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Messages - Kurosabes

41
FFT Arena / Re: Limit Break tournament
September 27, 2017, 12:27:28 pm
Cleared something up about the Brave and Faith limit
42
FFT Arena / Limit Break tournament
September 26, 2017, 06:44:09 pm
What is a "Limit Break" tournament?
The Limit Break tournament is like a regular tournament, but all of the regular rules don't apply. You may be familiar with having no JP cap, but this goes beyond that.

- No JP limit
- No Brave/Faith limit. This goes both ways, so 00 to 100 Brave/Faith
- No item limit
- No ability limit

Of course you can still restrict yourself, but going beyond the limits is more than welcome.

Why do this?
One of the original goals of FFT Arena is to eventually make a single player (story mode) version. But in-game, there are no mechanics in place to limit what the player has access to and it would be very difficult, if not impossible, to implement such a thing (except for the Brave/Faith limits). So, this tournament will simulate what a player can actually do. If this experiment is a success, I would like to have "seasons" of this just like the regular and SCC tournaments.

When does it start, when is the registration?
The registrations are now closed. You can find the matchups and list of teams a few posts below.

What is the format?
The format will be a double elimination.

Registered players: 8
Simmon
Barren
Anima Zero
CT5Holy
dw6561
Heroebal
Dokurider
Sawtooth
44
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 18, 2017, 07:10:34 pm
Here are the planned changes for 142.

• Absorb has been removed from weapons and clothes (except for Chameleon Robe, now known as Reaper's Robe). All absorb accessories (except for Cursed Ring) have a small evasion bonus.
• Elemental Strengthening has been redistributed on different robes, and elemental halving has been moved to clothing.
• Status immunities have also been redistributed due to the absorb changes heavily affecting accessories.
• Rods have been merged into staves. Some rods have been removed during the process.
• Attack UP/Magic Attack UP bonus has been lowered to 25%.
• Two Swords has a 15% damage penalty.
• All of the abilities that work with Two Swords will also work with Two Hands.
• Most Ninjatos and flails have gained Two Hands access.
• Talk Skill can be countered with Counter Magic. Finger Guard has been removed. Talk Skill accuracy is now based on Speed, with higher speed lowering the accuracy.
• Ninjutsu's -tons are now different from each other.
• Chrono Trigger and Regenerator can now dispel Slow and Poison, respectively.
• All abilities are now in multiples of 6, to calculate 1/3 of MP more easily.
ARCHER
• N/A

CHEMIST
• N/A

GEOMANCER
• N/A

LANCER
• N/A

MEDIATOR
• Gained sword access.

MIME
• N/A

MONK
• N/A

MYSTIC KNIGHT
• Gained ninja sword access.

NINJA
• Male: 24 --> 43 MP.
• Female: 25 --> 46 MP.

ORACLE
• Lost rod access.

PALADIN
• N/A

PRIEST
• N/A

SAMURAI
• N/A

SCHOLAR
• Lost rod access.

SQUIRE
• Lost rod access.
• Male: 10 --> 9 PA, and 6 --> 7 MA.
• Female: 8 --> 7 PA, and 8 --> 9 MA.

SUMMONER
• Lost rod access.

THIEF
• N/A

TIME MAGE
• N/A

WIZARD
• Gained staff access, but lost rod access.
ARCHER (SNIPE)
• Hawk's Eye: 15 --> 12 MP.
• Seal Evil: Hit_(Sp+60)% --> Hit_(Sp+45)% accuracy.
• Shield Break: Hit_([PA+WP]+55)% --> Hit_([PA+WP]+60)%, and 250 --> 200 JP.
• NEW --> (Movement) "Range +1": Increases the range of skills by 1.  Does not affect Attack, Item, Jump, 0-1/weapon range, or 3-direction skills.  300 JP.

CHEMIST (ITEM)
• X-Potion: 200 --> 150 JP.
• Ether: 40 --> 80 MP, 100 --> 150 JP.  Replaces Hi-Ether in function.
• Hi-Ether --> "Strength Tonic": Add Berserk+Haste+Regen, self+allies-only, 150 JP.
• Antidote: 100 --> 150 JP, but Dark+Poison removal --> Dark+Petrify+Poison removal.
• Soft --> "Light Curtain": Add Protect, 100 JP.
• Turtle Shell: Random-add Protect+Shell --> add Shell.

GEOMANCER (GEOMANCY)
• Attack UP: 33% --> 25% boosting.

LANCER (JUMP)
• Jump Range 5: 350 --> 300 JP.
• Jump Range 6: 500 --> 400 JP.
• Vertical Ignore: 350 --> 300 JP.

MEDIATOR (TALK SKILL)
  Received Counter Magic from Black Magic.
• Finger Guard: Removed from the game.
• Blackmail: Hit_(MA+45)% --> Hit_(60-Speed)% accuracy.
• Stall: Hit_(MA+45)% --> Hit_(55-Speed)% accuracy.
• Preach: Hit_(MA+75)% --> Hit_(85-Speed)% accuracy.
• Solution/Refute: Hit_(MA+60)% --> Hit_(70-Speed)% accuracy.
• Death Sentence: Hit_(MA+45)% --> Hit_(55-Speed)% accuracy.
• Insult/Mimic Daravon: Hit_(MA+50)% --> Hit_(60-Speed)% accuracy.
• Battle Orders/Pathos Speech: 7 --> 6 CT, and 15 --> 12 MP.

MONK (PUNCH ART)
• Chakra: 200 --> 250 JP.
• Chi Blast: 250 --> 300 JP.
• Secret Fist: Hit_(MA+65)% --> Hit_(MA+60)% accuracy, and 200 --> 150 JP.
• Spin Fist: 1 --> 0 Vertical, Dmg_(PAx9) --> Dmg_(PAx8), and 250 --> 300 JP.
• Stigma Magic: 150 --> 200 JP.
• Wave Fist: Became reflectable.

