properties, and we have rerouted the clothing. Strengthening earth is gone, and everything absorbs as a pair. No pair will nullify two tons. Ice, Lightning, Fire, Holy are all separated. Only thing left is Dark and Fire being potent together. Absorb gear took a small HP drop, but the MA/PA Stat gear compensated up a extra 5 Hp for the 5 they lost on the Hats.
         
Robes         
Silk Robe           90   50   None
Robe of Lords   70   120   None
White Robe    80   50   Half: Fire, Ice, Lightning
Black Robe           65   40   Boost: Fire, Ice, Lightning
Cultist Robe           65   40   Boost: Holy, Dark
Wizard Robe   60   40   MA +2
Priest Cassock   80   40   MA+1, PA +1
Light Robe           75   50   Always: Regen Immune: Poison

Robes. Scrapped Chameleon Robe. Exchanged the Cultist Robe. Linen Robe became the Priest Cassock. Silk Robe and Robe of Lords have a been statistically balanced to Clothes. White Robe is slightly stronger HP/MP wise then they Half Hats. Boosting Robes stand to balance with Hats. You can not Boost everything without a Weapon or 108 Gems. You can't Half everything with these options either. What you can do is both Boost and Half Holy and Dark. Making the elements formidable, but at the cost of low HP, Moderate MP and little elemental and Status Coverage.


I'm not a fan of Silk Robe as proposed. It's not a piece of equipment we see too often, but it does get some use sometimes, particularly from tanky magic users or Paladins. I believe Robe of Lords should get Sap or Berserk protection, (Berserk definitely if Defense Ring gets changed). For the same reason Gaignun mentioned, I don't believe Chameleon Robe should change. Excalibur is a niche weapon that can only be used naturally by Paladins and without a Robe to absorb, that limits it even further. Unless we'd plan on making Excalibur one handed (which is unlikely) then that weapon would become pretty obsolete (and it's not too popular even now.) The Priest Cassock idea sounds more like a Clothing item to me anyway, and there are clothing slots available (Clothes, Leather Vest, Mythril Vest, Adaman Vest, etc.)

Quote from: gatebuster202 on September 18, 2016, 11:42:41 pm

Helmets         
Grand Helmet   160   0   None
Cross Helmet   120   50   Immune: Sap
Barbuta           115   15   PA+1
Circlet           115   15   MA+1
Mythril Helmet   110   15   Move +1, Jump +1
Genji Helmet   100   0   Immune: Slow, Innocent
Crystal Helmet   110   0   Boost: Holy, Earth, Fire
Diamond Helmet   110   0   Immune: DA, Initial Reraise
Platina Helmet   110   0   Immune: Poison, Oil, Stop
Gold Helmet           110   0   Immune: Darkness, Frog, Sleep
         
Armor         
Maximillian           160   0   None
Genji Armor           85   0   Speed +1
Carabini Mail   120   10   PA +1
Platina Armor   120   10   MA +1
Reflect Mail           150   0   Initial: Reflect Immune:Faith
Diamond Armor   110   0   Immune: Dead, DS, Petrify, Slow
Gold Armor           110   0   Immune: Berserk, Don't Move, Oil
Crystal Armor   110   0   Immune: Charm, Slow, Undead
         
Shields   P-Ev   M-Ev   Attibutes
Escutcheon II   25   25   None
Aegis Shield           5   25   Immune: Innocent MA+1
Genji Shield           25   5   Immune: Darkness PA +1
Swift Plate           5   5   Speed +1 Immune; Haste, Slow, Stop
Flame Shield   15   10   Absorb: Fire
Gold Shield           15   10   Absorb: Lightning
Ice Shield           10   15   Absorb: Ice
Dewdrop Shield   10   15   Absorb: Water
Diamond Shield   20   5   Absorb: Dark
Platina Shield   20   5   Absorb: Holy
Round Shield   5   20   Absorb: Earth
Wyvern Shield   5   20   Absorb: Wind
Crystal Shield   25   0   Initial: Reflect
Kaiser Plate           15   15   Strengthen: Ice, Dark, Wind
Gaian Shield   10   10   Immune: Oil, MA/PA +1
Severed Head   10   10   Always: Berserk, Initial: Haste


