Final Fantasy Hacktics

Projects => Completed Mods => FFT Arena => Topic started by: FFMaster on December 13, 2010, 06:32:36 pm

Title: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 13, 2010, 06:32:36 pm
Changelog
GENERAL
- Fixed Yin Yang Magic bug in the memcard generator and a bunch of other text
- Fixed Genji Shield
- Fixed Carpets

JOBS
- Paladin gains 1 Jump
- Paladin MP Multiplier now 25
- Thief gains innate Awareness

SKILLS
- Throw Stone now deals PA*8 damage, M-EV
- Grand Cross will now stay Weapon element, 12 MP, loses Add: Darkness
- Charge renamed to Snipe
- Greased Bolt now Add: Oil, Poison
- Hawk's Eye and equipment breaks added Archer skillset
- Thief loses all steals except for Steal Heart Steal Accessory
- Thief gains 4 new abilities
- Steal Accessory down to 300 JP
- All Elementals now cost 50 JP (if you buy all of them, its 600JP, removes 1 rule)
- Elemental Y increased back to 4
- Nightslayer renamed to Haku Korosu
- Shadowstrike renamed to Kagesougi
- Shinobi's Seal renamed to Doku no Kyoukai
- Cheer Song up to 25% hit
- Slow Dance up to 25% hit

ITEMS
- All Katanas deal PA*WP damage
- Bizen Boat changed(100% Silence)
- Muramasa changed(100% Faith)
- All Sticks up 2 WP
- Carpets now have 12 WP


(http://i272.photobucket.com/albums/jj174/FF255Master/Snipesuggest.png)
(http://i272.photobucket.com/albums/jj174/FF255Master/stealsuggest.png)
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: pokeytax on December 13, 2010, 07:06:00 pm
Will Carpets (thanks, this is much less ambiguous than Cloth) get the auto-statuses working? Or are they already functional? I thought I tested them but I mighta screwed up. Will they be range 2, or is this just for abilities like Jump and Shuriken?

I don't think Sticks need more WP, but regardless Ivory Rod definitely does not need more WP.

Muramasa is too strong.

Grass Cross should use the Hell Ivy effect and do Earth healing with 25% Add: Regen. You typoed it, you can't untypo it.

Hawk's Eye and Bad Luck are crazy strong (guessing there's some ARH on the latter?). Quickening is also asking for trouble.

Rest looks good!
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 13, 2010, 07:30:42 pm
Carpets will be 2 range. And the loss of status was my fault.

Forgot to mention that Muramasa got WP nerfed to about 10.

Grand Cross... can't really be changed. I've tried everything, it's going to have to stay weapon element. Unless someone tells me what I did wrong.

Hawk's Eye and Bad Luck probably need an MP increase, yes. And it doesn't add all of them, it's 25% for each statii. Think of it as a single target Bad Breath. Quickening, yeah might be asking for trouble.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: CT5Holy on December 13, 2010, 07:37:02 pm
Bad Luck and Quickening both seem quite strong. Hawk's Eye is 100% accuracy? I suppose that might be a bit powerful....

But yeah, everything else seems fine.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 13, 2010, 07:46:20 pm
- All Elementals now cost 50 JP (if you buy all of them, its 600JP, removes 1 rule)
- Elemental Y increased back to 4
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: pokeytax on December 13, 2010, 07:54:11 pm
Quote from: "FFMaster"Think of it as a single target Bad Breath.