MYSTIC KNIGHT (SPELLBLADE)
• Overwhelm: 400 --> 300 JP.
• Amplified Raise: 24 --> 18 MP, and Heal(1)% --> Heal(21)%.
• Amplified Cure: 1 --> 2 Vertical, 3 --> 2 CT, 16 --> 12 MP, Heal_(PA*6) HealMP_(PA*6)/2) --> Heal_(PA*8) HealMP_((PA*8)/2), and no longer affects enemy targets.
• Amplified Dispel: 16 --> 12 MP, and Hit(PA+70)% --> Hit(PA+75)%.
• Shock: 4 --> 5 range, and 12 --> 18 MP.
• Spellbreaker: 1 --> 0 CT.
• Amplified Bio: 20 --> 12 MP, and DmgBrave_(PA*7) --> DmgBrave_(PA*8).
• Amplified Bolt: 8 --> 6 MP, and DmgBrave_(PA*7) --> DmgBrave_(PA*8).
• Amplified Ice: 20 --> 18 MP, and DmgBrave_(PA*9) --> DmgBrave_(PA*10).
• Amplified Ultima: 24 --> 18 MP, and DmgBrave_(PA*8) --> DmgBrave_(PA*9).
• Amplified Water: 12 --> 6 MP, and DmgBrave_(PA*7) --> DmgBrave_(PA*8).
• Miasma: 1 --> 2 Vertical, and Hit_(PA+60)% --> Hit_(PA+70)%.

NINJA (NINJUTSU)
• Two Swords: 500 --> 400 JP, and each attack now deals 15% less damage.  This does not count procs (such as Ultima Weapon's Amplified Ultima), just the attacks themselves.
• Kagesougi: 10 --> 12 MP.
• Houkouton: 15 --> 18 MP.
• Tsumazuku: Became weapon range, gained Two Swords access, and had its animation changed to work with Two Swords.
• Shuriken: Lost its Poison proc.
• Fuuton: 5 --> 2 range, 0 --> 1 AoE, 255 --> 3 Vertical, 12 --> 18 MP, and Dmg_UnFaith(PA*9) --> Dmg_UnFaith(PA*8).
• Suiton: 5 --> 3 range, and gained a 25% chance to proc Charm+Haste.
• Raiton: 5 --> 0 range, 0 --> 2 AoE, 0 --> 1 Vertical, 12 --> 18 MP, Dmg_UnFaith(PA*9) --> Dmg_UnFaith(PA*7), affects user, no Reflect, and 150 --> 200 JP.

ORACLE (YIN YANG MAGIC)
• Defense UP: 400 --> 300 JP.
• Spell Absorb: 2 --> 0 MP.
• Life Drain: 8 --> 6 MP.
• Pray Faith: 16 --> 12 MP.
• Doubt Faith: 5 --> 6 range, and 16 --> 6 MP.
• Zombie: 20 --> 18 MP.
• Blind Rage: 16 --> 12 MP.
• Beguile: 5 --> 4 Range, 5 --> 4 CT, and 20 --> 18 MP.
• Dispel Magic: 5 --> 3 Range, 0 --> 2 Vertical, 20 --> 12 MP, and 200 --> 150 JP.
• Paralyze: 5 --> 4 Range, and 20 --> 24 MP.
• Sleep: 5 --> 4 Range, and 24 --> 30 MP.
• Petrify: 5 --> 4 Range, 5 --> 4 CT, and 16 --> 18 MP.

PALADIN (CHIVALRY)
• Equip Armor: Now allows the usage of headbands.
• Consecration: Removed from the game.
Nurse: 12 --> 6 MP, but lost Defending.
• Reraise: 255 --> 3 Vertical, and 1 --> 4 CT.
• Divine Strike: 18 --> 12 MP.
• Hallowed Strike: 18 --> 6 MP.

PRIEST (WHITE MAGIC)
• Magic Defense UP: 400 --> 300 JP.
• Cure/Cure 2: 10 --> 12 MP.
• Cure 3: 16 --> 24 MP.
• Cure 4: 16 --> 18 MP.
• Raise: 15 --> 24 MP.
• Raise 2: 25 --> 36 MP.
• Protect/Shell: 20 --> 18 MP.
• Wall: 25 --> 24 MP.

SAMURAI (DRAW OUT)
• Kikuichimonji: 16 --> 18 MP.
• Kiyomori: 8 --> 12 MP.
• Masamune: 8 --> 6 MP.
• Two Hands: 400 --> 300 JP, and all of the skills that are Two Swords-able are now also Two Hands-able.  Thanks, Pride!

SCHOLAR (LORE)
Received Holy from Black Magic.
• Regenerator: If the user is poisoned, then it will dispel Poison instead of doing nothing.  When the user does not have Poison, then it will apply Regen, per the usual.  It will not do both in the same turn.
• Prism Tribute: 20 --> 18 MP.
• Death: Moved to Black Magic.
• Tornado: 25 --> 24 MP.
• Quake: 25 --> 24 MP.
• Flare: 40 --> 36 MP.

SQUIRE (GUTS)
• Counter Tackle: 100 --> 50 JP.
• Defend: It's now a Movement skill, rather than a Support skill.
• Equip Weapon: 300 --> 250 JP.
• Bullrush: Gained a 100% chance to dispel Regen.
• Throw Stone: 255 --> 4 Vertical.
• Cheer Up: 1 --> 0 Vertical, and 6 --> 12 MP.
• Ultima: Dmg_(MA*9) --> Dmg_(MA*10).
• NEW --> "Throw Grime": 3 Range, 0 AoE, 3 Vertical, Hit_(PA+50)%, adds Oil, C+CC, 150 JP.
• NEW --> "Throw Sand": 3 Range, 0 AoE, 3 Vertical, Hit_(PA+60)%, adds Darkness+Slow, C+CC, 100 JP.