Why so many items that remove slow? There would be a shield, two pieces of body armor and a helmet that negate slow. Not to mention accessories and the fact that I believe there is an idea for Platinum Sword to cancel Slow. If anything, I'd probably be interested in seeing current Genji Armor and Reflect Mail combine. A low HP Armor that grants Initial: Reflect and +1 speed. Genji Shield looks like it would be wayyyy strengthened and not sure I like that. Also, don't mind new shield ideas but would rather keep names that were in Vanilla if possible. Just something that gives familiarity to new players even if the properties changed. Also, not a fan of Gaian shield. I think Immunity to Oil is enough. (I could see possibly raising its evade or giving it something like Null: X but not PA and MA + 1)
33
Quote from: Corosar on September 14, 2016, 03:40:46 pm

Something tells me i should have put PA save on that paladin somehow... he has enough points to do it. Sighs hindsight is 20/20... Still all the evading of my holies doesn't help this at all... my moral is slowly reaching zero at this rate.. but after this... i am gonna rethink everything with 1.4... 1.4 has literally been the bane of my mind... also surprise.. team has no dragon and still ends up not being able to do anything but barely gasp at the edge.



Corosar, perhaps next time you might give your team to a few people to give you feedback? Do you have the program to test matches yourself? A lot of times, I come up with ideas that look great on paper but the AI just doesn't do what I want it to do. I still do this. When you see my tournament team for this season, it's the fifth draft of plenty of ideas that I came up with...and most were able to beat a gauntlet of ten teams that I put together to test. But they didn't start that way...it started with individual units. And I still lost this most recent match despite all the testing and effort put in. (I don't mind spoiling it because both Alfa and I already know and have discussed the result, and most people on the forum have as well.)

That being said, it's not reflecting on you as a person if you win or lose. The AI is hard to understand and having played a ton of mods and Vanilla extensively for years (I'm one of the oldest if not the oldest in Arena so when I say years, I mean years), and a lot of times, you just need another pair of eyes to see something you missed. I showed my team to Barren, CT5, and a couple others and each one had different suggestions where I was able to culminate what you see today.

I'd be happy to look at your team any time, but I know you're close with Reks and I'm sure he'd be able to help you too in creating your team(s) going forward. When you'd make it, it'd still be "your" team...it just means you're getting a second opinion to see if you missed anything or if it could be optimized better. For example, there are certain abilities I almost never look at and forget about that could boost my  team. Even though they are right there in the MG, I overlook them. Perhaps you are too?

Anyway, hope this helps.
34
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 08, 2016, 01:06:48 pm
As for your point about Haste, I'm fine with that. You made a good argument. I'm not a fan of Yell, either so I would be fine with it being combined somehow, though I'm honestly not sure how to do that as I'm not that smart :P

Quote from: Gaignun on September 08, 2016, 11:20:07 am

We need to consider optimized cases.  My 21 MA Bard in Season 5 heals himself for over 160 HP with Cure 1.  If Cure 1 heals for 77 HP, I wouldn't have bothered learning it.  This optimization comes at a cost.  In the case of my Bard, this cost was high Faith and an accessory slot to cover this high Faith.  Of course, it would have been cheaper to drop my Bard to 40 Faith and use X-Potion instead.  I decided that the cost of a more potent Cure was nevertheless worth it. 

It's like Chirijiraden: It hits for only 90 damage at 10 MA, but it would be foolish to balance it on the supposition that it is equal in strength to Cover Fire because you'll never see anyone with less than 15 MA using Chirijiraden.


Can you expand on this? I might be missing what you're trying to say. Of course you wouldn't have bothered learning that with lowish MA but because you wanted that unit to be stronger, you went with that. But how does this argument propose that the cost of running a high faith team is less than the benefit provided by Cure and Raise 2?
35
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 07, 2016, 03:55:45 pm
Quote from: gatebuster202 on September 07, 2016, 02:10:38 pm
Just a quick interjection at Phoenix Down... Can we code it to remove both dead and poison?