Yeah, exactly! As listed it's got a 70% chance of disabling the unit (Frog, Stop, Dead, Petrify) and a 55% chance of permanently disabling the unit (Frog, Dead, Petrify). Compare that to Blackmail, where you have to crank MA through the roof to have a 70% chance of inflicting Don't Act.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: LightningHax on December 13, 2010, 08:00:55 pm
Alright, let's take a look here...
QuoteFixed Yin Yang Magic bug in the memcard generator and a bunch of other text
Thanks.
Quote- Paladin gains 1 Jump
- Paladin MP Multiplier now 25
Yeah, they needed that 1 Jump back. The extra MP is nice too.
QuoteThief gains innate Awareness
:shock:  :shock:  :shock:
Are you trying to obsolete Secret Fist?
QuoteAll Sticks up 2 WP
Stick didn't really need that much of a buff, but good nonetheless.
QuoteCarpets now have 12 WP
Now Dancers have better weapons than Daggers :D !
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Squidgy on December 13, 2010, 08:28:18 pm
Thief Awareness looks neat, but I wonder if Abandon Thieves will be too much. Thief + Gauche = 52% evade, but maybe that's a problem with Main Gauche. (It'd still be loved at 25%.)
Bad Luck has some sweet 2 vert, so it needs a "nerf"... I'm thinking add more status, to truly emphasize "bad luck": Poison, Slow, Don't Move, Chicken, Silence, Blindness... hell, just toss 'em all on. (Maybe even Protect, Shell, Haste? The AI might use it on allies though... lulz.)
Quickening... wow. Though Accumulate isn't doing much, so I doubt this would either. I foresee Iron Boots + Quickening + Shuriken + Hi-Ether... (That sounds hilarious! Don't change it 'till I can test it!)

Breaks are back! Yay. Now 2Swords has a use... I mean it did before with Arm Aim, and... Leg Aim... 2Swords, aside from archer skillset, nothing amazing. It's worse than 2Hands due to phys evasion being so prevalent. Only upside is double W-Ev and stats. (2H/2S books and harps? Maybe crossbows too? I bet this was already tried, and some problem arised... because it's too cool not to try.)

Any new ideas on Equip X? Movement slot didn't work, right?...
Grand Cross: I QQ about this skill so much. Elemental gimmick to the max.
Don't worry about Hawk Eye being so awesome LightningHax. Concentrate is so powerful because it transitions to special skills based on P-Ev. It'll make Execute obsolete unless you're using a dagger, but that's about it.

EDIT: Oh, Genji Shield having Santa Outfit stats bug! I miss my PA Shield with no absorb Ice so I get extra Saves...
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: pokeytax on December 13, 2010, 09:43:05 pm
Quote from: "Squidgy"I'm thinking add more status, to truly emphasize "bad luck": Poison, Slow, Don't Move, Chicken, Silence, Blindness... hell, just toss 'em all on. (Maybe even Protect, Shell, Haste? The AI might use it on allies though... lulz.)

Yeah, I was thinking this too... well, not toss everything on, that's insane, Squidgy you are insane (if we're using the 25% separate formula). But something like Add: Frog, Don't Move, Blind, Poison, Shell, Regen might not be totally broken. Could add a similarly-weighted Good Luck ability too?

I like Heretic, Faith and Innocent have always been fun statuses. Might think about boosting the Q for the Yin-Yang magic versions, although I don't know how interested the AI is in them.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 14, 2010, 04:11:46 am
Changed Muramasa, will do more later.
Bad luck now adds Dead, Darkness, Silence, Oil, Slow, Stop at 25% hit each.
Hawk's Eye now 6CT and 8 MP cost.

EDIT: The AI is only really interested in Innocent as a status. It sees Faith as a negative status.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: philsov on December 14, 2010, 08:16:14 am
Quote- Thief gains innate Awareness

I thought innate reactions overwrote whatever is set as the reaction ability?  Is... that not the case for passive ones?
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: The Damned on December 14, 2010, 12:07:38 pm
Ah, damn it. I knew I forgot to do something over the weekend.

As always, what follow will be suggestions, despite the tone that might arise from the likelihood of me using the word "should" a lot. Apologies in advance.

Quote from: "FFMaster"Changelog
GENERAL
- Fixed Yin Yang Magic bug in the memcard generator and a bunch of other text
- Fixed Carpets

What was wrong with Carpets/Cloths?

QuoteJOBS
- Paladin gains 1 Jump
- Paladin MP Multiplier now 25
- Thief gains innate Awareness

I still say Paladin needs to lose a bit life, especially since they no incentive to use Robes/can get around that MP-limit and whore Grand Cross w/ Excalibur.

Also, with regards to Thief, what philsov said. Awareness will end up overriding any Reaction ability that anyone tries to equip unless we managed to find a way around it. Instead, please give Thieves Innate Maintenance, since you're at least bringing back Break Skills, though I think you should also bring back Steal skills too; you could probably stand to up their C-EV a bit too to compensate for Innate Awareness not working.