SUMMONER (SUMMON MAGIC)
• 1/3 of MP: 200 --> 100 JP.
• Moogle: 20 --> 24 MP.
• Shiva/Ramuh/Ifrit: 2 --> 1 Vertical, 4 --> 2 CT, 28 --> 24 MP, but become evadable.
• Leviathan: 28 --> 24 MP.
• Titan: 32 --> 30 MP.
• Fairy: 32 --> 30 MP.
• Silf: 2 --> 1 Vertical, 4 --> 2 CT, 32 --> 30 MP, but become evadable.
• Bahamut: 32 --> 36 MP.
• Odin: 28 --> 24 MP.
• Cyclops: 28 --> 24 MP.
• Zodiac: 40 --> 36 MP, and F_(MAx8) --> F_(MAx9) HP damage.

THIEF (STEAL)
• Roulette: 3 --> 255 Vertical, and 12 --> 0 MP.
• Gil Toss: 3 --> 4 Range, and 200 --> 100 JP.
• Quickening: 10 --> 12 MP.
• Steal Weapon: Hit_(Sp+40)% --> Hit_(Sp+50)%.
• Speed Ruin: Hit_(PA+100)% --> Hit_(PA+70)% accuracy.
• Magic Ruin: 200 --> 100 JP.
• Power Ruin: 3 --> 4 Range, 18 --> 0 MP, 200 --> 150 JP, and damage amounts will now correctly display.
• NEW --> "Sucker Punch": 1 range, 0 AoE, 2 vertical, 0 CT, 0 MP, non-elemental, avoidable, Dmg_Brave(Sp*12), C+CC, 150 JP.

TIME MAGE (TIME MAGIC)
• Chrono Trigger: If the user is slow, then it will dispel Slow instead of doing nothing.  When the user does not have Slow, then it will apply Haste, per the usual.  It will not do both in the same turn.
• Counter Comet: 80 --> 100 HP damage.  Now matches Comet!  :O
• Haste 2: 22 --> 18 MP.
• Slow 2: 22 --> 18 MP.
• Stop: 20 --> 24 MP.
• Don't Move: 10 --> 12 MP.
• Comet: 10 --> 18 MP.
• Balance: 15 --> 12 MP.
• Demi 2: Hit_Faith(MA+75%) --> Hit_Faith(MA+80)% accuracy.
• NEW --> "Meteorain": 3 range, 1 AoE, 1 Vertical, 6 CT, 24 MP, 100 static damage, unavoidable, yes Reflect, CC+CM, 200 JP.

WIZARD (BLACK MAGIC)
Received Death from Lore.
• Counter Magic: Now affects all talk skills (except for Battle Orders and Pathos Speech), and moved to Talk Skill.
• Magic Attack UP: 33% --> 25% boosting.
• Nether Fire: 22 --> 18 MP, and 100 --> 150 JP.
• Fire 2: 5 --> 4 CT, 26 --> 24 MP, and 150 --> 200 JP.
• Bolt: 14 --> 12 MP.
• Nether Bolt: 18 --> 12 MP, and 100 --> 150 JP.
• Bolt 2: 4 --> 3 CT, 22 --> 18 MP, and 150 --> 200 JP.
• Nether Ice: 22 --> 18 MP, and 100 --> 150 JP.
• Ice 2: 5 --> 4 CT, 26 --> 24 MP, and 150 --> 200 JP.
• Water: 22 --> 18 MP.
• Nether Water: 3 --> 7 Vertical, 22 --> 12 MP, and 100 --> 150 JP.
• Water 2: 4 --> 5 Vertical, 5 --> 4 CT, 26 --> 18 MP, and 150 --> 200 JP.
• Poison: 2 --> 1 AoE.
• Holy: 400 --> 300 JP, and moved to Lore.
• Death: 24 --> 30 MP.
AXES
• Axecalipur: 10% --> 0% W-Ev, but 25% --> 33% proc chance.
• Gambler's Axe: 10 --> 9 WP.
• Tomahawk: 9 --> 10 WP.
• NEW --> "Hydraxe": 12 WP, 30% W-Ev, 1 range, Ice-elemental, yes Two Hands, no Two Swords.
• NEW --> "Light Axe": 9 WP, 20% W-Ev, 1 range, Holy-elemental, 50% cast "Dia" upon striking, yes Two Hands, yes Two Swords.
• NEW --> "Slasher": 12 WP, 20% W-Ev, 1 range, 1 PA, yes Two Hands, yes Two Swords.

BAGS
• N/A

BOOKS
• Monster Dict: 15% --> 20% W-Ev, and its proc now uses Power Ruin's animation.  Also, it will properly display the PA/MA damage.
• Necronomicon: 15% --> 20% W-Ev.
• Papyrus Plate: 15% --> 25% W-Ev.
• Vampire Diary: 15% --> 20% W-Ev.
• NEW --> "Battle Dict": 12 WP, 30% W-Ev, 3 range, 3 PA, no Two Hands, no Two Swords.

CROSSBOWS
• Atheist Bow: 10 --> 11 WP.
• Bow Gun: 0% --> 20% W-Ev.
• Crude Bow: 9 --> 10 WP.
• El Bow --> "Hunting Bow": 10 WP, 10% W-Ev, 4 range, 33% cast: Dmg_(WeaponAttack), no Two Hands, no Two Swords.
• Provoke Bow: 0% --> 10% W-Ev.

FISTS
• N/A

FLAILS
  All flails gained Two Hands access.
• Scorpion Tail: 25% --> 33% proc chance.
• Mage Crusher: 67% --> 50% proc chance.
• Vesper: 9 --> 10 WP.

