Final Fantasy Hacktics

Projects => Completed Mods => FFT Arena => Topic started by: FFMaster on July 28, 2011, 03:47:44 am

Title: FFT Arena: Questionnaire Time Again! (For 131)
Post by: FFMaster on July 28, 2011, 03:47:44 am
Had a bit of spare time so it appears a little earlier.

For the upcoming version 131, I want to see if people disagree with the direction this patch is going. I know a few changes have been gladly welcomed, while others have been met with a lot of hate. Plenty of people have discussed about different balancing concepts, and it all gets muddled up. So here is a place to tell me exactly what you want. I have a list of questions you can answer. If there are too many questions for you, then just answer as many as you want. So here goes:

1) Overall, what do you think of the general direction of balance? Would you change/add/remove any core mechanics in Arena?

2) What do you think of the number of equipment options available? Are there too many or too little?

3) What do you think of the number of skills available? Are there too many or too little?

4) List the classes/skillsets which you think are too powerful/weak, explain why and what you would do to remedy the situation.

5) List the equipment which you think are too powerful/weak, explain why and what you would do to remedy the situation.

6) Anything else that needs to be mentioned that doesn't fit here.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Malroth on July 28, 2011, 04:15:09 am
1)  I would add some more disadvantages for Low faith units, Ideas I've had are reduced Haste/protect/shell duration, Magic that deals more damage at lower Target faith, and reduced chance for reaction triggering.

2) I like the number of equipment options avalible, Some tweaking of Poles, Staves and Knives might help things but The equipment is varied enough to be fun

3) I like the number of skills,  i think that some jobs might benefit from 1 or 2 additional skills but I don't think large scale cuts are necessary

4)  Too Powerful:  Paladins;  Enough HP to tank 3 Flares when running Min faith, enough Patk to 1shot any unit not wearing heavy armour, average speed and movement self healing, status buffing, Physical AOE that can be self healing when properly equipped. Tons of weapon options including unique access to the most powerful weapon class in the game.  How I'd fix:  I'd make their abilities Faith based and their speed to 7 and their CEV to 0,  the game needs a tanky hard hitting melee class, but it needs to have some drawbacks instead of being a universal trump card.


WAY Too Powerful:  Monks  Stupidly high Patk and a Patk squared based damage formula allows them to 1shot any unit if they're running Atk up or 2swords.  9 Speed on the highest Base HP unit,  Free Ribbons.   How I'd fix:Lower their speed to 7 Disallow 2swords punching, Lower the bonus from Martial arts to be only slightly better than ATK up, Halve the damage formula for Spin fist, Earth slash, and Wave fist but not Repeating fist.

Slightly Too Powerful: Wizards; Reason, Flare,  What I'd do Increase its MP cost to 60 so that it couldn't be spammed as easily.

Too weak: Chemists and Mediators: Reason Archers. Right now there are 3 classes whose main feature is the ability to quickly do ranged physical damage  However Archers Have Better HP, Better Speed, Better Reaction abilites, Better Movement, and better Evasion than either chemists or mediators.  Archers Also have better status affliction than mediators and are better users of Item than chemists due to their better speed and easy access to speed save.
How I'd change them.   I'd raise chemists speed to 1 higher than archers so that they're starting off as better Item based healers,  and for Mediators I'd raise their base HP to be on par with Geomancers and Lancers and give them Innate Unyielding So that there's a clear seperation on weither you want a fast gunner, a tanky gunner or an evasive shield wearing one who can bypass enemy immunities by breaking their stuff.


5) Too weak:  Daggers  +1 movement isn't bad on a weapon but its kinda useless when the best one you can dual weild has a 4WP
How I'd fix Let them all be dual weildable.

Too Weak:  Some Poles, There's no reason to deliberately equip the weaker weapons as they are,  I suggest either deleting the substandard versions or reworking them into weapons with various status adds

Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Dol on July 28, 2011, 02:29:48 pm
1)  Balance.  Balance is progressing smoothly.  As the beta continues, I think anything thats truly useless or broken will be snuffed out.  With the increase in teams and videos lately (thanks again casters, I know that setting up & recording matches is a pain!), you'll get plenty of info.

2)  Equips.  Total number of equips are fine.  Some are kinda useless, but thats addressed in #5.

3)  Skills.  Again, number of skills seems fine.

4.1)  Class stats balance.  This is the base job stats that need tweaking in my opinion.

Squire.  Squires are too good at at too many things to feel balanced.  Innate 4 Move, high HP, MP, PA, MA.  I'd drop their move down to 3, drop their HP down about 20ish comparable to Thief,  MP down 20ish, PA down 1, MA down 2 on male & 1 on female.

Chemist.  Not enough HP, way too much MP.  Really, more MP than Wizard?  I'd bump up their HP by 15-20, lower their MP by 40, lower MA by 2, lower PA by 1 on males.

Paladin.  Almost too good to leave off a team.  Female Paladins are worthless compared to males.  Lower PA by 1 on male, maybe lower the HP by 10?

Monk.  Don't see a lot of monks running around as a base class.  Maybe lower the male PA by 1 to bring it in line with the other changes I've recommended.  

Time Mage.  Feels a bit more glass cannony than I'd like.  I dont think they really need to have the same HP as Wizard.  I'd bump their HP by 10 to be halfway between Wizards & Priests.  

Summoner.  10 HP less than Wizard is painful.  They could use another 10 HP too.

Samurai.  Feel pretty weak as far as a base class goes.  Maybe 10 or 15 more HP.  I still think you will find Draw Out used as a secondary a lot more often than you'll see a Samurai running around.  I'd agree with the innate Two Hands for some variety.

Mediator.  Needs a little love.  Maybe 20 more HP and 1 MA.  I'd be in favor of increasing their C-EV by 5 too.

Ninja.  Is a bit too much of a glass cannon without the cannon part.  I think they should either have the really low HP pool or the low PA, but both seems overkill.  Either give them another point of PA or raise their HP by 20ish.

Archer, Priest, Wizard, Thief, Oracle, Geomancer, Lancer, Scholar, Bard, Dancer, Mime.  Feels fine to me.