QuoteSKILLS
- Throw Stone now deals PA*8 damage, M-EV
- Grand Cross will now stay Weapon element, 12 MP, loses Add: Darkness
- Charge renamed to Snipe
- Greased Bolt now Add: Oil, Poison
- Hawk's Eye and equipment breaks added Archer skillset
- Thief loses all steals except for Steal Heart Steal Accessory
- Thief gains 4 new abilities
- Steal Accessory down to 300 JP
- All Elementals now cost 50 JP (if you buy all of them, its 600JP, removes 1 rule)
- Elemental Y increased back to 4
- Nightslayer renamed to Haku Korosu
- Shadowstrike renamed to Kagesougi
- Shinobi's Seal renamed to Doku no Kyoukai
- Cheer Song up to 25% hit
- Slow Dance up to 25% hit


I still say something needs to be done about Shuriken, if only because of Speed Save, and Houkouton, which either needs to be able to be dodged or not hit three directions at once. (It'd probably be fine even with both losses.)

QuoteITEMS
- All Katanas deal PA*WP damage
- Bizen Boat changed(100% Silence)
- Muramasa changed(100% Faith)
- All Sticks up 2 WP
- Carpets now have 12 WP

All of this is good, except for Sticks. (And, well, as long as you're just talking about the weapons themselves and not the Draw Outs, since making Bizen Boat 100% Silence would make it even weaker and Muramasa being 100% Faith would be...weird.)

If you increase ALL sticks by 2 WP, that just makes Ivory Rod even more powerful than all other Sticks. I would ask that you increase all Sticks by 2WP except for Ivory Rod and see how that works.

I'll try to see if I can think of any other suggestions.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: pokeytax on December 14, 2010, 03:53:37 pm
Quote from: "The Damned"What was wrong with Carpets/Cloths?
No autostatus (that's why Safety Dance/Petit Fours are running around with knives/swords).

Faith is bad. Not as bad as the last league makes it look! But 40 Faith is still too strong, IMO - it depends on how important you think Raise 2 & Haste are, the discussion has been had several times, I won't rehash it. I'm going to run a bunch of magic teams to try to convince myself it's fine as is, but in the meantime here's my suggestion:

Right now a 40 Faith unit takes 57% of the damage a 70 Faith unit takes. A 40 Brave unit takes 73% physical damage.
I propose we make minimum Faith 50, so a 50 Faith unit takes 71% magic damage - so it would be closer to the swing in damage from Fury. We might need to tone down the Q values on some spells, but I think it would be more balanced. I think this is better than minimum team Faith, because you aren't being bribed to make one unit a Time Mage/White Magic supportbot.

45 Faith would be a gentler step in the same direction.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: The Damned on December 14, 2010, 04:28:17 pm
Ah, I believe you had mentioned the Cloth thing earlier.

And, yeah, I'm all for (slightly) upping Faith-requirements without forcing people to go back to minimum Faith requirements. Because, really, as it is, Draw Out and Geomancy/Elemental are pretty much the only magical things that get used (successfully) since physical teams have no reason to use anything but the lowest Faith possible, which then obviates like 10 other classes. The only reason to use a magical class for the last couple of updates has been rezzing for more health, really, and even that still has to compete with Item.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 14, 2010, 04:40:24 pm
Instead, what if I lowered the Fury constant... to say 30?
Quote from: "philsov"I thought innate reactions overwrote whatever is set as the reaction ability?  Is... that not the case for passive ones?

Technically, you could make it a movement if you wanted. It's a "fake" reaction, done completely in ASM. It's similar to Weapon Guard and Abandon.

Ivory Rod back down to 9 WP.

EDIT: I personally don't see much power in Heretic and Quickening. Since people would be running minimum Faith for the Thieves anyway, it's not that huge. Quickening I see as a more powerful Accumulate, which no team has used very successfully. I'd probably increase MP to about 10 per cast though.

As for Robes, I'm thinking of increasing HP by 10 across the board.

EDIT2:
Bad Luck: 9 MP, 4CT
Quickening: 10 MP

EDIT3: Paladin and Monk HP multipliers swapped.