GUNS
• Flare Gun: 4 --> 5 range.
• Romanda Gun: 8 --> 7 range.
• NEW --> "Quicksilver": 11 WP, 0% W-Ev, 5 range, Lightning-elemental, no Two Hands, no Two Swords.
• NEW --> "Valiant": 8 WP, 0% W-Ev, 5 range, damages MP instead of HP, unavoidable, no Two Hands, no Two Swords.

KATANA
• Asura: 15% --> 5% W-Ev, and absorb Fire --> initial Reraise.
• Bizen Boat: 10 --> 8 WP, and 2 PA --> 50% cast: Dmg_(CasMaxHP-CasCurHP), Hit_(100%).  Basically, new Moonlight.
• Chirijiraden: 15% --> 5% W-Ev.
• Heaven's Cloud: 10 --> 9 WP, but 50% --> 67% proc chance.
• Kikuichimonji: 17 --> 15 WP, and 15% --> 25% W-Ev.
• Kotetsu: 9 --> 12 WP, but lost its Dark strengthening.
• Muramasa: 10 --> 12 WP.

KNIGHT SWORDS
• Excalibur: 20% --> 0% W-Ev.
• NEW --> "Enhancer": 13 WP, 20% W-Ev, 1 range, 3 MA, no Two Hands, no Two Swords.

KNIVES
• Air Knife: 15% --> 10% W-Ev and gained Two Hands access.
• Dual Cutters: Gained Two Hands access.
• Katar: Removed from the game.
• Orichalcum: 15% --> 0% W-Ev, but gained 1 PA.  Became Super Katar, basically.
• Platina Dagger: 15% --> 10% W-Ev.
• Repel Knife: 15% --> 0% W-Ev.
• Toy Knife: 20% --> 30% W-Ev, became evadable, and became non-elemental.  This is due to a technical error that may get fixed in the future.
• Zorlin Shape: 10% --> 15% W-Ev, and strengthen Dark+Fire --> strengthen Fire+Water.

LONGBOWS
• Ice Bow: 12 --> 13 WP.
• Windslash Bow: 10 --> 15% W-Ev, and 20 --> 25% proc chance.

NINJA SWORDS
• Hidden Knife: Removed from the game, due to Mystic Knights gaining ninja sword access.  Its effect was added to a new spear, "Kain's Lance", which is an improved version of it, designed mostly for mages to benefit from.
• Iga Knife: Gained Two Hands access.
• Koga Knife: Gained Two Hands access.
• Ninja Edge: Gained Two Hands access.
• Ninja Knife: 5% --> 10% W-Ev, gained Two Hands access, and name changed to "Orochi" to prevent confusion between it and Ninja Edge.
• Sasuke Knife: 13 --> 15 WP, and became forced two-hands.
• Short Edge: Gained Two Hands access.
• Spell Edge: Gained Two Hands access.

POLES
• Gokuu Rod: 12 --> 10 WP, but gained Two Hands access.
• Null Pointer: Gained Two Hands access.

RODS
• Faith Rod: Converted to a staff.
• Flame Rod: Converted to a staff.
• Ice Rod: Converted to a staff.
• Meteor Rod: Converted to a staff.
• Poison Rod: Removed from the game.
• Prismatic Rod: Removed from the game.
• Thunder Rod: Converted to a staff.

SPEARS
• Demon Spear: Gained 1 Move.
• Heavy Spear: 15% --> 10% W-Ev, 25% --> 33% proc chance, and gained Two Hands access.
• Holy Lance: Removed from the game.
• Javelin: 10 --> 15% W-Ev.
• Vaulting Lance: 9 --> 10 WP.
• NEW --> "Kain's Lance": 8 WP, 0% W-Ev, 2 range, +2 MA, always Transparent, no Two Hands, no Two Swords.

STAVES
• Battle Staff: Gained Critical immunity.
• Black Staff: 8 --> 9 WP, and 10% --> 15% W-Ev.
• Mace of Zeus: Removed from the game.
• Rune Staff: 50% --> 67% proc chance.
• Slumber Staff: 50% --> 67% proc chance.
• White Staff: 10 --> 9 WP, 20% --> 25% proc chance, and now procs Holy instead of Bizen Boat.
• NEW --> "Nirvana": 8 WP, 10% W-Ev, 1 range, initial Faith, yes Two Hands, yes Two Swords.
• NEW --> "Flame Staff: 10 WP, 10% W-Ev, 1 range, Fire-elemental, 50% cast "Nether Fire" upon striking, Fire-strengthening, yes Two Hands, yes Two Swords.
• NEW --> "Ice Staff": 8 WP, 10% W-Ev, 1 range, Ice-elemental, 50% cast "Nether Ice" upon striking, Ice-strengthening, yes Two Hands, yes Two Swords.
• NEW --> "Meteor Staff": 8 WP, 0% W-Ev, 1 range, 33% cast "Meteor" (150 unmitigatable, unavoidable damage), yes Two Hands, yes Two Swords.
• NEW --> "Thunder Staff": 9 WP, 10% W-Ev, 1 range, Lightning-elemental, 67% cast "Nether Bolt" upon striking, Lightning-strengthening, yes Two Hands, yes Two Swords.

SWORDS
• Coral Sword: 10 --> 15% W-Ev, and gained Two Hands access, but lost its Water absorb.
• Diamond Sword: 12 --> 13 WP, and 50% --> 67% proc chance.
• Ice Brand: 12 --> 13 WP.
• Lionheart: 10% --> 0% W-Ev.
• Moonlight: Removed from the game, due to its effect replacing Bizen Boat's 2 PA.
• Phoenix Blade --> "Flame Sabre": 11 WP, 10% W-Ev, 1 range, Fire-elemental, 1 PA, 1 MA, 33% chance to proc "Fire" (Black Magic) upon striking, no Two Hands, no Two Swords.
• Platinum Sword: 10% --> 20% W-Ev.
• Thunder Blade: 13 --> 14 WP.
SHIELDS
• Diamond Shield: 25% --> 15% P-Ev, and 5% --> 15% M-Ev.
• Gory Plate: 10% --> 15% P-Ev, and 10% --> 15% M-Ev.
• Kaiser Plate: 15% P-Ev --> 5% P-Ev, 15% M-Ev --> 10% M-Ev, but Earth+Ice+Wind strengthening --> Dark+Earth+Ice+Wind strengthening.
• Platina Shield: 5% --> 15% P-Ev, and 25% --> 15% M-Ev.
• Round Shield: 20% --> 15% P-Ev, and 10% --> 15% M-Ev.
• Secular Shield: Critical+Faith immunity --> Critical+Dead+Death Sentence+Faith immunity.
• Swift Plate: Gained Stop immunity.

