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Topics - adouchebag

1
I'm considering adding a damage component to Oracle and Time Mage spells to make them more viable, but I'm not exactly sure which formula I should use to accomplish this.  I haven't started testing yet but it looks like 08 would work: Dmg_F(MA*Y)--the formula 0D4 Bio uses, which if I remember correctly causes damage and adds a status effect.

I don't want it to be overpowered, I'd like the status to be higher than the set 25% chance to hit, but I don't want it to be 100% either.  Kind of stumped on which formula to use, since I don't fully understand all of them.  But I'd like stuff like Blind and Slow to do damage comparable to a Fire 1 spell, and probably have the stronger status effect spells do no more damage than a Fire 2.  Those I think I can figure out pretty easily just tweaking the X and Y variables.

If anyone knows of a good formula that would work for what I'm trying to do here, please let me know.  And if I have to, I'll use the 25% chance to hit on them, if there's no other choice.
2
I recently downloaded and played through the Chrono Trigger updated translation and really enjoyed it, and it got me thinking about Tactics--a game that could CERTAINLY use maybe not a complete re-translation, but at least some work done to the grammar and certain poorly translated lines (Wiegraf, don't open that!!).

Just curious if anyone is working on this or something like it.
3
First, hello everyone (first post, and it's a doozy!).  I've been a fan of Tactics since it came out, oh so long ago.  I'd come back to it every now and then, play through it, get bored, then shelve it for a few years, only to come back to it.  I just recently learned of this project through gamefaqs, and it really has breathed new life into this old chestnut.  Many, many thanks for everyone's hard work.

So I recently applied the patch, and after messing around with the patcher, I've decided to revamp the game to my own liking (on top of v1.2, that is).  I'm not clear on everything yet--namely battle.bin and the ENTD files.  But using the patcher I've been successful at making some changes and adding a few things to the 1.2 patch (namely, I fixed the Ninjas having Cure and Calculators having CT.  After that it was a simple matter of messing around).  Anyway, after playing the game for 15 years or however long, I'm pretty tired of the same old classes, same old skillsets, etc.  So I'm going to TRY to change the classes without making things way overpowered.  I'd like any suggestions anyone might have balance wise.

First, I'm giving everyone innate GJPU, but I'm going to raise the level reqs.  Apparently, higher reqs=harder AI enemies, so that's a good thing.

All special classes (Holy Knight, Heaven, Hell Knights, etc) will be getting Accumulate.  I HATED having to get Agrias or whoever all the way up to Dancer or Bard before I could have something quick and easy to gain JP.  And Dancing or Singing still takes too long for my taste.

Class Changes
This is where I'm going to do the most.  I'm bored of Knights, Archers that I never use, Time Mages, Oracles, Mediators--the dumb classes that just get rushed through to get to something better (in my experience anyway).

Ramza
Yes, I'm giving him holy/dark sword skills.  I know a lot of people think it's cheesy and cheap.  Well, you might be right, but with the nerf they got in 1.2 it won't be so bad.  This way I can change Agrias to something else.  I'm thinking I'll give him Stasis, Lighting Stab, Dark and Night Sword.  I don't want to go too crazy with it.  I'll probably leave chapter 1 ramza alone, give chatper 2/3 ramza stasis sword and Night sword, then chapter 4 give him the rest.  I'm going to remove Scream (and all Brave/Faith boosting magic), and Dash, and probably replace all the lame reaction and support abilites for slightly better ones (monster talk instead of skill, to go with Invitation, for one thing).

Squire
Adding Speed Break.  So I don't have to keep someone as a Knight or with Battle Skill while they're leveling.

Chemist
Probably keep Chemists just as they are.

Knight
Going to change into a Paladin.  I think I'll remove the weapon and armor break skills and replace them with Cure, Cure 2, Raise, and Esuna.  I'll up their MA, MP, and MA growth slightly, and give them back robes.  If I can, I'm going to change the sprite to Weigraf's, but that's an ENTD thing I think, which I don't understand how to do yet.

Archer
Charge 6-20 will be removed (like anyone ever used them anyway).  Adding in Leg and Arm aim.  Other than that, I can't come up with anything.  I thought about giving them some White magic (ala FF4's Rosa) but with Knights getting it too...maybe that would be too much.