4.2)  Skillset balance.  I'll take this set by set.  This is my viewpoint of skillsets as the secondary ability set.

Basic Skill.  One of the most well-rounded sets out there.  I think Throw Stone is too strong as it is now.  150 damage from range with no charge time or cost is a bit much.  I'd change TS to P-Ev and lower the PA ratio to ~5ish.

Item.  Less powerful than 1.3 and pretty balanced overall.  Hi-Ether might be a little too good for the MP pools we are seeing.  I'd drop it down to 60 MP.  Holy Water is much too expensive for how often you're going to be hit with those statuses and the fact that its the only way to remove Zombie.  I'd be fine dropping it down to 70 like Antidote.  Auto Potion feels kinda bleh.  Dont know how to make it much better.  Maybe heal for 70?  

Chivalry.  Dia is a bit too strong of a anti-sandbag.  6 range, no charge time, up to 200 damage, adds blind, low enough MP cost that Move-MP up will regain it all back.  I think it needs a CT of 3, bump up the MP cost to 20ish, and make it 200 JP.  Magic Ward adding Reflect makes me shy away from ever using it, given that Esuna is reflectable now.  (then again, I value White Magic skillset very very highly).  I'd almost prefer it to add Shell and Regen to make it just like Iron Will.

Snipe.  Seal Evil is a bit more expensive than it should be given the lack of undead units we see and how many ways there are to remove Petrify.  I'd lower the JP to 150 or 100.  Hawk's Eye's CT is much too high, but you already knew that one.  Execute should be 100% to hit if I'm interpreting the Master Guide right.  All it does is instakill a critical unit right?  Projectile Guard seems to be a bit more expensive than I would be willing to spend given how it might do absolutely nothing for you depending on your opponent.

Punch Art.  Seems to be pretty good.  Repeating Fist and Wave Fist are still a bit too powerful.  Maybe change the formula to ((PA+1)/2)*PA or the (PA/2)*PA?  I'd also be in favor of raising the JP cost of Martial Arts to 200 or 250.

White Magic.  About where it should be.  Protect 2 and Shell 2 are harder to work into a build with the JP restrictions.  I'd lower them to 250.  Regenerator is also a bit overpriced given that units generally are able to take 2 hits or so before they die.  I'd lower it to 300.

Black Magic.  Flare needs either a JP increase or MP increase (or both).  Counter Magic is ridiculously expensive.  Given how many elemental absorption teams there are out there and the potential for Draw Out teamkilling,  would you really want to risk running it?  400 JP sounds a bit more tempting, but I dont think I'll ever really want it.

Time Magic.  Not a whole lot to change on TM.  I'd be ok with raising the MP cost and hit % of Stop.  Float (movement) also could go down to 300 JP, but I dont really care if you leave them both where they are now.

Summon Magic.  Titan probably should be scaled back a little bit.  Same damage formula as Cyclops and Zodiac, but is able to be boosted.  Carbunkle is a cool concept, but the JP cap makes it hard to fit into a build.  I'd lower it to 150 or 200.

Steal.  Bad Luck feels like the CT is a little too long.  I'd definately swap out Oil for Poison, or simply remove Oil completely.  Nothing is worse than charging that whole time and getting nothing but Oil.  I'd like a CT added to Quickening.  A lower % to hit on Steal Heart would be nice too.  ~50% on neutral compat to both sexes seems a bit much.

Talk Skill.  I think they need a % to hit bump across the board (which was already discussed).  Death Sentence costing 400 JP seems a bit much (although I'm biased against DS.  3 free turns before you die isnt always the worst thing in the world).  Finger Guard should be free since you have to be a Mediator or spend the 250 JP to unlock their skills anyways.

Yin Yang Magic.  Sleep is pretty crappy compared to Paralyze.  Longer CT, higher MP, lower % to hit, higher JP.  You can take that as a criticism of either spell depending on how you want to roll with it.  Most of my teams lately are designed to be immune to DA given how good it is.

Geomancy.  Needs the damage scaled back across the board.  I'd also be in favor of having it be M-Ev (see #6).

Lancer.  900 JP for Vertical 8?  The focus is mainly on Level Jumps and then taking whatever Vertical you can afford after completing the rest of your build.

Draw Out.  Actually feels pretty balanced as a secondary skillset.  Kiyomori is pretty useless, but I dont know what I would do to make it better.

Ninjitsu.  I'd be in favor of Shuriken being changed to P-Ev.  Two Swords is pretty expensive as well, but I'm ok if you want to leave it as is.  I haven't seen some of the other skills used yet, so I'll reserve judgement till I see them in action.

Lore.  Tornado and Quake seem to be slightly too weak.  I'd boost the damage to (MA*22)ish.

Sing/Dance.  Brave Up and Faith Up probably could stand to be cheaper.  Around 300 JP would make them a bit better alternative to PA/MA save than they are now.

5)  Items

Weapons

Knives.  Are a bit weak across the board.  I'd be fine with them all being 2 swordable.

Ninja Knives.  Short Edge should be 50% Add: Oil for what you have to sacrifice to use them.  Spell Edge adding MA is kinda odd, but I can go with it.

Swords.  Blood Sword should probably have a lower WP based on how awesome it is in the right hands.

Axes I cant see any reason to ever use a Giant Axe or Slasher.  I'm trying out a team with a Battle Axe, we will see if it needs to be included as well.

Crossbows  Giving up a shield for 2 more WP makes the Gastrifitis kinda bleh, especially since there isnt a proc on it any more.  I could see boosting it to 15 or 16 WP.

Rods  Dragon Rods feel pretty weak unless you get a Bahamut proc.  I'd be ok with boosting their WP to 10 or 12 (and removing the ability for Squires to wield Rods).

Bows.  Mythril Bow either needs to go to 10 WP or Ultimus Bow needs to go up to 13.  No real reason to take the Ultimus now.

Books.  No reason to ever take Monster Dictionary over Papyrus Plate.  Id suggest moving Bio 3 to MD and putting something like Balance or Life Drain on the Madlemgen.