EDI4: Concentrate removed from the game.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Squidgy on December 15, 2010, 12:11:04 am
If Conc gets the axe (which it should), I suggest revisiting weapon evasion stats. I foresee lots of Abandon/Awareness Gauche/Defender... and it would be annoying. Sunken State would make a fine Conc substitute for people who really want it.

EDIT: That gives me a sweet idea. "Setup" Add: Charging, to take out enemy evasion.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: CT5Holy on December 15, 2010, 01:04:26 am
Squidgy: I think we tried something like that before, and it slowed down the pace of the fight because the AI would stall trying to figure out what the unit was charging.

I think we can wait on tweaking W-Ev for now. However, I do think min. faith could go up to 45 or 50. The increased magic damage would slightly obviate the potentially insane P-Ev.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: The Damned on December 15, 2010, 07:40:34 am
Yeah, I think that, if anything, new W-EV come up in BETA 130. I agree with CT5 Holy, especially since I also concur that it would make boost faith-based magic (or, at least, Summon Magic and Element 4 spells given that anyone that uses Abandon is likely to use a Shield too).

Quote from: "FFMaster"Instead, what if I lowered the Fury constant... to say 30?

Nah. The Fury thing is confusing enough as it is IMO. I'd say just up Faith a bit to 45.

QuoteTechnically, you could make it a movement if you wanted. It's a "fake" reaction, done completely in ASM. It's similar to Weapon Guard and Abandon.

Oh. That seems fine then. (I still say that Maintenance's JP needs to be lowered, but I don't want to keep harping on that like a Bard.)

QuoteIvory Rod back down to 9 WP.

Thank you.

QuoteEDIT: I personally don't see much power in Heretic and Quickening. Since people would be running minimum Faith for the Thieves anyway, it's not that huge. Quickening I see as a more powerful Accumulate, which no team has used very successfully. I'd probably increase MP to about 10 per cast though.

No team used the Accumulate effectively because partially because Accumulate is the same skill set as Yell, which almost everyone who uses Basic Skill uses and the computer prioritizes over Accumulate (and anything else), and because, ultimately, one or two Accumulate don't make real difference if you aren't a Monk, who usually have non-Basic Skill Secondaries. Similarly, the computer only really using individually stat-boosting skills if they're not near enough to attack an opponent or help/buff an ally. I think we can agree, however, that even one or two more points in Speed would be potentially devastating, especially since some skills (*cough*Shuriken*cough*) go off Speed.

I suppose we can test it, but it leaves a bad taste in my mouth.

QuoteAs for Robes, I'm thinking of increasing HP by 10 across the board.

Might as well.

QuoteEDIT3: Paladin and Monk HP multipliers swapped.

...I only brought this on myself (and everyone). Sigh. It makes sense, I suppose, though it just trades one evil out for another that was already extremely prominent.

Speaking of which, I've been thinking that maybe we should switch Ribbons or Purses back to being female-only, because with Steal Heart Unisex now, there's no real reason to use a female Monk. Not really a big deal; I'm merely saying, though.

QuoteEDI4: Concentrate removed from the game.

Ah, if I gave cared about Christmas, then this would be the closest thing to a gift that I'm getting this year.

Even though I think you should wait to overhaul the W-EV, you should probably up the JP for Abandon a bit to compensate for this. (Also, by "removed from the game", I'm assuming you mean "unable to be purchased" since Mimes still kind of need Concentrate.)
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: pokeytax on December 15, 2010, 09:36:38 am
Quote from: "FFMaster"Instead, what if I lowered the Fury constant... to say 30?

My issue is the swing from 40 to 70 Faith, it's huge. It's hard to balance magic, especially % magic, because 70 Faith units get wasted and 40 Faith units can Regen through it. Lowering the Fury constant reduces physical damage by 20% and increases the Fury swing, but that buffs 40-40 Draw Out/Elemental/Ninjitsu cowards more than it buffs mages, which exist primarily to assassinate Raisebots.

But, Muramasa is a really big buff to attack magic - on a 40 Faith unit, Faith is like Magic Defense DOWN DOWN and sets up one-shot damage or one-shot status. Concentrate is a really big nerf to physical attacks, especially the ranged physical attacks that were replacing magic (Thrown Stones and Shurikens that hit harder than Flare, I'm talking to you). So we can see how it goes if you want.