Monk
Allowing them to wear helmets (stupid that they can't IMO).  Also adding a +1 vertical to Chakra and Revive.  Might lower HP growth if helmets makes them too 'tanky'.  Removing Hamedo.

Thief
Fiddling with the idea of giving them innate 2 swords.  In their present form they're next to useless (IMO)--just good for speed.  I would just learn Move 2, and let someone learn all the thief skills, and let it go at that.  This would make them a little more viable until Ninjas are playable (well, until their equipment is playable).

Geomancer
Oh if only I could change the formula to make the spell 'type' determined by the TARGET'S hex, not the caster's.  Oh well.  Other than that, I think I'll keep the class as is, maybe lower JP costs for the spells.

Lancer
No more jump.  I'm going to give him the Knight's 4 leftover Break skills, increase movement by 1, remove innate ignore height (if they even have it, not sure if they do or not).  I want Lancers to be the main tank class.  Might give them innate Maintenance (unless somoene convinces me it's a bad idea).  Going to take Protect and Shell from Priests and give it to them.  

Samurai
Like the 1.3 patch version suggests, (if I can) I'll change Draw Out to PA instead of MA.  Going to up their speed and movement by 1.  Leaving innate 2 hands.

Ninja
Giving them Innate Throw Item (they can throw shurikens, axes, and dictionaries, but not a pheonix down??).  Going to leave them alone other than that, it's a good class as is.

Casters
I always hated how magic is so broken down in this game.  So, I'm going to combine White Magic with Time Magic, and Black Magic with Yin Yang Magic.  There are MANY spells in all four sets I've never once cast (other than to see the graphic).  A few off the top of my head are Protect and Shell 2, Fire, Ice, Bolt 4, and practically all the Time and Oracle magic except for a few important spells, (haste, slow, paralyze, sleep).  I'll add the spells I want and toss the ones I know I'll never use.

As far as Summoners and Mediators go--I haven't decided yet.  I'd like to make Calculators a Blue Mage class, and give them access to some monster skills (this will take a lot of trial and error, as I don't know which ones are super OP and which ones just suck).  I'll probably change Summoners to an Ultimate Magic class, and give them stuff like Flare, Holy, Meteor, Ultima.  Mediators I have no idea yet--but I AM going to remove all Brave and Faith boosting spells.  Maybe I'll change them into something like 1.2's calculator, a Red Mage.

Dancers, Bards, and Mimes
No ideas here yet.  I only ever used Bards and Dancers for the special classes that join that don't have Accumulate.  And I never use Mimes (never really saw the point).  I'll have to think about what to do with them and do something later.

Special Classes
So far, all I've really determine is I want them all to have Accumulate.  Agrias I need to change, since I won't need a Holy Swordsmen now that Ramza can fill that role.  Kinda the same with Mustadio and Archers.  Cid I never use (he's WAAAAY too cheap).  Maybe I'll make him a Dancer for shits and giggles.  Honestly I don't plan on using any of these guys, I like my generic parties, but maybe if inspiration hits I'll change them up.  It would be nice to actually USE Rafa or Malak for a change.

Well, I think that's a good start.  Some reaction, support, and movement skills will need to be changed, moved, etc.  But I'll have to decide on those after I get all the main class abilities where I like them.  Please, feel free to critique the hell out of this, I really just wanted a nice list for myself so when I get home I can apply all these changes.

Does anyone see anything that won't work?  I concerned with things like, if I take away all of a summoners magic and replace it with the crazy stuff, will they still use it?  Everything I've read points to they will, but I'd just like to make sure.

Also, what happens if I say, (I'm not going to, just an example) prevented Knights from wearing armor?  Will the scripted fights still have knights in plate mail, or will they come in naked?  This is another ENTD thing I'm thinking.

Well anyway, this twenty page term paper has gotten long enough I think.  Please, tell me if any of this seems way overpowered, or if I'm setting myself up for a total ass beating from the AI.  I want to have fun, but I don't want to be God mode, nor do I want the AI to be.

And oh yeah, Wiegraf + Berserk= lawl.  I'm taking that permanent berserk off of diamond armor.  Althought it DID make the first phase of the Velius fight a cake walk (but stage two, on the other hand.  Halfway through the fight Velius picked up a crystal, and got back 800 hp.  I eventually drained all his MP, and he started petrifying people--that was a damn long fight, took 20 minutes.  But it was a lot of fun).