Sticks.  Cypress Rod, Battle Bamboo, Musk Rod all need something.  I wouldnt mind seeing a Stick that added Faith on hit kinda like the way Gokuu Rod adds Innocent now.

Knight Swords, Katanas, Staves, Flails, Guns, Harps, Spears, Cloths, Bags feel fine.

Shields

All feel fine, which is pretty hard to do for an entire category.

Armor

Helmets, Hats, Ribbons, Armor, Clothes all feel fine.  Impressive.

Robes.  Its pretty hard to justify the Silk Robe over the Linen Robe.  Maybe adding 5-10 more MP or 5 more HP.  

With how prevalent Move-MP Up is, the Robe of Lords needs a bit of lovin.  I'm thinking it could be an alternative to the Wizard Robe.  45 HP, 40 MP, Always: Shell.  Something to give your caster some protection to balance out their high Faith.

I wouldnt mind seeing the Light Robe equivalent to the P-Bag.  Always: Regen, Weak to All.

Accessories

Salty Rage needs something.  If I'm giving up my reaction and 2 skillsets, I want something better than permaslow.  I wonder if it would be usable with Always: Berserk, Cancel: All other statuses.  Dunno, but it definitely needs something.



6)  Misc  I think M-Ev needs some help.  When you look at the matches now, most of the MA based attacks you see arent evadable.  Flare, Holy, Summons, Black 4, Life Drain are all 100%.  The only thing M-Ev is really guarding against now is Draw Out and Yin Yang.  Its good, just not really even remotely prioritized.  P-Ev is good because most of the time you are going to face at least 1 physical attacker.  I'd really like to see Geomancy M-Ev.  I'd also recommend boosting the M-Ev %s on gear.  Abandon boosts your evasion by 50%, so best case scenerio right now is something like 60% M-Ev.

*Edit*  Was waiting for my 2 bard/mime teams to be tested rather than theorycrafting.  Mimes not being able to mimic any songs or dances would be for the best IMO.

Thats all for me right now I guess (and after reviewing it, its plenty long).


Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Shade on July 29, 2011, 06:27:02 am
1) Don't know what is everyone else talking about, but for somereason people don't like low faith units even if they get beaten up by mages of doom(a reallly kick ass team), but yeah it's going in fine dirrection.

2) Well I can say that the more equipment is always better, but there really isn't need for it.

3) Personally I think I count whole jump skillset as one skills, and it's only skillset that feels like it's really empty, otherwise good.

4.1)

Squire. I'd suggest them getting little stats nerf, but getting more equipment weapon wise.

Paladin. It's used too much currently, so I suggest that samurai and knight change their hp's, so knight won't be so tanky and samurai will be more tanky.

Chemist. I am with doll with this one.

Samurai. Yeah the change of hp's with knight.

Mediator. I am with Dol here.

4.2)

Chivalry. It has basicly two skill that are usable at all, Dia is good with MA UP setup with mages and Grand Cross is only good when you absorb it and you are immune to blind.

Snipe. There should be just Arm/leg aims and breaks, it basicly doesn't need anything else.

Punch Art. It's hard to use it's healing abilities(now even harder after chakra is one panel target), I think all healing abilities just should get huge buff and melee abilities huge nerf.

White Magic. Just turn protect/shell and protect/shell 2 to wall and wall 2, and regenerator like dol said lower it's jp.

Black magic. Flare should keep it's old range(now it's high damage sniping ability) And I agree with Dol that counter magic is way too expensive.

Time Magic. Same as Dol.

Summon Magic. Cyclops and zodiac should be more special, since I can't see any reason to use them, how about making zodiac weaker damage wise and ct maller so it would be good replacement for ifrit/shiva/ramuh, and remove that use blind status from cyclops, and give him little more damage and ct. Also don't do anything Titan, it's good the way it's since there is so many ways to counter earth element at the moment and I agree on Dol's suggestion on carbungle.

Skipping Steal.

Talk skill. I once again agree you know who.

Ying Yang Magic. Sleep magic should be copy of paralyze so single target spell.

Geomancy. I don't see what's wrong with it, expect that it isn't faith based or fury and it's should be faith.

Jump. It just needs new abilites.

Draw Out. Again not being affected by fury or faith sucks.

Don't know much about ninjutsu so I am skipping it.

Lore. It's normal damage spell needs a boost, mainly change bio spells status procs to something else and quake/tornado just stronger overall.

Well I hate sing and dance so I don't want to say anything about it.


5)
Knifes. You should do something about them... And I don't know what.(Perhaps just remove them and make them new weapons other weapon classes)

Crossbows 100% stats is so bad idea, my god it's cheap, it's the most cheapest thing after faith rod. That's like magic stasis sword have 100% stop and damage in 1.3, it's just OP!

Pretty much all Items are well as far as I can see.



6) Make almost every spell magic evadable(inculding elemenal and draw out).
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Squidgy on July 29, 2011, 07:09:25 pm
I play Wall of Text, UU1, Creature - Wall, Defender, When Wall of Text comes into play, all players skip their next 14 turns. 0/0

Seems okay. JP Mechanic needs a big look into, as does moving a few RSMs (Speed Save on the job with free +1 jump. HP Restore on the best skillset. Attack UP on a job which doesn't attack). Either cost revamps, or a simpler system. Having numerous 0 JP abilities per set would be a good start, and mostly lowering ability costs, compared to RSM. Maybe simplify it to 50-300 costs, and 50 per job unlocked, with a cap of 800. I think JP should mainly be used to deter using high-end supports (Speed Save, Damage Split, HP Restore, Equip Armor, Move-HP/MP Up) all on the same unit, and it does that... mostly, but certain skillsets cost way too much, and a few (Bard/Dancer, Steal Heart) cost way too little. More caster-friendly reactions, since they usually have 40 Br, able to proc based on Br*2? Or tweak Brave to range from 50-70 with the same ~30% less damage effect. Current Faith differences seem too high (and Flare too powerful since it bridges the gap), Magic being 75% more effective on 70 Fa than 40 Fa is way too big a gap. 50 base Faith puts it exactly in line with the Fury mod.