Not looking forward to Abandon without Concentrate, as good a change as it is overall. Not really sure we need Abandon; Awareness is more balanced with innate Weapon Guard. Higher Robe HP is great, higher Monk HP is scary, overall pretty sizable changes, should be fun.

Quote from: "The Damned"Ribbons/Bags/Perfume

Thought about this too. But I think the added flexibility is worthwhile, Monk is the only class it buffs. There wasn't much reason to use a female Monk previously, to be honest - and unless you remove sex differences entirely and make sex nothing but a Zodiac input, I can't see why there will ever be one. Female Monk is a mostly-dead class, like Male Wizard, but that's not really a huge deal.
The gender difference isn't hardcoded, though. I guess you could make males higher PA/MP and females HP/MA, so that there would be a case for each, or just bring them a bit closer together, or whatever else.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: philsov on December 15, 2010, 01:57:57 pm
QuoteEDIT: That gives me a sweet idea. "Setup" Add: Charging, to take out enemy evasion.

Been tested previously to little acclaim.  In addition to the AI (likely) rarely using it, a unit that's been inflicted with charging takes a significant time to realize that it's not really charging anything.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Squidgy on December 15, 2010, 03:35:59 pm
Right now my Paladins are 44 faith due to ... 11 MA + 240 hit spells * Good Compat * Faith = 100% hit. They aren't too susceptible to magic; I agree with 50 Faith base.
Yeah, now I remember reading in ASM about Add: Charge. Guess I'll just need a DA/Sleep/Stop spam bot to counter Franz's lack of Concentrate.

Even if we don't get a W-Ev "revamp", can some little things go through along with Conc removal: Main Gauche nerf (25%) and Defender (less W-Ev, or my pref, -2 WP)? Let Chaos Blade be the scary WP Knight Sword.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: pokeytax on December 15, 2010, 03:50:20 pm
Quote from: "Squidgy"Main Gauche nerf (25%) and Defender (less W-Ev, or my pref, -2 WP)?

Also Carpet W-EV, it's already autodoubled from Always: Defend.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 15, 2010, 09:43:28 pm
Abandon can easily become 50% evasion boost instead of 100%
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: CT5Holy on December 15, 2010, 10:14:43 pm
Quote from: "FFMaster"Abandon can easily become 50% evasion boost instead of 100%

I think we have a winning solution here. Shouldn't make no Concentrate too bad. Go FFM!
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 15, 2010, 11:11:29 pm
Current Changelog
GENERAL
- Fixed Yin Yang Magic bug in the memcard generator and a bunch of other text
- Carpets fixed
- Genji Shield fixed
- Added Reflect bar to the abilities

JOBS
- Paladin gains 1 Jump
- Paladin HP Multiplier now 85
- Paladin MP Multiplier now 25
- Monk HP Multiplier now 90
- Thief gains innate Awareness

SKILLS
- Throw Stone now deals PA*8 damage, M-EV
- Grand Cross will now stay Weapon element, 12 MP, loses Add: Darkness
- Charge renamed to Snipe
- Greased Bolt now Add: Oil, Poison
- Hawk's Eye and equipment breaks added Archer skillset
- Concentrate removed from Archer skillset(only innate on Mime now)
- Thief loses all steals except for Steal Heart Steal Accessory
- Thief gains 4 new abilities
- Steal Accessory down to 300 JP
- All Elementals now cost 50 JP (if you buy all of them, its 600JP, removes 1 rule)
- Elemental Y increased back to 4
- Shuriken remade(PA*2 damage, 4 hits, 6.25% Poison each hit)
- Nightslayer renamed to Haku Korosu
- Shadowstrike renamed to Kagesougi
- Shinobi's Seal renamed to Doku no Kyoukai
- Abandon only increases evasion by 50%
- Cheer Song up to 25% hit
- Slow Dance up to 25% hit

ITEMS
- Main Gauche W-EV down to 30%
- Defender now 15 WP
- Ragnarok and Save the Queen now 14 WP
- All Katanas deal PA*WP damage
- Bizen Boat changed(100% Silence)
- Muramasa changed(100% Faith)
- All Sticks except Ivory Rod up 2 WP
- Carpets now have 12 WP
- Carpet evasion down to 10%


