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Messages - Ethereal Embrace

41
I've always preferred archers having 4 move instead of 3 because I never found most archer classes very useful, except sniper. Same goes for paladin.
42
No, having parivir's elemental strikes deal normal damage is exactly what should happen. They were far too broken before and using the excuse that "soldiers are already good debuffers!" is incredibly moot as most jobs are good debuffers as it is and because they can't cause damage for any of their debuffing moves. Not to mention, parivir's and soldiers cover different debuffs as it is so the comparison is very lost. Ninja have a ranged status effect? Yes, but that deals 10 damage or less in every other instance. 

Removing the debuff and raising the damage to 150 % could be a sizeable maneuver, and it would be... But then you still have Backdraft (which you failed to mention) which is stronger than Body Slam; both deal damage to the user because they are apparently so strong themselves (not). Backdraft only deals 140% damage, yet it should deal damage to the user whereas the elemental blades don't but deal 10% more damage? Not a fair deal at all... or it would seem, only if you take advantage of a Fire Shield or whatever equips allows one to absorb fire. But then, this isn't an issue at all in this version.
43
Yeah, I don't think I'll ever use Seers again. They are awful without Magick Frenzy. White Mages are still near useless. Ninjutsu needs to be stronger, or have more range than it does. Wyrmtamer and Parley plainly need different effects because they'll really only work when the opponent is close to death, you might as well kill them and get the loot then waste your time making them flee with less than 25% accuracy. Does cornered only work at 1 Hp and not 1 to 9 Hp? Because that'll seriously never happen, ever. Gladiator's elemental strikes are weaker? Why? In this game they are Magick Attack based (iirc, that is), and are already weak as it is.  Raptor's Full Assault is pathetic compared to Sneak Attack.

I really really like your Bard and Dancer though.

Tranq is not the broken imo. Neither is leap. Things like Protect, Shell, and Leap need to last 5 turns instead of 3.
44
FFTA/FFTA2 Hacking / Re: FFTA2 Tools
February 07, 2013, 05:59:06 pm
Eh, I don't want to come of as mean or anything. I've been very passionate about this game since it came out. This was the very first strategy rpg game I played and is the reason why I got the first one and into the original Final Fantasy Tactics.

But yeah, I know all of those things about them stats. At some point, I've made a point to make certain "builds" where jobs would maximize a main stat and level up as two jobs different jobs to maximize one stat, and make the next one as high as possible. Such as a Trickster that would level up until around level 40, and then spend the rest of his days as a Master Monk, maximizing speed, Magick, and almost maxing Attack.

I think Armor tends to do a good job at balancing out that Attack and Magick are 2* as effective as Defense and Resist, as long as you're using Robes or Heavy Armor. Light Armor is rather pathetic at times.

Also, that Ability editor is looking might fine, if I do say so myself.
45
FFTA/FFTA2 Hacking / Re: FFTA2 Tools
February 07, 2013, 07:53:04 am
Yes, I've played this game for many years. Made at least 8 runs through the whole game, with at least 70+ hours on each run.

I quickly recognized that some people just plain suck compared to others. I would later find out that this was because people leveled up as certain jobs that had plain horrible stat growths. By my latest file, it annoys me to no end that I have to level people on as certain jobs, and then change them back to another job to learn that job's skills, but then change back again when they're gonna level up once more if I ever want to have viable stats/units.

Again, there's the thing where certain jobs have great skills but bad stats (generally I'm rather okay with such as Fusilier or so). Then there are jobs with excellent stats, but bad movesets (Moogle Knight, Gladiator, Paladin, Animist, Tinker, Fencer, Templar, Illusionist) which I'm also rather okay with. I just want to change their movesets a little, or a lot in the case of Tinker. 

Then there are jobs with bad movesets, and bad stats (Soldier, Thief, Archer, Assassin, White Mage,  or Hunter considering you only use them for Ultima and Sidewinder).

Lastly, there are psudo-useless jobs with mediocre to awful stats. (Chocobo Knight, Flintlock).