Depends which job. I'm against innates on really good jobs (Martial Arts). Also against innate 2S/2H because they're such a phys boost... rather make ninjas/samurai pick their preference, and the Katana/Ninja Swords nudge people towards using 2S/2H.

Lots have really restricted options it seems, but that's probably because I love Squire and Paladin, who can equip damn near anything. I have a few issues with equipment options. It'd be nice if the "weaker" jobs could have more equipment variety, and strong ones less, like Monk is now (except not having a head equip isn't much of a disability with Ribbons, and why Poles? They have no MA...) Shields are in a good place, worth Equip Shield, but some 2H options, or options which require using a non-Shield job, feel lacking. Shields for casters? ...Oracles/Sages?

I haven't got around to using half of them, but that's mostly 'cause I judge it too weak at a glance, or to hard to work into. Chemist has lotsa fluff. Archer has a few too many things to do, and everyone gravitates to Arm Aim and breaks. Monk is a swiss-army knife, and all skills are great. The mages have so many spells... sooo many spells. Black Magic is very one-dimensional, and outside of Flare, Summon brings tons more versatility along with no-ally (but bad for absorb teams). I avoid single-target spells since the AI prefers them over splash most the time and doesn't think of "zoning" enemy units away. Priest has a lot of fluff spells it seems... Wizard has too many spells which do the same thing; probably don't need 4 ranks of each spell. Time Magic really is about Haste/Slow in my view, and all the other stuff gets in the way. Summoner is okay, a few too many similar damage spells. Thief has tons of skills, but I only see Quickening and Steal Heart. Mediator's lacking in utility, feels like a non-Faith Oracle, but the Br/Fa altering is a good thing, the AI just goes crazy with Blackmail when I tried it though. Oracle has some horridly-used-by-AI spells: Berserk, Pray/Doubt Faith, could use something extra, more variety. I'm scared of Jump (Sleeping ally = dead ally). Draw Out seems weak (which is good), but lots of skills are too similar, so it feels bloated. Ninja... I haven't really tried since they require so much MP. I tried Doku out, and it got blocked 70% of the time, when the formula is 70+Sp% hit. Too many All-magics which are same power for Sage, and Mad Science feels out of place, as do Tornado and Quake... and Bio... but I like the spells, honest! Dance/Sing seem too simple.

Already ranted on stats, so let's do skills.
Dash/Repeating should use a PA*X formula, or something even gimpier.
X-Potion could use a boost, Ether doesn't really have a place with average mp costs (heal HP & MP?). Too many separate status cleansers... Regen Antidote? Transparent Eye Drop? Echo Grass... Faith? And probably combine Maiden Kiss/Soft, since you never see a petrified Frog.
Archer/Paladin MP costs get in the way easily, but Transfusion is worth 10 (or more). Grand Cross probably shouldn't hit self, as that forces it to be ele-absorb gimmick. Anti-Undead... not a fan.
Why Leg Aim when Hunting Bow is 100%, or just why do it ever? Greased Bolt... Oil takes so long to set up, and is nullified by the enemy wearing Fire Absorb. Merge Greased and Leg Aim. Execute, idk? Speed Save is OP.
Make lower rank spells higher range. Like... Haste 2 is range 3, Haste is range 5.
Turn one of the Cures into an Esuna "1", which is single target and far range. Make Reraise into MBarrier, insane cost and all. Give Regen a heal component, since the AI only uses it under 50%. Holy needs a niche, maybe ignore Faith, Unfaith, can raise Dead units, -all status, 0 CT?
Ditch a rank of Bolt/Ice/Fire to make room for some Dark element Bios and Tornado/Quake? Knock Flare back to 5 range, or even 4. I like mages having a place, but OHKO Flare/rank4bots shouldn't be it--should be variety in damage options. Also it was brought up forever ago that Sage Bio 2 is more suited for Frogging than Frog. Don't really care for Poison/Frog/Death... shrug.
Maybe an area 1 group of damage Summons with boosted damage (Ifrit, Odin, Zodiac) and the range tweak suggestion. I'd love an Esuna summon... either not curing Petrify/Frog/Berserk, or only curing Petrify/Frog/Berserk.
Thief set isn't getting much love 'cause Quickening outshines it, and JP costs. I'm leaning towards Quickening = self +Haste/Quick, unless the AI goes mad with Quick. Bad Luck always says 25%, and gets guarded... doesn't need a CT, just a flat out Ahriman Look of Devil would be cool, even the range considering Steal Heart, which needs an actual JP cost. Ruins feel out of place due to MP cost, except maybe Magic Ruin... Oracle or Sage Ruins fit more?
Mediator should lose Blackmail, as the AI loves it more than Mimic Daravon, but shouldn't. Range boost sounds good, and stat boost too... Speed based formula? Straight MA doesn't make sense to me. Persuade is terrible, spend a turn to rarely cancel on average half a turn... maybe 1v3 area Cancel Charging? Oh, and make Finger Guard block Steal Heart if possible.
Pray/Doubt Faith AI is crazy, tie in another stat to try and get them smart. PrayFaith + Shell? Doubt Faith + Berserk... + Blind? Paralyze/Sleep are so similar, DA is hard to cure, Sleep lasts longer... I'd say just axe Sleep really, and let Mediator do it, or make Sleep "Paralyze 2" and do both? Berserk/Beguile/Petrify are very similar... Beguile should be like a rank 1 spell, Petrify is fine, Doubt Faith with Berserk.
Earth Element on Pitfall/Ivy/Carve, little nerf of course. No Frog/Sleep/Petrify procs... Slow/DS/DM/DA/Oil/Poison.
Samurai... MP costs possible? Varying Drawout sizes, triple direction one, charge times? It's really bland right now.
Ninja Haku Korosu isn't practical, Sleep is worse than death usually. What about, requires Sleep, WP*PA, adds Sleep. Is that possible? Kagesougi seems only good for Magical Gun abuse, I'd say scrap it. What's with Doku no Kyoukai's hit?
Make All-targets have ranks for Scholar, like Rime and Shadow MA*11, but 10 CT. Bio/Tornado/Quake seem too Wizard, and Mad Science not mad enough. All-target Charm/Poison/Reraise? Or another Mad spell, All-Faith/Innocent 50/50 (maybe OP)? Switch Tornado/Quake/Bios with Poison/Frog/Death.
Bard/Dancer: could some songs/dances become ranged? Battle/Magic in a Samurai area being 100% hit, or a target unit? Current PA/MA/Speed performs are too random, and only the PA one is effective for insane scaling Martial Arts. Clone Nameless Song/Dance for Cheer/Slow, and make them only do Haste/Slow, while Nameless does the other stuff at 100% (Oil instead of Stop, Transparent instead of Reraise). Double the effect of Wiznaibus at twice the CT. Angel Song is OP, but that's fine with me. Witch Hunt probably also, if anyone ever uses it.