Not sure, but I'd rather it not do that (unless we make Poison/Sap the same status in which case I'm still reluctant, but more tolerable of the idea.)
36
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 07, 2016, 12:42:29 pm
Thanks Gaignun for responding. I only have responses on a few things.

Quote from: Gaignun on September 07, 2016, 04:55:49 am

Recover on Squires: I understand the need to keep units out of critical.  I only wish we can create something that isn't a handicapped version of Nurse.  Otherwise, what is stopping us from giving a recover skill to every job?


Since this does nothing except regain HP for a critical unit, it is a combination of a handicapped version of HP Restore and Nurse, but both working in tandem make a viable ability. One of the disadvantages of Nurse is that the AI will use it even on minor injuries (even when Move-HP up or existing Regen will put them back to full in some cases) or as set up even when more prioritized actions could be done. With HP Restore, the unit regains all its HP, but it doesn't trigger every time a unit goes into critical so it is a bit of a gamble. (Because of this, a minor point of mine is to reduce HP Restore's JP cost in the next major release but it's a very minor point so will only mention it briefly here for now.) This skill gives the AI an option where if in critical, it can restore its own HP some, but it must waste a turn in order to do so, (unlike HP Restore) and it won't be spammed.

I figured Basic Skill since Basic Skill has the most "basic" abilities and this ability could be, but may not be, useful depending on RSM, if you have Regen already, etc.

I would argue against putting it on other skillsets because most skillsets either have a better or different way of healing, or are very offensive. With Basic Skill's "mixed" nature, skillsets like Snipe or Black Magic aren't great for this skill.

Finally, I don't think the slippery slope context applies here. We don't need a self healing ability on every skillset simply because more offensive skillsets (which are those without such supports) will need to be gambled with or take a JP hit in order to be viable and consistent. Part of building your team if you want it to be successful is predicting the AI. And this ability being on Basic Skill doesn't give much extra offense power to Squires or Basic Skill users in general.

Quote from: Gaignun on September 07, 2016, 04:55:49 amHaste/Slow: How about swapping the accuracies of only Slow and Slow 2?  The accuracy of Haste 2 isn't really a problem.


I'd rather be consistent here, especially if closing the gap on JP.

Quote from: Gaignun on September 07, 2016, 04:55:49 amScholar equipment: In the event that scholars get shields, I would prefer they lose hat access in order to prevent stacking the MA of Aegis Shield and Holy Miter.


Again, not a fan of Scholars picking up shields taking them away from TM especially if TM becomes very frail. With the recent HP buff, this is why I think hats could go here instead of shields. If they pick up Regen and Poison, I vote that Mad Science moves elsewhere as well.

Quote from: Gaignun on September 07, 2016, 04:55:49 amItem and White Magic: I can't speak for others, but I don't think White Magic is unequivocally better than Item.  As you mentioned, Item can restore Berserk, Undead, and Stop.  However, aside from those ailments, White Magic is unequivocally more potent than Item.  For the significant cost of running a high-faith team, Cure 1 beats X-Potion and Raise 2 beats Phoenix Down hands down.


They really don't. Cure on a Priest's base MA only restores, even with a faith boost, 77 HP. Yes, it's AOE but 77 HP is often counter productive and requires two turns on the AI's part if they live that long. X-Potion is instant but not AOE and requires no faith or stacking. PD is instant and 100% (the only revival ability of its kind in the entire game) but revives with potentially the lowest HP. Raise 2 will miss a significant portion of the time and requires 5 CT which many units can intercept (and the AI puts a high priority on mid-charging that spell in most cases.) However, the potential reward is obviously much greater than PD.

Quote from: Gaignun on September 07, 2016, 04:55:49 amNew skills on Item: Given the versatility of White Magic, which consists of a mixture of offensive and defensive skills, I am reluctant to the idea of putting offensive skills (damage or status) on Item.  A damage skill in particular will likely be overlooked by the AI, as Item users typically have other, more effective means of dealing single-target damage.  I think reducing the JP cost of status healing, and perhaps introducing an improved form of Phoenix Down, will be enough.