Abandon in table not edited yet.
(http://i272.photobucket.com/albums/jj174/FF255Master/steal2.png)
(http://i272.photobucket.com/albums/jj174/FF255Master/nin2.png)
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Squidgy on December 16, 2010, 12:22:55 am
Lookin' good... Shuriken is M-Ev now? Well, Either way, Franz is dead. I doubt he'll be missed.
EDIT: Oh, from forever ago, Blindstrike or Kagesougi + Elemental Guns... did that get fixed? I suppose I could just test it... but... I'm so lazy. Just lookin' for the next thing Franz can exploit for sexy damage.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 16, 2010, 12:30:21 am
Can you remind me of the bug? I honestly don't remember.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Squidgy on December 16, 2010, 12:42:16 am
It was Elemental Gun + Weapon damage attack = absurd numbers which made no sense... prime numbers, so I had no clue what formula it was using. You set up an Elemental Gun girl with Kagesougi, Attack UP, Strengthen, high Faith, and have her shoot someone high faith, and the damage'll be 570+... sometimes 999... If you have her shoot a low faith unit with shell, she can do ~16 damage. Something exponential and weird.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 16, 2010, 12:49:00 am
Right... I remember finding that one back in 1.3... yeah, it hasn't been fixed. Testing with other weapons now. Maybe I'll just remove Magic Guns...

EDIT: It seems to only affect guns. So, what do we do?

EDIT2: Yeah, it affects anything with the WP*WP formula.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Squidgy on December 16, 2010, 12:54:14 am
EDIT: derp derp...

Well, hmm... yeah... There's the ASM to disable skills from being used with certain weapons?
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 16, 2010, 01:34:42 am
I know what is happening, and can't put it to words. I'm also not sure why it is activating at all.

I don't like disabling a few skills for certain weapons though... I'll need to remake Grand Cross, Hawk's Eye and Kagesougi. It's better than removing guns. Anyone got suggestions? If not, I'll probably shove PA*WP and see how it goes.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Squidgy on December 16, 2010, 02:47:15 am
Well, Grand Cross is Sword only to begin with, so that's fine. I'm guessing the equip hack is based on that Swordskill code, but for other equips.
All I saw Hawk's Eye doing is replacing Execute tbh. Kagesougi? I only used it to abuse this glitch, never seen anyone else use it.

PA*WP sounds good to save them.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: pokeytax on December 16, 2010, 08:09:08 am
PA*WP on a gun is pretty strong... can you use SP*WP for Hawk's Eye/Kagesougi?
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 17, 2010, 09:43:13 pm
I can use any formula really. I could go PA*WP for Grand Cross, and SP*WP for Hawk's Eye and Kagesougi, if you guys like that. I really don't like the SP*WP formula though... Speed Save Knights would just swap to Kagesougi. Unless we put a Charge Time on it?

Any other problems with the changelist?
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: The Damned on December 17, 2010, 09:48:17 pm
Eh, you could probably up the MP a bit and maybe give Kagesougi at most a minimal CT, but I don't think it needs too much of a charge time given that Paladins have crappy MP and upping the MP would effectively gimp even the ones that try for Speed Save and Move-MP Up.

Outside of that, I've no problems with the change list. Given that I don't think I said already, thanks for adding the Reflect bar to things. That will come in handy.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Squidgy on December 18, 2010, 02:17:45 am
Well, if whatever gets SP*WP has a charge time, don't expect me to "Franz" it up again. I don't trust the AI with charge stuff unless I have to (Haste & Save trigger gimmick). From the list of changes, he might switch to Geomancy since he's supposed to be the 100% damage guy.

EDIT: Robes +10 HP? I wanted to use one on my Priest, but figured she'd be better off with a Golden Hairpin and Brigandine. For me, there's no spell so expensive that it warrants losing so much health to reliably cast over and over, but maybe that's Move-MP Up's fault?
Any news with Faith to 50 (or Brave to 30?). I suppose it's not a modding thing... except if Faith min did get bumped then Ninja Hell Magic would... be doing only 112 damage to optimal targets with high(18) PA, instead of 162, both of which are... well, maybe I'll try it out on Franz, so we can all see.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: The Damned on December 18, 2010, 03:02:14 pm
The latest match between BlameGod and myself reminds me that I meant to ask if there's some way to check if and make sure things aren't still mixed up on the spreadsheet. Because I remember people saying Tornado and Quake are mixed up (and I kind of wanted to make a Wind team) and now it would appears that Blaze Gun and Glacier Gun are still mixed up despite having the right names now.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 24, 2010, 03:32:59 am
Here are 2 big changes I am currently planning, and I think are possible, it would just take a bit of work.