General views: Weapons being elemental shouldn't be seen as such a boon due to halfs/absorbs, and equip slots required to strengthen which could otherwise be used for a more practical +PA. MP isn't worth that much HP, except for Cross Helmet. Little tweaks to 2H/2S.

These should be the 100% proc weapons. I know they have high W-Ev to make up for the sucking, but it doesn't sense outside of the Gauche... down to 10%? Make Platina 10 WP. Allow 2S for all. Orichal 100% cast Natural Selection, Platina add Darkness 100%, Air add Slow 100% (OP?).
Ninja Swords should be same W-Ev as daggers, but more focused on damage than status. 2Swords seems too inaccessible to me, so I've only used Sasuke Knife. Keep Sasuke low W-Ev, or even 0. I'd say make Short Edge fire-based, and Hidden Knife Init: Transparent for flavor/encouraging mixing up hands? Iga/Koga are fine, I think, since they provide each other's Strengthen. Spell Edge +MA for who? Maybe if it had cast... Bio 2 also, or +2 MA, or both.
Blood Sword, so so good... can it get a debuff? -PA, -Speed, -MA, Always: Undead? Coral too weak, 10 WP. Sleep seems eclipsed by Ancient... Make Diamond Sword 11 WP, but only 2H. Ice Brand cast Rime Bolt at 50%? Rune Blade to +1 MA.
Defender 14 WP... has too much goodies. Save the Queen and Ragnarok don't get used 'cause nobody's thinking defense when building a Paladin with a Knight Sword. Don't think Chaos needs 0 WEv with its stats... maybe if it had +PA.
Koutetsu to 11 WP, allow 2H. Bizen Boat 2H. Kiyomori's stats are only useful if you Equip Shield, but don't focus on MA... will it ever happen? Muramasa 10 WP and 2H. Kikuichi... +1 Move katana? 8 WP and 5 W-Ev.
Axe's so bad for 2H. Can use Rune Blade + Aegis/Genji for +3 stats. Battle Axe 9 WP +3 PA, 15 W-Ev. Giant Axe 9 WP +1 MA, Strengthen Earth/Air/Water/Fire. Slasher +1 PA, Crit chance (just like the name better for crits).
Rods, Staves, Poles, and Books need to be stat buff items mostly, since casters rarely attack. A caster wep with no Str: Ele or +MA, or other perk is useless.
Ele Rods 7 WP. Poison Rod 8 WP, +1 MA or Strengthen Dark, Wizard Rod 0 WEv, 5 WP. Dragon Rod 11+ WP (and no Bahamut proc?).
Esuna Staff, don't see anyone giving up 2 MA so they can safely whack people out of sleep... but Wizard Staff is 2 WP? Raise Wizard to 7 WP, 0 WEv. Rainbow hasn't been tested, but has no chance of doing damage with all the absorb clothes, maybe Strengthen all to give it an upside, and less WP if too good. Gold Staff... 10 WP, 20 WEv, no Dispel. Right, Esuna Staff, make it Immune: DA/Sleep/Stop/Frog. Zeus Staff... null Lightning instead, way too many absorbs flying around.
Flail/Flame Whip/Morning Star 9 WP?
Stone Gun... -1 Speed instead of Init: Petrify, or lower damage, Forced 2H, 25% Add: Petrify. 4 Range for ele guns. Mythril Gun +1 Speed, 6 WP.
2S/2H work for crossbows. 25% procs. Night Killer 9 WP 2H, and Poison Bow 8 WP 2H/2S 25% Poison. Give Night Killer W-Ev?
Bows... I tried them once and didn't like it. Dunno really...
Books: the proc setup is kinda silly. Battle Dictionary, +2 PA allow 2H2S. Monster Dictionary, +1 PA/MA allow 2H. Papyrus Plate, +2 MA. Madlemgem, 8 WP, 50% Bio 3.
Javelin/Spear 2S? Mythril Spear MA... Maybe +3 or +4, since only Lancers can use. Dragon Whisker 13 WP.
Dunno 'bout sticks... no innate shield equip to make 2H's drawback matter.
FS Bag for Monks, no reason not to equip it. -1 Jump?
P Bag too terrible. -2 PA/MA instead?
H Bag too good imo, but nobody else seems to use it.

Diamond/Platina Shield are too low evade for 2 side-element nulls, 20/15 Ev. Crystal also rather low when Stop's so uncommon... 20/20 Ev.

Give Robes the Armor treatment (of just being better than clothes for the most part).

Barbuta 100 HP, Mythril Helm add Cancel Charm 120 HP, Cross Helmet 30 MP, Circlet 100 HP, Genji Helmet 135 HP, Grand Helmet 145 HP, Immune: Protect/Shell.
Golden Hairpin 30 MP 0 MA, Flash Hat 70 HP 10 MP, +1 PA/MA
Diamond Armor Absorb Holy 130 HP, Gold Armor Absorb Air 125 HP, Platina Armor 110 HP, Carabini Mail 110 HP, Crystal Mail Half Earth/Dark/Lightning, Reflect Mail Init: Innocent, Maximillian Absorb Dark 165 Immune: Haste.
Santa Outfit 90 HP, Black Costume 90 HP, Rubber Costume 90 HP.
Linen Robe 90 HP, Silk Robe 120/40 HP/MP, Wizard Robe 60/50 HP, Chameleon Robe 90/80 HP/MP, White Robe 90/60 HP/MP, Black Robe 75/75 HP/MP, Light Robe 75/60 HP/MP, Robe of Lords 120/80 HP Immune: Haste/Regen/Reraise/Protect/Shell.