If we buff PD, I think we definitely need to merge poison and sap. One of PD's weaknesses is the poison problem. The damage skills are there to be unevadable, single target damaging/debuffing abilities. They have more effective ways depending on equipment and secondaries, and I'm not necessarily totally for putting abilities like this in the game, but it's worth a look if people are truly believing Item needs an offensive ability.

Quote from: Gaignun on September 07, 2016, 04:55:49 amCursed Ring: Cursed Ring was OP in 1.38 precisely because of its SP boost, which has never been nerfed.  Players would make 10~12 SP units with Cursed Ring, so while you attempt to finish off the rest of the team, the Cursed Ring units chew through the countdown clock, auto-revive, and get a free turn.  For this reason, giving Cursed Ring an extra point of SP and/or increasing the revival chance is a step backward in my opinion.  Removing its Fire weakness is OK, though.

Making Raise 2 evadeable: I believe this would also make friendly units evade their own Raise 2.

Edit: Cursed Ring Suggestion: Remove Weak: Fire and Always: Undead. Add Always: Poison and Immune: Regen.  We might as well remove Hyper Wrist from the game at the same time, since this form of Cursed Ring will be superior.  Not sure how popular this suggestion will be.


The thing about Raise 2 is that "dead" status shouldn't be able to evade. This is the only use for Raise 2 outside of a killing undead tool.

Cursed Ring has become a topic of debate in that it is now "too" nerfed. We don't see it much anymore and it is hard to make a mage unit with them because high faith means you're more susceptible to Raise 2. I argued that this was just a fact of Raise 2 and a side effect of using one of the most unique items in the game, but this is the only reason (at least to my understanding) that 99% was suggested for Raise 2 (for undead units.) I argued why this would affect the ability itself in my previous post. Since it doubles as powerful Revival and an undead killing tool, this made it "too" good in some peoples' eyes and was overshadowing other undead tools as well as "double dipping."

That is why I made so many other suggestions.
37
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 05, 2016, 06:10:28 pm
Okay, here are my thoughts on some stuff that I see proposed. I've only commented on stuff I'm not mostly indifferent on, or that I don't agree with. I kinda went in order of Gaignun's post as the document I had was at work. To be clear, if I haven't commented, it means I'm neutral or in agreement with the change (or my level of agreement/disagreement isn't too significant at the present moment.)


Totally against this. This adds an element of randomness to the game and there are so many ways around C-EV that we often don't even see it come into play at all during a match. I understand this was proposed for consistency and for elemental absorb teams so that attacks don't miss on team mates, but we balanced this last patch with elemental absorb teams taking a lot of fore-front and while I'm okay with that, it doesn't mean they shouldn't have to account for their own weakness or randomness.  Evasion is already unreliable as it is since there is no guarantee you'll even block the smallest of percentages, and there are plenty of ways around it. Therefore, I'm not interested in seeing this element of randomness go away.


I had previously suggested that Bards/Dancers just be made into one job and become Performer, and still behind this. I was told at the time that there would be some issues with the Bags/Harps, since all of a sudden they could equip each other's weapons (the male and female) but if they keep the same stats, that doesn't matter much. At least the logistics, anyway. If this for some reason can't be done, then Dancers gaining one PA (hell, even two) would be okay with me.


The reason this was suggested is because this is a skill that keeps the AI in the game. I've heard a lot of talk that people are saying "We don't need two items that give Regen in the game" but I have to disagree, and I'd argue that if changing P Bag, we need the Regen to move to an accessory. The thing about Regen is that it keeps the AI in the game. As players, we don't pay attention to this much but the reason that people are so Move-HP UP and Regen happy is because without it, the AI will go in critical and run. If they have no way to heal themselves, they'll stay in the corner while the enemy team picks them apart. It's not always easy to get Auto Regen or a healing ability on each unit, so my thought here was to add Recover to Basic Skill where the AI can only use it in critical. If this is the case, then the AI will at least be able to come back into the fight even if they waste one turn. Unlike Nurse where the AI will spam it and use it all the time, this only gives them HP when in critical and doesn't give Defending or Regen. Still, if Light Robe or P Bag needs to lose Regen, then we need to introduce something to make up for it. We do have additional Clothing spots and it can be added to an accessory as well if Light Robe or P Bag loses it.


