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Messages - doriantoki

61
FFT Arena / Re: Arena battle videos and discussion
October 14, 2011, 07:12:46 pm
Derp doesn't really stand a chance.  Good overall damage output on team Annoying.  Paladin would've been hard to take down, either way, with having an Angel ring, as Barren mentioned.  I understand Chakra for MP recovery, but it backfires here because the Oracles use it for HP restoring, and it only restores 30 HP = waste of turns.
62
FFT Arena / Re: Arena battle videos and discussion
October 12, 2011, 01:26:53 pm
Interesting strategy with the Faith inflicting Samurai, but it didn't pay off.  Berserk units act like total tards, it's a shame.


Quickening doesn't seem to be set to target, or to follow target, and when the Chemist casts it and moves, it will hit an empty space.  Better team dynamic on larger map.  FDC has advantage on small maps.  That Mediator was a victim is placement second round, since she didn't de-petrify that Chemist.


Singing with Silence, seems kind of funny, doesn't it?  How does one sing when they are silent?  Hehe.
63
FFT Arena / Re: Arena battle videos and discussion
October 12, 2011, 09:54:23 am
Ah, don't throw the book at me, I'm still learning.  *ducks*  Good insight though.  I haven't dabbed much with magic yet, and I'm just commenting on what I am seeing in the matches.  Fire/Ice/Thunder series, very rare.  MP cost seems negligible to me, to some extent, as I've noticed most teams have some manner of MP restoring on their magic units, which, of course, makes sense.

QuoteFaith backfires, things get raped.  Ouch.  That's the risk of running Faith Rod.  Not much else to say here besides the fact you probably should be running revival on the units most likely to live... which in this case isn't the Oracles.  A lot of teams seem to do this, and stuff all their revival on the units most likely to be targeted and maimed horribly.  Stoppit.


*sigh*  I am at a crossroads here.  I am not sure if anyone noticed, but this team is supposed to be set up so that the Oracles Zombie the enemies, and then the Knights take them down for a (usually) reliable ~75-80% consecrate.  The Knights are built beefy, too, so they can take some hits before the Oracles set up the spells.  However, as has been demonstrated, the Oracles are absolutely planetary-destruction style violated by magic.  I am thinking of lowering the Faith just a tad (~62-63), ditching Faith Rod, and slapping Magic Defense Up on both.  My concerns are now, though, somewhat low percentage Zombie.  Also, I could outfit them with more HP.  All this too, however, means that the one Oracle's White Magic will be doing asstacular healing.  And Raise won't be very reliable.  Oh, and another thing I've noticed.  How bad of an idea was Ignore Height.  It's like, "Hey dudes let's get into range of the opposing team so they can one shot us on their first turn!  Yay!".  Ugh.  Decisions, decisions.  Oh, one more thing I could add to the equation, Protect and Shell, perhaps via equipment, on the Knights and Oracles.  With Magic Defense Up, Shell, and a lowered Faith, the Oracles shouldn't be getting one shotted anymore.

Course I could say fudge it to all this and build a Monk/Monk Ninja/Ninja Ninjitsu rape team with Punch Art support.  No need to worry about Faith nonsense.

QuoteTwo incredibly claustrophobic maps + him dealing double damage to half my units + him having huge instant AoE or MAP skills that don't trigger Dragon Spirit + my unit's AI being unexpectedly conservative + him having higher speed on said units able to deal tons of double-damage AoE = What did you seriously expect?

Shit happens.


Actually, I thought that his team having Dark Healing all around was the clincher.  Your Knights just weren't doing enough damage, and they're close range melee.  So you're out ranged pretty severely.  This team makes Kotetsu look overpowered.  The Mediators are pretty fragile though, and Undead.  So any manner of Raise 2 teams will probably decimate this team severely.
64
FFT Arena / Re: Arena battle videos and discussion
October 11, 2011, 11:55:39 pm
lol what's your strategy then?  Win by default in those kinds of matches?   :D
65
FFT Arena / Re: Arena battle videos and discussion
October 11, 2011, 09:21:11 pm
Been noticing some trends.  Monks with Ninjitsu maximized for damage = teh arpe.  Stick wielding anything, maximized = also teh arpe.  I still think Bio is overpowered, and one of the most powerful and economic spells.  One shot Holies and Flares are also effective.  FDC has some strong ass teams y'all, containing the aforementioned first two.  Also, I've noticed it's better to let a unit die and resurrect them to full health with Raise 2, than waste turns with healing of any sort.  Healing is difficult to maximize, and placing the team on the defensive seems to generally be a bad idea.  The problem is that while in general the AI is suicidal, when in critical, they will retreat above all options.  It's actually better to let a unit go in, do damage, die if they must, and be rezed at full health, than have that unit take damage, and run away in critical, either wasting turns healing (from the unit in question or other team units) or sitting in a corner cowering.
66
FFT Arena / Re: Arena battle videos and discussion
October 10, 2011, 10:34:24 pm
Entertaining fight.  No petrify heal = clincher though in that first round.  Holy shitake do those Dancers smack for a lot of damage.  I would argue they carried the team, more or less, and are both the support AND offence.  You're right Barren on the no shields on Squires