Accessories... stat null ones still seem weak, maybe throw Half/Nulls on them?
Rubber Boots: Absorb Lightning.
Iron Boots Always: Slow instead of Don't Move.


EDIT: Tweaked Geo skill suggestions
EDIT: Lil' Finger Guard thing. Spear/Book tweak. Added Staves.
EDIT: Oh, maybe no robes on Squire if they get the "better" treatment.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: CT5Holy on July 29, 2011, 08:42:57 pm
1. Balance seems like it's headed in the right direction.
2. The number of equips is good, but some of the equips quality-wise is meh.
5. The main problem with the current set of equipment are some of the weapons, most notably, Axes, Knives, Staves. Making all knives Two Swordable would be a good start. Hmm, Eternal mentioned using Melly's skills. 25% to proc Hellcry Punch/Shellbust Stab/etc on either Knives or Axes would be good. Knives that proc Swordskill should definitely not be Two Swordable. Blargh, 25% feels too high. Could it be closer to 15%? I think it'd be reasonable at 15%. Alternatively, 25% to proc Steal Weapon/Helmet/etc. That'd be about 10-15% to remove a piece of equipment. And for the record, 100% Slow on hit would be OP.
A one-handed Axe would likely see some use. So, keep Battle Axe as is, make Giant Axe strengthen all elements, and have Slasher be a one-handed axe? WP values for Axes could go up to compensate for rando-damage, as well.
White Staff, Rainbow Staff, Gold Staff need reworking. Well, maybe not Rainbow - it's fairly interesting, but not sure how much use it is, especially since we've never seen one. But definitely White and Gold Staff - these rely on the AI whacking someone with a staff, and then hoping that it'll trigger something. Rainbow is too easily hosed by the abundant elemental absorb equips out there. Granted, that could make it an interesting healing tool, but that is likely it. Poles are better for MA-based melee damage, anyway. At the very least, make it 100% Esuna, Cancel Positive Status on hit (for White and Gold, respectively), but I'd like to see something new. Don't have ideas for them right now.
Speaking of Poles, there's those three weird low WP poles lying around. I don't think we need to change them to make them competitive with other Poles - we have enough options for Poles as is. Of course, if there's a super interesting idea, I would like to see it, but Poles are not a high priority.
Bags! H Bag (halve all elements) is the only bag worth using right now.
Monster Dict: Choco Meteor + Human MA = meh. Due to lack of ideas, Dol's suggestion seems solid.
I was thinking if we've maybe slapped on too many status immunities to the heavy armor. We're making the tanky, high HP units even harder to deal with by giving them immunities to the most commonly used negative statuses. (mainly Don't Act and Sleep)

3. Current number of skills is good.
4. Varying AoEs would be nice for Draw Out, possibly Summon and/or Black Magic as well.
Hmm, make Ruins AoE, but only remove -2 PA/MA? Speed Ruin could probably stay single target. Magic Ruin could also get AoE. Spellbreaker would be nice if it also did some damage.
Persuade - either change what it does or hit% way up. It only delays an action, whereas Don't Act/Sleep delays multiple actions, and are simply more devastating (no evasion, no reactions, etc).
Squidgy's suggestions for Pray/Doubt Faith, Blind Rage seem good. Yin-Yang in general is a bit weak due to weapons with 100% add status and the ease of gaining immunity to status through equipment.
Kagesougi, Haku Korosu are very meh. Haku Korosu is too unlikely to be used, and Kagesougi's Blind on hit doesn't feel too useful. I'd rather get Shuriken/Ele-ton or simply spend my JP elsewhere.

6. I don't see Cancel: Charging being too useful because most mages have Short Charge. Mages also remain squishy, so killing them cancels their action and forces another enemy to spend a turn reviving the freshly killed mage. (this applies to Reflect, obviously)
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on July 30, 2011, 05:14:28 am
("Well, I had expected this to be up by Friday, when I might have actually started in on stats. However, given this is up now and I'm still behind--curse you, Excel--on what I was doing with abilities, I might as well get this over with and destroy all your eyes now," he said...12 hours ago.)

I'd say I'll try to make this as short and as painless as possible, but I'm not in the habit of lying and, given that I'm not a politician, I don't exactly need the practice. However, I am a merciful being, at least comparative to the utter, uncaring construct that is the rest of this universal existence.

*places cyanide pill on the table*

Feel to take that before this is over.

I will say here before I begin that I'll be trying to put things in order of importance when it comes to numerated lists within categories. Also, like Dol, since I am nothing if not original, I will be making use of spoiler lists as well or else this would be even more unreadable.

I'll also probably be mentioning 1.3 a lot. It's not to snipe (mostly), but rather because this patch is supposed to overtake 1.3. "tournament"-wise. So the comparisons seem pretty inevitable. I just felt that I should mention that ahead of time:



I'm...gonna split this up considering it's 20 pages in WORD.


Resigned EDIT (07/30/2011 - 2:21 A.M.): I should probably put spaces in between some of this...which defeats the point of manually doing a list. Sigh.

Eye Drop EDIT (07/30/2011 - 2:45 A.M.): There. After 25 minutes, that's (probably) more readable. Not that this is saying much. I just need to fix the second half now and not make as many manual screw-ups....