I think it should be 15 MA and Holy should mirror. I didn't even realize this change (Dark Holy being nerfed) was passed for 1.4a and was annoyed that it had, but it's an unbrave nuke. It's on Black Magic, which is the only skillset that uses UnBrave calculation, it's slow to cast, and it is evadable to boot. I think the numbers of how many people used it in the tournament kinda justifies its need to be at least 15 MA. Black Magic, unlike Item (which we'll get to shortly) or Masamune, isn't a skillset you can just slap on any character you want. You still need to build for it.


I'm gonna but this all together and here we go.

Many people are coming up with a lot of reasons that White Magic should be nerfed. While I don't necessarily agree or disagree with this, I'm getting the notion that "White Magic is unequivocally better than Item." This is simply not true. Here's why:

Item Benefits:
1. Does not require Faith or Brave on either unit to work.
2. Use up to 99 times of each item.
3. All abilities are instant.
4. Can currently cure all status ailments except Charm, Death Sentence, Faith, Innocent and Slow.
5. Does not require MP to work.
6. Items (with very rare exceptions that have weird height issues like Golgorand or Inside Windmill shed) never miss.

Item Drawbacks:
1. Can only heal or effect one unit at a time.
2. Can only use right next to you or on yourself unless you have Throw Item or are a Chemist.
3. Revival option is with minimal HP and Healing Options are for set amounts.
4. Can only, at the most, cure two status ailments at once.
5. Does not have any offensive moves in the skillset.
6. Must purchase each item individually with JP.

White Magic benefits:
1. Has access to two very powerful revival abilities that no other skillset can compare to in this department.
2. Has access to Dia and Holy, two offensive skills.
3. Has access to several Cure spells for different levels, one of which is instant.
4. Has access to several other support abilities which can buff allies.
5. Status Curing is AOE.
6. Healing is AOE.
7. Can be built so healing amounts are very strong.
8. JP can be conserved by buying certain abilities.

White Magic drawbacks:
1. Requires high faith in order to use to maximum effectiveness.
2. Even with high faith, requires compat stacking and/or increasing other teammates' faith, and still may not hit target.
3. Requires charge time for every ability except Wall and Cure.
4. Cannot cure Stop, Undead, Death Sentence, Slow, Innocent, Faith, Oil or Berserk.
5. Requires MP for every ability and, in most match ups, MP Restoration.
6. Some spells cannot be used to good effectiveness on low MA units.
7. Most abilities are reflectable and offensive abilities are also evadable.
8. Most "useful" reactions, supports and movements are on other skillsets.

There may be more, to each skillset that you can think of, but these are what have been mostly mentioned.

Now, how can you say that one skillset is superior to the other? One is constant and can be given to pretty much any unit. The other must be built for to a degree, but can lead to higher payoffs and rewards. If we look at this tournament, White Magic is number one for most popular skillset, where Item is number two. So clearly, people see the value in both.

So to balance Item, even though I'm not entirely convinced that it needs any of this, I've seen a few proposals. Here are mine.

1. Give item a damaging ability instead of a "random buff" type of item. I think the AI would be pretty dumb with that, whereas it would be consistent about using, "Pain Pills" giving random damage to the enemy or something (perhaps anywhere from 10-50% of target's HP or so to keep it so that stats aren't needed), and "Slow Potion" where it inflicts "Slow" or "Stop" on any unit that's hasted. (This would encourage teams to not auto use Haste as a side note.)

2. When adding Charm to an item, remove it from Esuna. It makes sense for Monks to have it with Stigma Magic to instantly cure themselves, but a White Magic user must actually charge up and do it, which makes less sense since they're proactively acting on the fact that they're charmed.

3. Lower the JP costs of some/all items making them easier to get.

Still, I can agree with Holy moving to Black Magic. It's a nuke spell and makes really strong support units. So I'm okay with it moving to Black Magic.