Yes, some numbers are meant to be low, but they certainly didn't translate well in practice. Thief has awful stats, and medicre speed when stealing is way inaccurate, loot is rarely useful unless you steal loot lv.3/4 very often. There's no reason to be a Thief (except for the occassional Steal Accessory) when there's two other jobs that are just like them but a helluva lot better. Ninja, the alternative that deals much more damage, but has an equally useless moveset UNTIL you get Seer's Magick Frenzy, making a dual-wielding Ninja one of the best jobs in the damn game. Then there's Juggler, whom has good defense and attack, and better speed. Their moveset, thanks to ring, smile, and dagger, is rather amazing AND makes Time Mage nearly useless if not for Hastega, which alone makes Time Mage worth it.

Black Mage has good stats, horay! horay! But oh that's right, meaningful bosses resist fire, ice, and lightning. Well damn, also, there's a little thing called Summoner, or the physical alternative, Parivir. Summoner is stronger, with blood price, can always cast high level magick, and with dual-cast is practically broken. Never mind that Ifrit is both stronger than Fira, has gigantic range, can't be reflected, and only costs 2 more Mp.

And you know how Backdraft is so strong that it must deal damage the user? 40% more damage is so much! But then we get this new job that has 100% more damage (than basic attack), an elemental (Geomancy anyone?) AND a status effect (holy wow)!.

Also, White Mages are much worse. Cure, Cura, and Curaga are extremely weak (without Geomancy) and are also severely outdone by Summoners. At least with Black Mage, leveling up as that job is rewarding, not so for White Mage. (I've played the game enough that I can seriously do this for every basically job in the game, except for like Agent and some Seeq/Gria jobs whom I've never bothered with.)

I can see that some jobs are meant to be better than one, that's only natural and sensible. But when your team of 24 consists of the same 2 jobs for every race, or you have to level up as a certain job so that your stats won't suck, clearly something amiss here. Changing the stats were meant so that you won't have to worry nearly as much when leveling up as a job. If you want to maximize Attack, then of course level up as a Parivir or Sniper, but when you change back into an Archer or a Thief, you don't need to worry so much that they've become too weak.

Also, what exactly is "unreliable" here. Not sure what you mean, do you mean the editor or the stats?
46
Okay Black Mage being this weak makes me want to die.

And only furthers more incentive to never bother having a non-Nu Mou black mage. And Green Mage has so far been a resoundingly useless job.
47
FFTA/FFTA2 Hacking / Re: FFTA2 Job Editor
January 28, 2013, 10:28:49 pm
I already got this set up in mah head (growth only).

Hume

SLD 09/02/09/08/06/07/50%
THF 07/01/08/07/07/06/95%
WHT 07/04/06/08/08/09/65%
BLK 06/05/07/06/10/10/50%
ARC 09/02/07/08/06/11/70%
PAL 08/03/08/11/07/09/45%
FHT 08/01/10/08/05/06/55%
PAR 07/02/11/06/07/05/60%
NIN 06/04/09/06/08/07/80%
ILL  06/08/08/05/11/07/45%
BLU 08/04/08/09/08/09/50%
HUN 07/03/09/07/07/08/65%
SER 07/07/06/07/09/11/40%
SKY 07/03/08/08/06/08/75%
HER 07/04/09/08/09/08/65%
AGT 07/02/08/09/07/10/60%

Viera

FEN 09/01/10/08/06/06/60%
WHT 06/05/07/07/09/08/65%
GRN 06/04/08/07/09/10/80%
ARC 08/02/08/07/06/10/70%
ELM 06/06/07/08/10/08/45%
RDM 06/03/09/07/09/07/60%
SPL  08/03/09/10/08/06/60%
SUM 05/05/06/06/11/09/45%
ASN 05/03/09/06/08/06/95%
SNI 06/01/11/07/06/08/55%
DAN 07/04/09/06/09/09/60%

As you can see, growths are generally higher, particularly for Hp and Speed. But I also wanted some more stat diversity. Vieras had no job that had an 8 or higher in Def and only had 8 as their highest Res stat.
48
FFTA/FFTA2 Hacking / Re: FFTA2 Job Editor (0.1.1)
January 28, 2013, 07:32:34 am
If your aim is true

then I love you.