1) Move Equip X to Movement slot - this will also remove Jump +X abilities, as a sacrifice for people who don't use the spreadsheet. For this, the only thing I really worry about is Unyielding + Equip Armor, or something similar.
2) Make good/bad compat 12.5% and best/worst compat 25%. This would make offensive teams worry less about compat, but also force people to rethink using things like Haste, although they would probably just move to Yell right now.

If you have any comments about these changes, just post them here.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Pride on December 24, 2010, 03:40:32 am
I'm glad with the compat change and with the moving of equips to move. If equip armor is a problem, then it can just stay as a support skill. I don't think anyone would doubt that it is the best equip x ability.

I would propose to use your haste/slow 25% hack to help with some of the dominance of that status effect. 
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Gotwald on December 25, 2010, 10:27:49 pm
For FFM
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 26, 2010, 07:35:06 pm
Here is an update:

Since my pSX likes freezing way more now, I can't edit the compat. However I can still move Equip X to movement, and decrease Haste/Slow to 25%. If I change Haste/Slow status, CT will probably move back to 32 or something.

What are your thoughts on both edits?
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: pokeytax on December 26, 2010, 08:09:18 pm
Seems like everyone likes Equip X to movement.

Haste/Slow to 25% is pretty weak, but unlike the White Magic buffs, at least the CPU will cast it. Probably better overall. You might as well buff Slow's CT a bit extra, 25% slow is pretty wimpy when there are pure disables out there.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: CT5Holy on December 26, 2010, 09:10:52 pm
Equip X to movement sounds good. I don't think anyone's opinion changed since you first mentioned the idea. (even then, everyone liked it, as pokeytax said)

Would it be possible for Haste and Slow to 33%? Or have Haste to 25% but keep Slow at 50%?
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 26, 2010, 09:35:23 pm
Yes, for both Haste/Slow ideas.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: CT5Holy on December 26, 2010, 10:10:23 pm
Then I vote for 25% Haste and 50% Slow. This way there's less 'need' for Haste, and you can still have a big speed difference with Slow. It's surprisingly devastating when Slow hits at the right time.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 27, 2010, 07:42:12 pm
I hate to suggest this but... what about bringing back minimum team Faith?
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: The Damned on December 27, 2010, 09:24:04 pm
Ugh. It's going to take a while getting used to this forum.

Anyway, I think it's probably better to go with the idea of making minimum unit Faith 45 or 50 before bringing back minimum team Faith, and this is for someone who had wanted minimum team Faith to come back initially.

I'm also throwing my support behind moving every Equip X Support (except for Equip Armor, if possible) to Movement as well as Haste becoming 25% and Slow becoming 50%.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: FFMaster on December 28, 2010, 06:13:02 pm
Ok, back with some good news. I managed to edit the compat. So, if people agree to it, I'll add in the hacks.

Currently it is:
Good/Bad: 25% gain/loss
Best/Worst: 50% gain/loss

My proposal is:
Good/Bad: 12.5% gain/loss
Best/Worst: 25% gain/loss
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: The Damned on December 28, 2010, 07:09:13 pm
Eh, personally, I'm fine with compatibility as it is. Pretty much everyone that doesn't want to deal with it and/or uses Item to revive uses Serpentarius anyway.

I'm not going to stand in the way of people wanting to change it, but I'd hope for some good reasons to WHY it should be changed/lessened.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: PX_Timefordeath on December 28, 2010, 07:39:12 pm
I like it as it forces you to increase your faith if you want positive status to land more often instead of just using compatibility.
Title: Re: BETA 129 planned changes *DISCUSSION*
Post by: Skip Sandwich on January 02, 2011, 10:23:45 pm
I approve of this compat mechanics change, for the same reasons as PX