Limited EDITion (07/30/2011 - 5:33 P.M.): Now that I'm far more awake than I was after typing this (which isn't saying much, perhaps), I've fixed most if not all typos--mostly omissions as per usual--and added some clarifications while getting rid of some redundancies. Now to do it for the second half...again.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on July 30, 2011, 05:16:47 am
(That I have to double post this.... -_-)

5. Items: Oh, dear Zomalla. We're finally here. These should be much quicker, especially given that there's that new individual weapon proc spreadsheet or whatever:

1. Knives: I'd actually say they're fine or, at least untested and better than Staves. They just need more WP.

2. Ninja Blades: They are pretty much fine outside of Short Edge, whose Oil proc should probably be 50+%.

3. Swords: They are largely fine:

1. Blood Sword: Needs to have less WP. Probably shouldn't drip below 8 WP.

2. Sleep Sword: I'm not sure why it can be Two-Sworded, but I guess its otherwise fine.

3. Platinum Sword & Ice Brand: Either Ice Brand needs its WP lowered to 12 or Platinum Sword needs its WP increased to 15. The former is preferable to me given the Ice 2 proc and the fact that Platinum Sword could still be used with a Shield.


Coral Sword seems a bit weird, but I think that's more because it's pretty much impossible to build a Water absorb team, at least if you want healing AoE (or any form of elemental healing that isn't a physical attack since literally the only Water technique that can target allies is Suiton).

4. Knight Swords: These too are fine, though I'd argue that Chaos Blade should at least have some W-EV. Next to no one has used it and I doubt anything under 10% would break the thing; 5% W-EV is probably best for now, though.

5. Katana: Bizen Boat should be raised to at least 12 WP. Otherwise, these are fine.

6. Axes: All need at least a WP boost, especially Giant Axe. The Battle Axe's Critical Hit proc would need to be lessened though. How much damage is that Critical Hit supposed to inflict anyway?

7. Rods: They could probably all use more WP, especially since Two Swords doesn't really matter to any of these outside of Wizard Rod and maybe Dragon Rod. It doesn't really help that Two Swords is so expensive right now either, though I'd imagine that would help pretty much every other weapon that can be dual-wielded before it helped Rods.

8. Staves: These still kind of suck, really; not that I blame you--they're really difficult to make useful, especially in terms of the AI. At least, Mace of Zeus is usable this time around though. They could also use WP boosts (outside of maybe Rainbow Staff) and the AI is too stupid to use White Staff & Gold Staff as they should be used; I guess you could buff their proc rate up to 100% since that's what I'm doing for Embargo, but my Staves are PA-based (currently) and I've hardly tested them with the AI, so.... But, yeah, Staves need some type of work since they tie with Axes as the worst weapon class right now.

9. Flails: Flails are largely fine, though that's mostly because they can't be evaded. Scorpion Tail seems like it needs something more, though....

10. Guns: I'm still surprised next to no one has been using the Spell Guns (effectively), but, eh, I can see why. I wouldn't change them (yet), though. If anything was to change about Guns, then I'd lower Stone Gun's WP down to 11, though that might be bit too close to Romanda Gun. So maybe lower Romanda Gun's power and give it some type of buff ala Mythril Gun? That or keep Stone Gun as 12 WP and force it to be Two Hands so it can't be used with a shield.

11. Crossbows: I can only laugh at people calling Hunting Bow "cheap". Gods, even in a non-fighting game setting people throw that damn word around too often. When Concentrate was around, yes, it was "cheap" because it was unavoidable. As it is now, it's "only" obnoxious, but it's still manageable. That said, it would be a lot more fair if wasn't 100% Don't Move. More like 50%? Maybe even 75%? But not 100%. Still, I suppose if you want to make keep as 100% [Insert Negative Status here], it can be 100% Oil as I said in the other thread, though that rather screws over Short Edge, even with the increase I just asked under Ninja Blades. Other than that, I agree that Gastraphetes needs at least a bit more WP. Not sure about how to make it better otherwise or if anything else needs a change--to me, Night Killer and Poison Bow are fine.

12. Longbows: They are actually usable now unlike 1.3. Good job. I wouldn't change anything about them at present.

13. Instruments: See above, except that Bloody Strings was actually usable in 1.3 and Fairy Strings should maybe have its Charm percentage upped to 34%.

14. Books: They probably should all be 11 WP, especially given how underwhelming the Zombie spell is (unless you made it the Zombie status and 100%, in which case...) and how you made Madlemegen proc Bio 3, which can inflict Zombie. Papyrus Plate continues to be the only really usable Book, especially since Flare is so damn powerful compared to the other procs. It needs a different proc or significantly less WP; I'd prefer the former even I'm not sure "what" it should be, though I'd be rather fine with Dol's suggestion of Balance.

15. Polearms: Spears are fine.

16. Poles: I'll get back to you with ideas for the first three Poles that are still unchanged. Otherwise, Poles are fine.

17. Bags: As much as I dislike "second sets of armor", these are fine. I'd maybe argue that C Bag and FS Bag be given +2 MA and +2 PA, respectively, but given they can be used with shields, they probably shouldn't change.

18. Cloths: As much as I dislike "second sets of armor", I actually like Cloths now. They're viable threats and give people a reason to actually use Dancer as a Primary rather than only use Dance Secondary for "lol, Nameless Dance".

19. Shields: They are surprisingly well-balanced, which is damn hard to do. Escutcheon II could maybe use a bit of a P-EV boost, but otherwise, it's fine and maybe shouldn't change.

20. Helms: These too are well-balanced. I'd argue that Grand Helm(et) could perhaps use 5 more HP, though.

21. Hats: These are well-balanced. Black Hood is just kinda "there", but considering how much HP it has over others and that pretty much any innately Hat-wearing class can't equip Helms, it's probably fine.

22. Hair Adornments: These are fine.

23. (Heavy) Armor: Likewise, fine.

24. Clothes: I'd argue that the stat-boosting Clothes could maybe use 5 more HP, but otherwise, fine; I was going to ask for maybe 10, but that's probably too much considering.

25. Robes: Okay, so we finally get to the only part of armor that's really "troubled":

1. Linen Robe: This could maybe stand to lose some MP.

2. Silk Robe: This could stand to gain at least 5 MP since even with that HP, it's still lesser than other "plain" armors.