ARMOR
• Carabini Mail/Platina Armor: 120 --> 125 HP.
• Crystal Armor: 120 --> 105 HP, and Charm+Slow+Undead --> Berserk+Charm+Undead immunity.
• Diamond Armor: 125 --> 115 HP, and Berserk+Don't Move --> Don't Act+Don't Move immunity.
• Gold Armor: 115 --> 125 HP, and Dead+Death Sentence+Oil+Petrify --> Oil+Petrify+Sleep immunity.
• Reflect Mail: 150 --> 155 HP, and gained Critical immunity.
• NEW --> "Mythril Armor": 145 HP, and 20 MP.

CLOTHES
• Black Costume: 100 --> 90 HP, and absorb Dark+Fire --> half Dark+Water and null Lightning.
• Mirage Vest: 20 --> 10 MP, and absorb Earth+Holy--> half Earth+Fire and null Water.
• Rubber Costume: 100 --> 80 HP, 10 --> 20 MP, and absorb Lightning+Water --> half Lightning+Holy and null Wind.
• Santa Outfit: 90 --> 80 HP, and absorb Ice+Wind --> half Ice+Wind and null Dark.
• NEW --> "Judo Outfit": 60 HP, 15 MP, and grants initial Innocent.
• NEW --> "Leather Vest": 95 HP, 15 MP, 1 PA, and 1 MA.

HATS
• Flash Hat: Half Earth+Water+Wind --> half Fire+Wind and null Ice.
• Golden Hairpin: 70 --> 60 HP, 35 -- > 30 MP, and half Dark+Holy --> half Earth+Holy and null Fire.
• Triangle Hat: 80 --> 70 HP, 10 --> 20 MP, lost 1 MA, and Innocent immunity --> half Dark+Lightning and null Earth.
• NEW --> "Ritual Hat": 80 HP, 25 MP, 1 PA, and 1 MA.
• NEW --> "Red Hood": 80 HP, 10 MP, half Ice+Water, and null Holy.

HEADBANDS
• N/A

HELMETS
• Barbuta/Circlet: 115 --> 120 HP.
• Crystal Helmet: 110 --> 100 HP.
• Diamond Helmet: Lost its initial Reraise, but gained Sleep immunity.
• Gold Helmet: 110 --> 105 HP, and Darkness+Frog+Sleep --> Berserk+Darkness+Frog+Petrify immunity.
• Grand Helmet: 150 --> 160 HP, but lost initial Float.
• Platina Helmet: 115 --> 95 HP, but gained Slow immunity.

ROBES
• Angel Robe --> "Gaia Robe": 70 HP, 40 MP, and strengthen Earth+Ice.
• Black Robe: 70 --> 60 HP, 30 --> 50 MP, and strengthen Fire+Ice+Lightning --> strengthen Fire+Lightning.
• Chameleon Robe: Name changed to "Reaper's Robe" due to popular demand.
• Cultist Robe: Strengthen Dark+Holy --> strengthen Holy+Water.
• White Robe: 45 --> 60 MP, and half Fire+Ice+Lightning --> initial Reraise.
• NEW --> "Knight Robe": 35 HP, 55 MP, and 2 PA.
• NEW --> "Magus Robe": 80 HP, 30 MP, and strengthen Dark+Wind.
• NEW --> "Red Robe": 25 HP, 30 MP, and 3 MA.

