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May 20, 2024, 12:13:10 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Ethereal Embrace

21
FFTA/FFTA2 Hacking / Re: FFTA hacking requests
December 24, 2014, 10:33:33 am
Hm I can personally appreciate all 3 of these.

Just some input for #2: Yes I agree that it should be damage based rather than accuracy, but I don't think it should quite be the extent of A2's: Front: 1x, Side: 1.5x, Back:2x (Magic = always 1.5x)

That seems a bit way too much imo, I'd personally prefer something like Front: 1x, Side: 1.25x, and Back: 1.5x (Magic = 1.25x??)
*since Magic in this game is affected by direction, making a whole system where magic specifically isn't affected by Direction seems like it could be a lot of work to do
22
I must say, this hack looks quite amazing. I very much like the ideas for the new classes.
23
I liked opportunity commands!   double strike or a free psudeo-hastega were always very welcome in my book.

Anyways, the bazaar system is my biggest gripe in this game. I would love to be able to edit monster loot drops and quest rewards to remedy the system. The fact that Animist only had 2-3 available skills out of their marginally decent skill list by the time you got Hurdy is unacceptable.

I kinda feel like every single enemy you defeat should give 2 loot instead, all the time...

24
Well, you can't really "add more". If you wanna keep things really simple, you can only really "replace existing moves".
25
Regarding the minor hacks notes:
QuoteRevival nerf:
The standard for revival is 50% of max HP. To change this to 25% simply change:
0x08131a6a: 80 08
This automatically changes the 50% of max HP formula to 25% (every skill with that value will be affected).


I'd really like this to be implemented in my game. However my hex editor keeps telling me that the address is invalid?
All of the other minor hacks seem to work just fine except the Spear/Bow and Damage>Mp ones...
Unless those are pointers...?
26
Probably the dumbest question in the universe, but how does one apply this patch to a game?  :?

I've only ever had to work with ips patches in the past. Also, I don't believe I have winrar readily available, if that means anything??
27
FFTA/FFTA2 Hacking / Re: Changing Blind
December 12, 2014, 10:41:13 am
QuoteThere's a downloadable pack there that has most of my FFTA notes.


ah. I've already downloaded the nightmare and modules, so I was thinking, "hm, where are these extra notes?"
quite apparently i've just overlooked it!
28
FFTA/FFTA2 Hacking / Re: Changing Blind
December 11, 2014, 06:52:00 am
Thank you so much! I'm curious, are your notes posted anywhere on these boards?
29
FFTA/FFTA2 Hacking / Changing Blind
December 10, 2014, 04:38:52 pm
Blind is way too powerful imo. -50% Accuracy is a bit ridiculous. -20% Evasion is pretty bad too.
Is there a way I can modify it so that it's just either -35% or -40% Accuracy, and -10% Evasion?

And on that note, does anyone know how to nerf Concentrate similarly? :x
30
So does anyone know what the "aggressiveness" byte in the other section of job editor, do?

I'm going to assume it means the chance that the computer AI of that job will perform a regular attack, but anyone know for sure?
31
whoa wtf, aio editor got major updates, didn't it?! last time i edited this game, i had to do all of that stuff with a hex editor.
32
I was wondering, how were you able to change the effect accuracy of skills?

Like on beastmaster's skill (which I love the idea), and on like thundaga and such? I don't really a 100% accuracy effect on the skill effects listing?
33
FFTA/FFTA2 Hacking / Re: Darthatron's Law Remover!
March 02, 2014, 11:35:01 am
One of the links is broken and one of them seems to be horribly infected with something.
34
Some really cool ideas up in here.
35
A-Ability editor what?!
36
I don't agree with raising Mp costs of black magick. If the 2nd and 3rd level ones are stronger with % based damage, then I'd certainly attest to that.

I do agree with raising Mp cost of Haste and or (but especially) Hastega because they are way broken.
37
How do you plan on changing the stats?
38
If you wouldn't mind making Fira 25 % stronger than Fire, as well, and Firaga 50 % stronger than Fire, then that'd be great too.  :mrgreen:

I never found confusion to be that good. It was too much of a mixed bag, and Charm was more common and far superior alternative. Same thing with berserk. Not sure if it does in any of the FFTA games, but in most games, Berserk raises physical damage by a lot. I say it needs to as well, in this game. And if it does already, the effect isn't very noticeable.