Seriously, I'd would love to change people's stats and shiz. Especially because there are some useless jobs with awful stats (cough cough *Flintlock *Not Cannoneer *Defender *Thief *Archer *Assassin *ect)
49
FFTA/FFTA2 Hacking / Re: Changing Skill Names
January 08, 2013, 08:34:52 am
This stuff seems impossible for me.
50
FFTA/FFTA2 Hacking / Re: Editing Skill/Spell Damage
January 08, 2013, 08:34:09 am
Don't worry about this thread guys. I'm now able to edit this kind of stuff using a hex editor and references from the effect listings in this forum and data crystal.
51
FFTA/FFTA2 Hacking / Re: Status probability
January 04, 2013, 10:33:19 am
All moves that deal damage as well as a status effect have technically the same chance of dealing a status effect if it were a move that did not deal damage.

However, moves like fire whip or water veil require that the actual attack part of the move hits for there to even have a chance of being disabled or silenced/whatever status ailment. So in that sense it is the basic chance (like 50% when aimed at the front of any playable class) multiplied once more by the chance of the actual attack's chance of attack (like 50 % on the front of a soldier or 75% by the side).

So while sheep count would have a 50 % chance of success by the front, or 55 % by the side.
Fire whip or water veil would have a 25 % chance of dealing a status effect in the front, or 41.25 % chance by the side (75 % * 55 %).
52
QuoteGeneral Changes:
-Laws have been removed.-Enemy levels scale.
-The party limit has been lowered in each battle.
-Monsters are more mobile and faster.
-Boss Totema/units have generally higher HP/MP and slightly altered skillsets.
-Shops are upgraded by story progress, rather than number of missions completed.
-Colors are less saturated.

-MP Regeneration is removed.
-Reflex/Strikeback/Damage > MP have been removed from player use.-Blind/Concentrate have been nerfed.-Gadgeteers have been replaced with Mediators, who use a totally new skillset with skills that alter a unit's status and stats, and can use Guns, Claws, Hats, Robes, Clothing, and Accessories.
-Morphers have been replaced with Reavers, who use Dark themed enemy skills by capturing monsters and taking their Souls, and can use Souls, Shields, Heavy Armor, Helms, and Accessories.


Okay, so I agree with the bolded stuff above (and are making my own movesets for Gadgeteers).

One thing though, how can I edit the effect blind and concentration have (I want blind to reduce accuracy by 30 % and concentration increase accuracy by 15 %).
53
 :?  So confused...
54
FFTA/FFTA2 Hacking / Animation-Target Help
April 16, 2012, 07:48:50 pm
There is a certain set of bytes that allows one move to repeat animations for every person that it effects (ex:  Fire, Cure, etc.).  The problem for me is, there are certain spells/skills that target only one person in the game.  When I change the target range to allow more than one person to be hit by the specific move, the animation does not appear for all who get it - only one - but the effects still happen to each of them, regardless of the animation appearing.

I'm planning to make the Ninjutsu to be Earth Render type spells, and I want the animation to appear in each.  Another thing, I also want to be able to show how much damage it deals to the other people, but I have no idea for this too - other than in this case, it doesn't really bother me that much.
55
FFTA/FFTA2 Hacking / Re: Changing Skill Names
March 21, 2012, 06:02:46 pm
Since I'm trying to change Steal abilities, don't I need a colon too?

EDIT:  I can't seem to find Thiefs' ability names in there.  :/

I am so very confused.
56
Yes, they are.  Them along with a few others.
57
I was also wondering about how this could be done.  I mean, I want Ezel and co. to actually be useful.

I wanted to make Marche start off as a Solider-like job but with better stats, and maybe a few other moves too. Like Ramza was in FFT.
58
FFTA/FFTA2 Hacking / Re: Changing Skill Names
March 21, 2012, 05:43:58 pm
Where are these tables?
59
FFTA/FFTA2 Hacking / Changing Skill Names
March 21, 2012, 04:19:13 pm
Does anyone know how to change skill names.  Honestly, it's not really a big deal for me, except that I definitely need to revamp/modify the Thiefs' skillset (replacing Steal Armor, Weapon, and Ability for other effects).
60
FFTA/FFTA2 Hacking / Re: FFTA Abilities Spreadsheet
March 21, 2012, 01:32:24 pm
I have another question.  Is there another byte that determines whether or not the damage/healing of a move is physical or magical?  I'm pretty sure there is.  As there is no effect byte that specifies this.