Angel team needed a more reliable form of MP restore.  Summoner Lancer with bad hit %, not an especially great asset to the team.  But fared much better second round, though.  The nail in the coffin second round though, no reliable way to deal damage.  The critical units at the end inched their way forward, but couldn't really do anything.


Small map, Sticks absolutely massacre.  Great teams all around, with offence and healing.


Rape scene.  Of the most violent kind.  Herey is a really scary team that is more or less completely maximized for damage.  I don't know if it gets any better than that.


Another scary team by fdc.  Though Song and Dance has the big advance on large maps.


Charm rape, absolutely.  I am actually surprised that my team lasted that long, overall, upon viewing it in action, it's a pretty weak team overall.  Also, my Monks were supposed to be using Wave Fist, not Repeating Fist, but it's a small detail.  GG Vigilanti!


Thanks Barren for the uploads.  I also enjoy the commentary a lot  :mrgreen:
67
FFT Arena / Re: Arena battle videos and discussion
October 10, 2011, 03:17:53 am
Yes, that makes sense, of course.  I had some tweaks in mind, that came from seeing the glaring weaknesses in the team the first round, such as too much move on the Mediator, largely useless back row Chemists and things of a similar nature.  The team at it's core, shouldn't change too much.
68
FFT Arena / Re: Arena battle videos and discussion
October 10, 2011, 03:07:11 am
Hopefully the final revision of Vampire Hunters.  Should be paying more attention when editing teams.  Sloppy.  So for teams from the first round, are revisions allowed for those teams in the second round?  How does that work?

Raise 2 and near 100% petrify save the day.  Innate Undead, maybe not the best idea?


Wow, pretty mismatched.  Bizen Boat = actually a bad idea, that means Bards are spending no time singing, more time throwing HUMUNGOUS damage around.  Bait Mediator = horrible, against essentially 4 offensive beasts, especially once MP is eliminated on the Bards.  Only craptacular Phoenix Down for rez = too much time sandbagging.  Chemists largely useless, when Bards can one shot all members of the team.  Definitely a bad team on my part.

69
FFT Arena / Re: Arena battle videos and discussion
October 09, 2011, 06:37:16 pm
Curious to see how Undead + Consecration would do on that strategy (unless you have Undead protection, haven't looked at the team in depth).  Hey fdc can you hold out on the rematch for a bit?  I want to rework Vampire Hunters further.  If you've already recorded it, don't worry about.  Or if it can't wait, it's fine.  Otherwise, there are some changes I wanted to make.  Team's been edited ...
70
FFT Arena / Re: Arena battle videos and discussion
October 09, 2011, 06:01:52 pm
QuoteIf he had more healing, I would've just Speed Broke him to 1 per unit and stabbed him to death then.


30 hours later maybe.  Don't get me wrong, in a way I think the lack of healing/MP healing was for the better, so that we didn't end up with a 3 hour match.
71
FFT Arena / Re: Arena battle videos and discussion
October 09, 2011, 05:26:27 pm
Has the potential for match to last eternity.  If Rare had non-MP based healing, even a singular X-Potion, this may have gone on for near eternity, especially with dance continuing to go on after MP has run out.  Does the AI not realize this?
72
FFT Arena / Re: FFT: Arena PPF download BETA 133
October 08, 2011, 05:09:10 am
I appreciate the hard work on the fixes if it means anything.  :)
73
FFT Arena / Re: FFT: Arena PPF download BETA 133
October 07, 2011, 07:44:30 pm
Quote-Muramasa is dealing 100% Death Sentence.  Outside of changing which skill slot its located in or some form of ASM, I cannot find a way to fix this.  I may try changing the skillslot around later when my head isn't pounding like shit, though.