However, I'm not okay with Raise 2 receiving such a small nerf. Most people look at this and say, "It's 1%. That's no big deal." However, three reasons I have against this are:

1. When turning to a 99% raise, units will look at themselves as injured. Therefore, "reacting" to the injury could happen. For example, units with Nurse or Iron Will will now possibly use these abilities instead of going on the offensive. This gives less predictability when making teams and while that can be looked at as good, I'm not convinced because those who buy Raise 2 are doing so with the express purpose of restoring a unit to full. Also, as a side note, it is possible that on low HP units, that "1%" could be the difference between a spell gun (or something) one shotting them and not one shotting them. Rare, but can happen.

2. Raise 2 is fairly inaccurate. Many people go with Raise 1 simply due to the fact that they can run a 40 faith unit and not worry about Raise 1 missing, or have much better odds at the very least.

3. Cursed Ring units now have a much bigger reaction known as HP Restore to rely upon.

Because of these three reasons, I have 10 suggestions that I would rather see happen than Raise 2 lose 1% because of a singular accessory.

1. Make Raise 2 evadable (wouldn't matter for dead units presumably since they shouldn't be able to evade.) Then, give Cursed Ring a small amount of M-Ev.
2. Add Initial: Reflect to Cursed Ring (Fire weakness and it simply being initially reflectable instead of "always" reflect would still make Consecration and Seal Evil worth carrying, while giving Reflect Ring its purpose still.)
3. Cursed Ring has received two debuffs since 1.38 where it ran rampant. So simply give Cursed Ring its 100% revival back, or increase it at least to 75%.
4. With Speed Stacking presumably getting nerfed, give Cursed Ring +2 Speed and turn Sprint Shoes into something else. (Now you have Hyper Wrist where you're always poisoned or Cursed Ring where you're always Undead.)
5. Take away Cursed Ring's "Always: Undead" and instead, simply make it Immune: Crystal. Now the ally won't be undead, but he won't come back to life until revived by an ally. (Note that by making it Immune: Crystal, the unit would just stay dead until revived. I proposed a similar accessory before and I was told it was unbalanced to Arena. I'm still unsure why since if the unit just stays dead, it doesn't matter if he/she never crystallizes.)
6. Take away Cursed Ring's Fire weakness.
7. Give Cursed Ring Initial: Innocent.
8. Give Cursed Ring Always: Regen (This relates to what I said earlier with nixing Light Robe or P-Bag.
9. Increase the JP/MP cost of Raise, Raise 2 and Esuna (I know that I'm making arguments for Cursed Ring, but I'm going to explain this later in the post.)
10. I think we can tie Reactions to an item, right? Give it a reaction where when the ability Raise 2 misses, it then targets that unit with Heretic.

Now, the reason I had talked about increasing the JP/MP cost of all three of these abilities is that because when I look at LOH, it uses a similar formula to Raise, but costs a whopping 250 JP but has the same result. I admit I missed comparing these two, so I think Raise should at least be raised to 200, and I wouldn't mind seeing Esuna become 250 or 300 where Raise 2 becomes 400. These abilities are easy to grab. The infamous Move-MP, Short Charge, Raise 2/Esuna combo is already limiting for most jobs, so it would just limit the other abilities or reactions these jobs could carry even more. This in turn would buff Cursed Ring on that part alone.

Consecration can certainly gain accuracy and a JP cost reduction. I don't like 100%, but wouldn't mind some proposals of increasing it.

Finally, Cure 4 just seems a little too strong to me. It's a very short heal, unreflectable and pretty potent. I'm not as adamant about that as I am about other things, but would like to see it change a bit.

There's probably more, but I'm gonna leave it at that for now.


Again, I'd rather see a weapon, accessory, or something that simply grants Immune: Crystal than this. It doesn't need to grant Reraise, but simply make it so that either Stars appear above the dead unit's head (like in Vanilla) or when the countdown hits zero, it simply skips that unit's turn and resets the counter. This is a neat idea but with so many other Support abilities, I just feel an equippable item would be better.