ACCESSORIES
• Dracula Mantle: 15% --> 20% P-Ev, 10% --> 15% M-Ev, and Oil+Poison immunity --> Poison+Slow immunity.
• Elven Mantle: Don't Move+Undead --> Darkness+Don't Move immunity.
• Small Mantle: 10% --> 15% P-Ev, 15% --> 20% M-Ev, and Frog+Slow immunity --> Frog+Sleep immunity.
• Vanish Mantle: 15% --> 10% P-Ev, 15% --> 10% M-Ev, and Darkness --> Berserk immunity.
• Wizard Mantle: 15% --> 10% P-Ev, 15% --> 10% M-Ev, and Don't Act immunity --> Don't Act+Oil immunity.
• Aqua Treks: 0% --> 10% P-Ev, and 0% --> 15% M-Ev, and lost its Don't Move+Petrify immunities, but gained Charm immunity.
• Sandstorm Treks: 0% --> 10% P-Ev, and 0% --> 15% M-Ev, but lost its Sleep immunity.
• Hyper Wrist: Gained Innocent immunity.
• Defense Ring --> "Tough Ring": 10% P-Ev, 15% M-Ev, 1 PA, 1 MA, and absorb Lightning.
• Magic Ring: 0% --> 10% P-Ev, and 0% --> 15% M-Ev, but Charm+Sleep immunity --> Undead immunity.
• Reflect Ring: Gained 1 PA, but lost its Berserk immunity.
• Defense Armlet: 0% --> 10% P-Ev, 0% --> 15% M-Ev, and Don't Act+Don't Move --> Petrify immunity.
• Diamond Armlet: 0% --> 10% P-Ev, and 0% --> 15% M-Ev, but lost its 1 PA+MA bonuses.
• Jade Armlet: 0% --> 10% P-Ev, 0% --> 15% M-Ev, and lost its Petrify+Stop immunities, but gained 1 MA.
• N-Kai Armlet: 0% --> 10% P-Ev, 0% --> 15% M-Ev, and lost its Charm+Undead immunities, but gained Don't Move immunity.
• Darkness: Its AI priority has been changed from -39.06% to -50%.  AKA, the AI will use it slightly more often than before, but still only against units with P-Ev skills (so, pretty much every unit unless they have Concentrate/always Transparent).
• Defending: Its AI priority has been changed from 0% to 39.06%.  AKA, the AI will actually use it (Defend, the Movement skill), and very often.
• Oil: Its AI priority has been changed from -5.47% to -39.06%.  AKA, they will use Oil much more often than before.
• 011 (S) Igros Castle, Office: Repositioned the units so they're farther apart, and the patio now features a double door archway with each door being two-panels wide.
• 025 (S) Yardow Fort City: The wooden tower in the north-eastern corner of the map has been replaced with flat terrain.
• 035 (M) Zaland Fort City: Removed the wall that restricted access to the city, and obstructed the player's line-of-sight.  The gate top and one of the rooftops are now easier to access.  The teams now start in opposite corners.
45
FFT Arena / Re: FFT Arena Stream day
May 10, 2017, 06:17:25 pm
Live stream going on right now https://www.twitch.tv/barren09
46
FFT Arena / Re: FFT Arena Balance Discussion Thread
March 29, 2017, 01:55:28 pm
Quote from: Andrew on March 29, 2017, 01:44:15 pm
EXCALIBUR
The Genji Shield's +1 PA and Darkness immunity offsets the WP decrease, which still makes it great for Grand Cross funsies.  Yeah, you have more P-Ev because of the shield, but most Grand Cross units don't always need healing, and again, Darkness immunity FTW.  In essence, it's now the knight sword, holy-elemental version of the Giant Axe.


I'd like to clarify that Grand Cross will disregard your own S-EV unless you have Awareness. In other words, an attack on yourself will default to a back attack. So only 25% of the unit's C-EV plus the A-EV will count.
47
FFT Arena / Re: Discussion for Vanilla tournament
March 15, 2017, 07:12:07 pm
I'm available until 9 PM. But if you think we can cover this in 2 hours we can start at 7
48
FFT Arena / Re: Discussion for Vanilla tournament
March 15, 2017, 01:47:15 pm
I should have said something, apologies for that. I'm available today, and Friday if the discussion starts earlier
49
Would everyone be ok with yellow turning into orange? I figured it's (kind of) a fusion of brown and yellow team colors and gambling on people appreciating that color more than they do yellow/brown. I could do this at the same time as bringing purple into the game.

Don't expect it in the next major release but probably the one after, or somewhere inbetween.


51
FFT Arena / Re: SCC Tournament Round 3
January 11, 2017, 11:26:12 pm
1. Summoner  Mediator
2. Scholar  Summoner
3. Wizard  Scholar
52
Hello DARKANGELUXZ,

You don't need the debug menu, it's only a matter of making them controlable through the FFTPatcher ENTD. But since the .fftpatch isn't in the download files, obviously it wasn't possible to do it yourself. Fortunately for you I've already done it before. The file I've attached will make them controlable. Make sure to patch the EIA.xml last, else there will be critical bugs.

Only compatible with Arena 1.40a.
53
FFT Arena / Re: Arena Map Alterations and Suggestions
October 12, 2016, 08:37:37 pm
Well yes, but in Lenalia Plateau they are way too close to each other. If the first team moves back a bit (which it should), I'd probably agree it's a medium.


I've edited my original post to reflect the feedback on large maps (the net loss of large maps becomes 1). I'll think about mediums after I do a tally of the map counts
54
FFT Arena / Re: Arena Map Alterations and Suggestions
October 12, 2016, 05:03:54 pm
Looked at all the maps a bit deeper. Initially it was only to sample the amount of panels that separate both teams, in order to have proper map size labels, but I've seen more than a few flaws and had to take notes. Here is what I generally consider map sizes to be:

Small: 8 panels or less
Medium: 7 to 14, can vary
Large: 13 or above

Wrong labels and what they should be. Underlined maps have potential to be larger, which cancels out my relabeling at the same time but actually makes them truely their size (only involves new starting positions for the majority of them). Striked out maps are arguably correct labels and so are candidates to be taken off this list. In the medium line, I've added colors: Maroon means they are currently large; green means they are currently small.

Small:
002 Gate of Lesalia
003 Hall of St.Murond
005 Roof of Riovanes
016 Inside of Limberry
019 Gate of Limberry (2)
021 Office of Zeltennia
031 Dorter Trade City
049 Fort Zeakden
075 Bervenia Volcano
077 Lenalia Plateau
091 Thieves Fort
105 TERMINATE
116 Arena

Medium:
004 Office of Lesalia
007 Hall of Riovanes
015 Gate of Limberry (1)
029 Colliery Mine F2
037 Ruins outside of Zaland
039 Underground Pass of Goland
044 Bervenia Free City
045 Ruins of Zeltennia Church
046 Cemetary of Balbanes
055 Graveyard of Airships
061 Orbonne Book Storage F5
071 Dolbodar Swamp
084 Bariaus Hill
087 Bariaus Valley
088 Finath River
089 Poeskas Lake
097 Lesalia Gate, Inside
098 Lesalia Gate, Outside

102 Tutorial 2
112 TIGER

Large:
009 Citadel of Igros
078 Zigolis Swamp


Others which have the right label but have larger potential:
022 Magic City Gariland - Large
025 Yardow Fort City - Medium
048 Zarghidas Slums - Large
058 Orbonne Book Storage F2 - Medium
083 Zirekile Falls - Medium



006 Gate of Riovanes - Bad starting positions for team 1

008 Office of Riovanes - Revised starting positions a bit.

010 Inside of Igros - Needs at least another geomancy

019 Gate of Limberry (2) - Middle platform obstructing the view and generally never used. Teams could start further away from each other

022 Magic City Gariland - Potential for a large map, if given new positions

024 Military Academy Auditorium - That platform on the side can cause problems with Jump, Item or units becoming unreachable

025 Yardow Fort City - Potential for a high tier medium

028, 029, 030 Colliery Mines and some Deep Dungeon maps - I feel that these maps are boring wastelands. I think there could be something to work with here.