I'm sorry but that's hilarious.   :lol:

I guess you really weren't kidding about that Death Sentence hax in my match.
74
FFT Arena / Re: Arena battle videos and discussion
October 06, 2011, 11:46:36 pm
Not really much I can say that hasn't already been covered.  Status/disabling teams = long matches.  Slow Dance wasn't as debilitating as I thought it would be, especially for as long as the match lasted.


Gorgon has no access to healing?  The thieves and Oracles sat on their turns, just taking the damage with no way to heal.  Is the clincher.  Access to some healing, and Wiznaibus' effectiveness is dramatically reduced


I'm conflicted whether I want the Chemists to spend turns casting Protect and Haste now.  Notice that the Blast Gun did respectable damage, and the buffs mostly missed.  I guess I could change the team order, so the Chemists go last?  But their speed is already so high.  Diamonds and Guns weren't doing terribly high damage with their attacks, which prompted MA and PA Save, especially helpful in the second battle.  Death Sentence a big factor, but I am curious to see how it would've played out without it!


Kudos on the Innocent strategy.  All around a devastating team.


Scary damage on A Team with regular attacks, wow.  Good team all around, though those Squires could have stayed on the offensive instead of spending a turn with Life Song, since it didn't heal for all that much.  Charm was the clincher, I'd say?  GoS though, Raise 2 Move-MP Up, nice combination.

.
Angelus on constant heal duty.  Long range archers effective when kept from harm, and doing decent damage.  Good match.
75
FFT Arena / Re: Arena battle videos and discussion
October 06, 2011, 09:47:39 am
I didn't mean to make it seem like I was Balking at it.  Just having a discussion/conversation.  I understand that I'm late to the party, so to speak, and it's obviously the reason why.  I understand it must be frustrating to repeat information that's already been covered, but thank you, I do appreciate it.  I enjoy watching the matches, and have been looking for a type of FFT match service since the original came out on the PS.  And it's nice to know that there's a community developed around it with the intention of making it balanced, as well.

In essence, YUSD is a good test to see if a team is even worthy of placing in the competition.  That's good to know.

Wow, lol, I subconsciously capitalized Balk, as if it were the name  :lol:
76
FFT Arena / Re: Arena battle videos and discussion
October 06, 2011, 12:50:36 am
Quote from: CT5Holy on October 06, 2011, 12:47:39 am
It's kinda hard when 1. you do crap damage, 2. they can easily outheal your crap damage, and 3. Don't Act means they take less damage, and gives them time for the Dances to kick in.


Well, that's right.  When I say offence I mean, if you're on the offensive, maximize your PA/MA (ability granted), and the pick the most high damaging ones for the situation.  From the videos I've watched (and granted I haven't seen 100% of them all yet), maximized physical/magical abilities are dominant.  Spreading your stats out too thin and doing moderate/measly damage doesn't seem to be as effective in the current patch build.
77
FFT Arena / Re: Arena battle videos and discussion
October 06, 2011, 12:12:11 am
Quote from: RavenOfRazgriz on October 05, 2011, 11:51:26 pm
I think you missed the Dancers, my friend...


No.  Just because I didn't include them in my post, doesn't mean I didn't think about them.  They were a problem because the battle languished on for as long as it did.  More concentration on offence, and YUSD would have been thrown into sandbagging mode.
78
FFT Arena / Re: Arena battle videos and discussion
October 05, 2011, 10:11:21 pm
Referring to the fact they WERE built defensively in that instance?  Much easier to built on offence than defense, and if your only offence is Death Sentence AND you also have access to Item, once you're down to critical, it's sandbagging till you're dead.  If FDC focused solely on offence, he may have broken through, early in the match.
79
FFT Arena / Re: Arena battle videos and discussion
October 05, 2011, 09:49:45 pm
I realize that, but I think you know what I meant, they'd effective get one turn, then fall.

If you think about it, let's say a unit has an average 300 HP, and a moderately strong unit that can inflict 150 damage can down them in two turns.  Why would (should?) the unit waste one turn casting Death Sentence, then having the target unit run around for 2 more turns?

I can maybe see that strategy working if say the unit that causes Death Sentence is built entirely for Defence/Run Away, but the AI more or less rushes in head first.
80
FFT Arena / Re: Arena battle videos and discussion
October 05, 2011, 08:23:42 pm
Maybe that purpose just isn't very effective.  But I certainly don't discourage a variety of teams.  Maybe Death Sentence should drop the unit in 2 turns instead of 3?