Barren, I'm aware that you don't like the idea of this passing through walls, but it sounds like you're mostly opposed to it because of the logistics of the idea and not the ability itself. If that is right, can we compromise? Could we have it go back to the way it was, but simply name it something else like "Telekinesis" or "PsyBlade" or something? This way, it can perhaps use a different animation or something, but the ability would be reverted and I think it would make most parties happy. Please let me know if that suggestion would suit you.


Berserk? Sure. Slow? No. Haste can cure Slow and I'm even reluctant about an item being able to do that (but more okay with it than Stigma Magic). However, since Stigma Magic technically lose Silence and they obviously can't cure Berserk on themselves, I'm okay with Stigma Magic picking it up.


Agreed with Gaignun, here. I think that this is useful and not easily grabbed for most skillsets that need or want it. Therefore, I think it should remain at 400 JP.


I don't think it should change either. It's one of those options that is there for specific builds.


I suggested removing Haste 2/Slow 2 initially simply because lots of people had issues with it and just having them Haste/Slow with combined properties. However, why don't we just reverse the accuracies? Make the Haste2/Slow 2 cover more ground but less accurate and Haste/Slow cover less ground with slightly more accuracy, but be reflectable and evadable (obviously Haste wouldn't be evadable, but still reflectable.)


I'd want to know if the AI would "know" that they could do this. Attacking from the back is already more solid due to evasion being less effective in the back so just a bit curious about this.


Gaignun, would you rather this be Add: Dead perhaps at a 20% proc?


My vote is to reduce proc rate. Never noticed it was 100% until it was pointed out to me. (And that's my bad.)


I had, and still hold to, my proposals of three flat damage spells. I had said Balance, Life Drain and Demi initially, but was convinced to go with Ultima (since the Ultima Power cannot be boosted with moves like Pilgrimage and is non elemental) in place of Life Drain. These are not OP at all and I could even see them being reverted back to one handed. The weapon I have the most grudge with is Stone Gun and it's because I still find it pretty weak.


Still gotta say no, not in favor of this. I think one of the drawbacks of having 2S is to be forced to get close to your enemy and while I understand its WP is extremely weak, this would be used just for utility purposes which in my opinion, still makes it kinda meh.


I'm still in support of this. It could be similar to how it is applied in JOT5 or Chakra where it's 1/8 and then half of that for MP. This makes it so that it still kinda interferes with a Move-MP UP unit (if they're casting each turn, even Move-MP up won't be enough to combat the slow degeneration of Poison) while not providing quite enough to sustain MP without some other method. This is where it should be in my opinion...as a nuisance/light benefit but not the complete answer.


While I don't mind Scholars picking up Helmets and losing Hats (or even keeping hats as an option, doesn't bother me either way), I don't like Time Mages losing shields, especially since I like the swap Time Mage/Summoner HP. Having a ten speed, yet most frail unit in Arena doesn't sit right with me, and many of their innate abilities, particularly Haste and Sinkhole, tend to work best when moving last. Even nine speed can sometimes be a hindrance, though not nearly as often. I don't think a Scholar needs a Shield, especially if picking up Regen/Poison. I'd be more in favor of a further HP buff, perhaps moving up to where Thieves are, and picking up the choice of Helmets or Hats.


Edit: I had written "20" instead of "10" by mistake above.
38
FFT Arena / Suggestions List Updated 9-25
September 01, 2016, 11:51:59 am
Hi everyone,

Suggestions list for the next patch attached. Please take a look and comment in the appropriate thread. (This thread is being locked, so please comment in the Balance Discussion Thread as that is the appropriate place. This is just to replace the file each week.
39
FFT Arena / Re: FFT Arena Season 5 Registration
August 25, 2016, 11:12:49 am
Quote from: Barren on August 25, 2016, 10:40:47 am
I got your team WKW don't worry. Also I'll be away for the weekend since I'm going to a Super Smash Bros Tournament. I'll take a look at the rest of the PMs when I get to the hotel in Boston


Good luck! Have fun!
40
FFT Arena / Re: FFT Arena Season 5 Registration
August 25, 2016, 09:40:45 am
Quote from: CT5Holy on August 25, 2016, 01:28:43 am
ahhhhh hope this works!


(Ahhhhh must mean CT5 is running Dark Holy...)