037 Ruins outside of Zaland - Far from a large, but perhaps if positions were adjusted...

038 Goug Machine City - Even with the map rework I've done here, this map still has a few problems giving team 2 the advantage, such as guns somehow shooting through a house or general clutter.

039 Underground Pass of Goland - Despite how far away teams start from each other, it is too narrow to be considered large.

040 Goug Slums - Team 2 has a sniping avantage. This is more of an issue with Ignore Height being nearly omnipresent on Archers.

042 Warjilis Trade City - Team 1 has a sniping advantage

043 Warjilis Port - I remember talks about a double boat map, which is an existing map in another mod. Would make this more interesting because it's just a bottleneck right now and I never look forward to fight in this area.

045 Ruins of Zeltennia - Another technical medium, but easy to change positions just a bit and make it a true large

046 Cemetary of Balbanes - Nowhere close to large, it's barely a medium. Could be a semi-decent medium with a revision on starting positions

048 Zarghidas Slums - Teams could start much further away from each other; large potential

050 St.Murond church, outside - Team 1 has a sniping advantage

054 Lost Sacred Precincts - Bad starting positions and pointless gap

058 Orbonne Book Storage F2 - Potential to balance this into a larger map

060 Orbonne Book Storage F4 - Remove the arc, it obstructs the way and gives unfair sniping advantage

061 Orbonne Book Storage F5 - Some of the gaps could be filled, especially the centermost ones. Also, new starting positions to make this a true large?

065 Granary of Bethla - Such a mess, I can't even describe it.

070 Nelveska Temple - This map hasn't been modified yet, so it still presents some problems

072 Fovoham Plains - Slightly odd starting positions. Borderline small if we didn't count the upper area.

073 Inside Windmill Shed - I totally forgot to remove that wooden platform, will do so for the next major patch.

075 Bervenia Volcano - I feel that the starting positions could be changed. It's difficult for team 2 currently

077 Lenalia Plateau - An adjustment to starting positions may be necessary

078 Zigolis Swamp - Whoops, I accidentally brought back depth 2 swamp. I wasn't aware that all the depth 2 water had been removed from Arena. Will fix that next major patch along with the rest of my second map batch

081 Grog Hill - A little too clustered. Clustered is not good on small maps, easy AoE spells bait

083 Zirekile Falls - Maybe new starting positions to make it closer to, if not medium?

084 Bariaus Hills - Nowhere near large. I only say medium because the units have a lot of room to go around. Also, this could do with new positions.

086 Doguola Pass - See Grog Hill, but at least Grog Hill isn't one sided.

087 Bariaus Valley - Needs an extra stepping pillar or two

092 Beoulve Residence (table) - I've left a few maps with glitchy targeting, this is one of them.

095 Inside of Town Church - Weird starting positions for player 1

099 Lesialia Imperial Capital - Change positions for Player 1. That wall hugging leads to linear shenanigans

105 TERMINATE - Large!? This isn't even medium. It's one of those maps that could do with a new design

108 VOYAGE - Borderline large. Could be if the lower portion was more accessible

111 MALPAN - This is one of the maps that needed a make-over. I've tried a few models, but they weren't balanced enough, thus not making it into 140.

112 TIGER - Remove the middle column

113 HORROR - Change starting position for player 1

114 END - Add some walkable terrain to the lava crater, for two reasons. First, if a Geomancer is killed while in the crater, they might be irrecuperable. And second, the crater tends to split units up.

115 Banished Fort - A slight change to starting positions
55
Well, Doubt Faith just cost me my last chance of making it to the second bracket. I knew I would lose the large map due to too much distance to cover (it's one of the largest maps in Arena), but also partly because of the overall squishyness of my team. GG Kashkabald and good luck on the last round.
56
For tiebreakers, I suggest to refer to the scores on the right of the table. For instance, someone who's 3-3 but constantly has been winning with 2-1 and losing 0-2 is, in my view, lower ranked than another 3-3 player who's won his matches 2-0 and lost 1-2.
57
Yes that's fine.
58
Added Flare Death and updated Storm

Player: WKW
Team: Flare Death
Palettes: Red/Black
Last Revision: 2016-10-05

================================

Female
Serpentarius
40
70
Thief
Black Magic
Abandon
Equip Shield

Hidden Knife
Escutcheon II
Black Hood
Black Costume
Wizard Mantle

Roulette, Quickening, Steal Heart, Steal Weapon, Steal Accessory, Speed Ruin
Poison, Frog

================================

Male
Serpentarius
40
70
Thief
Black Magic
Abandon
Short Charge

Hidden Knife

Golden Hairpin
Secret Clothes
Cursed Ring

Quickening, Steal Heart, Steal Weapon, Steal Accessory, Speed Ruin
Poison, Frog, Death

================================

Female
Serpentarius
40
70
Scholar
White Magic
Absorb MP
Magic Attack UP

Ivory Rod

Triangle Hat
Linen Robe
N Kai Armlet

Shadow Shade, Mad Science, Melt, Flare
Cure, Raise, Shell, Esuna

================================

Lavos
Female
Serpentarius
40
70
Scholar
White Magic
Absorb MP
Equip Shield

Ivory Rod
Aegis Shield
Black Hood
Crystal Mail
N-Kai Armlet

Shadow Shade, Mad Science, Bio 3, Melt, Flare
Raise, Regen, Esuna

================================

Player: WKW
Team: Season 5/Return of the Storm
Palettes: White/Yellow
Last Revision: 2016-10-05