Also, the support abilities and stat buffs: Attack up, Defense up, Magick up, and Resist up are all arithmetically based as well. Unlike in the FFTA where they were percentage based. In FFTA2, they raise the stat by 35 (or so I've been informed). But in FFTA, Attack and Magick up raise the stat by 25 %, while Defense up and Resist up (AND Protect or Shell) boost the stat by 40 %. I have no idea how effective Protect and Shell are in this game (if I had to guess, probably another +35 instance), but they aren't good enough imo. Not saying any of those things should raise stats by 40 %. I think Attack and Magick should raise by 15 or 20 %, and Defense stats raise by 25 or 30 % (same thing with Protect and Shell, and or at least make those buffs last 5 turns instead of 3).

They aren't the only supports as well. Blood Price: Magick + 35 (which I'm actually fine with because Blood Price is really good/cheap). Doublehand: Attack + 5 (yeah, the coveted ability from FFT that raises damage up to 200 % only boosts attack by 5...) Pierce: the ability that allows one to bypass Reflect, Magick + 35 (might be a lower value, but I think it's good that it raises power because an ability that only lets one by Reflect is pretty useless imo).

A bunch of other things are included. And before you say anything about enemies and not being balanced, plenty of enemies have these types of abilities AND their better counterparts. For example, the ability Archmage functions as both Magick up and Resist up, and there is a physical alternative (I can't remember what it's called). But making those abilities percentage based can make the game harder as well as easier.
39
C'mon guys. Snipers, Spellblades, Green Mages, Assassins and every debuff-based job are absolutely useless when you have...

Fusilier

Stop Shot. Charm Shot. Ultima. 8 to 9 range. nuff said.

One of the most broken jobs to ever exist, and they were just as good in FFTA.
40
QuoteBlack Mages suffer, admittedly, but they really suffer because any decent black magic requires downing an Ether turn 1, sitting around like a fool, borked MP screwery (Let's equip Absorb MP and get the Blood Price Summoner to doublecast Kirin) that really isn't worth it, et cetera.


Not necessarily. Actually, no, that's just not true. That is, in fact, a very common misconception when strategies are discussed in FFTA2. I was grinning between my teeth when I found that Eternal reduced Fire and Thunder damage by 20 % in favor of his changes because, unlike in FFTA, magick damage is arithmetically based.

In FFTA:
Fire = 30 base power
Fira = 40 base power
Firaga = 50 base power

And the formula for magick based damage = (Magick - Resist / 2) / 2 * base power.
This formula would make it so that Fira is always 33 % stronger than Fire, and that Firaga is always 67 % stronger than Fire.

However.

In FFTA2
Fire = 20 base power
Fira = 40 base power
Firaga = 60 base power

And the formula for magick based damage = (Magick - Resist / 2 + base power ) * .75

So, say if your Fire deals 5 damage. Fira, in turn, would deal 20 damage, and Firaga would deal 35 damage.
Say if your Fire deals 205 damage. Fira, in turn, would deal 220 damage, and Firaga would deal 235 damage.

In Eternal's hack (unless he's found a way to make spells have percentage based power), if Blizzard deals 205 damage. Thunder/Fire would deal 202 damage (because of 20 % reduction in base power), Thundara/Fira would deal 214 damage, and Thundaga/Firaga would deal 226 damage.

I can't tell you how much people have told me to get Half Mp over Geomancy. In FFTA2's system, Geomancy is by far the superior choice as, while Half Mp would allow one to use Firaga every turn...That would get you to do 235 damage each turn.

But Geomancy would allow you to deal 150 % damage so 205 * 1.5 = 307.5 damage. And when you save enough Mp to do Firaga then you get 352.5 damage.

In FFTA's system, however, Half Mp could be the better choice (except that people never fucking run out of Mp in that game, lol. Why bother with either of those abilities when you have Turbo Mp?).