================================

Lans
Male
Pisces
70
55
Paladin
Punch Art
Absorb MP
Attack UP
Warpath
Phoenix Blade
Flame Shield
Gold Helmet
Black Robe
Germinas Boots

Transfusion, Grand Cross
Secret Fist, Stigma Magic, Revive

================================

Karma
Male
Pisces
58
56
Thief
Item
HP Restore
Equip Armor

Spell Edge

Gold Helmet
Crystal Armor
Defense Armlet

Quickening
X-Potion, Chrono's Tear, Echo Grass, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down

================================

Storm
Female
Scorpio
40
70
Wizard
Summon Magic
Projectile Guard
Magic Attack UP
Move-MP Up
Ice Rod

Holy Miter
Linen Robe
Setiemson

Fire, Bolt 2, Nether Ice, Water
Moogle, Shiva, Fairy

================================

Light
Female
Virgo
40
70
Priest
Yin Yang Magic

Short Charge
Move-MP Up
Necronomicon

Black Hood
Silk Robe
Jade Armlet

Cure, Cure 3, Raise 2, Regen, Esuna
Douse, Pray Faith, Doubt Faith

================================

Player: WKW
Team: Platinum AXE
Palettes: Red/Yellow
Last Revision: 2016-09-14

================================

HAX
Male
Libra
70
40
Geomancer
Punch Art
Speed Save
Two Hands
Move +1
Platinum Sword

Twist Headband
Power Sleeve
Salty Rage


Earth Slash, Chakra

================================

WRY
Male
Aquarius
40
40
Thief
Item
Dragon Spirit
Throw Item
Maintenance
Atheist Bow

Thief Hat
Brigandine
Reflect Ring

Steal Heart, Steal Accessory
X-Potion, Hi-Ether, Antidote, Chrono's Tear, Echo Grass, Soft, Holy Water, Bandage,
Phoenix Down

================================

Boring Story
Female
Aries
40
40
Mediator
Chivalry

Unyielding
Move-HP UP
H Bag

Flash Hat
Light Robe
Sprint Shoes

Solution, Death Sentence, Refute, Mimic Daravon
Lay on Hands, Transfusion

================================

CTRL CROW
Male
Libra
70
40
Monk
Draw Out

Martial Arts
Move +1
FS Bag

Choice Band
Power Sleeve
Defense Armlet

Spin Fist, Repeating Fist, Earth Slash, Stigma Magic, Chakra, Revive
Masamune

================================

Player: WKW
Team: Band of the Hawk
Palettes: White/Blue
Last Revision: 2016-08-01

================================

Griffith
Male
Capricorn
70
40
Lancer
Chivalry
Damage Split
Overwhelm
Jump +1
Demon Spear
Kaiser Plate
Gold Helmet
White Robe
Cursed Ring

Jump Range 5, Jump Vertical 6
Consecration, Transfusion, Grand Cross

================================

Guts
Male
Capricorn
70
40
Paladin
Punch Art

Attack UP
Warpath
Chaos Blade

Gold Helmet
Gold Armor
N-Kai Armlet

Iron Will, Reraise, Southern Cross
Spin Fist, Repeating Fist, Stigma Magic, Chakra, Revive

================================

Casca
Female
Virgo
40
40
Archer
Item
Auto Potion
Throw Item
Maintenance
Crude Bow
Diamond Shield
Thief Hat
Secret Clothes
Cherche

Leg Aim, Arm Aim, Execute, Shield Break
Hi-Potion, Antidote, Chrono's Tear, Echo Grass, Maiden's Kiss, Soft, Holy Water,
Bandage, Phoenix Down

================================

Pippin
Male
Taurus
70
40
Ninja
Basic Skill
Counter
Equip Armor

Sadist's Whip
Sadist's Whip
Cross Helmet
Gold Armor
N-Kai Armlet

Shuriken, Meiton, Houkouton, Misogi
Accumulate, Throw Stone, Heal, Yell, Wish

================================

Player: WKW
Team: Kakumeiki
Palettes: Blue/Black
Last Revision: 2016-08-01

================================

Curiosity
Female
Gemini
40
70
Mime
White Magic
Abandon
Short Charge


Aegis Shield
Platina Helmet
Crystal Armor
Wizard Mantle


Cure, Cure 4, Raise, Regen, Protect, Shell, Esuna, Dia

================================

Behemoth
Male
Libra
70
50
Samurai
Basic Skill
Brave Up
Equip Heavy Blade
Move +1
Giant Axe

Platina Helmet
Crystal Armor
Defense Armlet

Murasame, Kikuichimonji
Accumulate, Heal, Wish

================================

Titania
Female
Aquarius
70
50
Dancer
Chivalry
Counter Flood
Attack UP
Move +1
Phoenix Blade

Twist Headband
Power Sleeve
Diamond Armlet

Witch Hunt, Nameless Dance
Nurse, Southern Cross

================================

Astral
Female
Aquarius
40
70
Geomancer
Summon Magic
Finger Guard
Short Charge
Teleport
Rune Blade
Aegis Shield
Holy Miter
Light Robe
Genji Gauntlet

Water Ball, Hell Ivy, Local Quake, Kamaitachi, Demon Fire, Sand Storm, Gusty Wind,
Lava Ball
Moogle, Leviathan, Fairy, Carbunkle, Odin

================================
59
Spam / Re: It has happened (13th zodiac)
September 29, 2016, 11:05:18 pm
Ok, but... why is Scorpio only 7 days? And 45 days of Virgo, really? This is as unbalanced as vanilla FFT.
60

Here's the new FFT Arena channel. Matches 64-67 will start momentarily

https://www.twitch.tv/fftarena