3. Wizard Robe: This is rather suicidal at present. Perhaps it should remain that way, but it honestly seems like it could stand to gain at least 5 HP while losing some MP.

4. Light Robe: I think this needs less MP. It could maybe gain more HP, though if that was the case, then I'd say that it could perhaps gain Weak: All instead of Weak: Dark.

5. Robe of Lords: It seems like it can gain more HP. I'm not sure what if anything else it "should" get considering I don't think anyone's used it at all and I'm pretty sure you still don't have any Item Attribute space left, so....


Chameleon Robe, White Robe & Black Robe are comparatively fine.

26. Shoes: They are fine, I suppose, though Germinas Boots & maybe Battle Boots & Red Shoes seem like they could have their Item Attribute space put to better use for other types of items.... Sprint Shoes similarly seems like something of a waste of space, but I've at least seen people use those (I think) and that Item Attribute is shared, so....

27. Armguards: They are fine.

28. Rings: Oh, Rings. Such troublesome bling...:

1. Magic Ring: Magic Ring, yes, Magic Ring, is arguably the most powerful ring at present. Even when it "only" boosted MA by 1 and blocked Silence & Berserk, it was quite used. Now, even though it's lost Berserk immunity, it's actually more usable because it single-handedly shuts down two elements via absorption and it's not like anyone ever uses Berserk status between both Talk Skill & Yin-Yang Magic sucking; hell, I'd argue that it single-handedly makes Wind-offense almost not viable due to how common it is (and Tornado still kinda blowing). I think it returning to its original form might actually be for the best, but I'm not that sure. If it not that, then maybe only halving Wind & Holy rather than absorption?

2. Angel Ring: The reason that this isn't the top ring anymore is pretty much because Chantage exists and because Sleep & Frog are much more debilitating than Blind and much more common than instant Death. I'm not even sure if I'm comfortable with having both Reraise options around, but given that Angel Ring is at least still useful because of Grand Cross, it can stick around for now. I'm just not sure if we'll "need" both ultimately, though so far, it surprisingly hasn't hurt anything since other accessories are actually usable unlike 1.3.

3. Reflect Ring: Has, surprisingly, seen next to no use. It's probably because the Faith-based magic that's able to be reflected has been kinda meh and no one wants to Reflect away Raise (2) if they're not Undead...in which case they likely can't wear Reflect Ring. Perhaps it's also because Reflect Mail is around if anyone wants to use Always: Reflect, especially since Equip Armor is pretty bitching anyway. Perhaps give it some M-EV as well? Not really sure what else you could do to make it viable, especially given that I know you used up all the Item Attribute spaces.

4. Defense Ring: Just kind of there. I guess it could be used to give the finger (guard) to Mediator...except no one uses them at present, so....

5. Cursed Ring: Oh, boy. There's so much to say here. First and foremost, I'll cut to the chase: Cursed Ring itself isn't bad purely from a stats point of view--it's that the environment is extremely biased against Undead just like it always has been since vanilla. In fact, literally the only differences between vanilla's prejudice against the Undead and ARENA's are both Item-related, with X-Potion being weakened and Phoenix Down no longer working on Undead at all (IIRC). Too bad even the former is off-set by the new Hi-Potion, which can easily do MORE damage than the 150 HP that vanilla X-Potions took off Undead.

Even getting Item out of the way means that Undead still have to deal with the literally unavoidable threats of curative White Magic and Murasame, the former of which can instantly kill them with rather unfair regularity and the latter of which doesn't take Faith into account (and is necessarily unavoidable) and can't be reflected. Even getting those out of the way see Undead potentially instantly getting killed by the new Consecration and the old Seal Evil, though at least Seal Evil can be cured--if Consecration hits, you better pray to the RNG that your already handicapped unit gets its ass back up since you can't sandbag into oblivion like the "breathers" can.

So, what to do to fix this within the current parameters of ARENA and the FFT system? I actually feel it's rather simple given that Cursed Ring has its own Item Attribute and so it will be the only item to experience the change: +1 PA, +1 MA, +1 Spd; Always: Undead, Innocent; Absorb: Dark; Weak: Fire, Holy; Immune: Dead, Petrify, Regen & Haste.

The "Always: Innocent" part is perhaps a bit excessive, but the only real alternative there is "Always: Reflect", which rather steps on Reflect Ring's (and Reflect Mail's) under-performing toes (and doesn't block Cure 4, which people would just switch to). Besides, Innocent makes them "weak" to Ninjutsu, which is rather increasingly popular and unable to use any magic, though pretty much all Cursed Ring users are Paladins now and it wouldn't affect Elemental or Draw Out and it would make their Ninjutsu really powerful....

It's ugly-looking and perhaps not "the" (actual) solution, but I feel like it's a start that's better than what Cursed Ring is now unless you can magically make all Curative spells avoidable only by the Undead--you'd have to give Cursed Ring some type of M-EV as well--and killed both Consecration & Seal Evil, the latter (Seal Evil) of which I don't agree is necessary. Actually, I guess you could probably negate the need for Always: Innocent if you just killed Raise 2, which I'd personally be all for.


And thus did Cursed Ring's true curse come to light: further fueling my long-windedness.

29. Armlets: For items you've barely even touched, they're still completely fine, which is why I always nagged people to use N-Kai Armlet in the 1.3 tournaments after people started complaining about the pigs. Jade Armlet's new "Immune: Chicken" that it kept after Snipe's change over is useless, though, at least while Mediator isn't being used; I guess it can stay, though.

30. Mantles: These are well-balanced and part of the reason why I feel like Magic Ring shouldn't absorb Wind (or Holy).

31. Perfumes: These are well-balanced...except for Salty Rage. That's been overkilled into utter uselessness for quite a while with the Always: Slow. I don't know why I didn't see this earlier, but why not just make it "Always: Berserk; Immune: Haste"? Perhaps you could give it some immunity to some other things, including Slow, like Dol suggested, but I don't think making it immune to literally everything else is the answer--Yin-Yang Magic hardly needs to become weaker.


6. Miscellany: I'll try to make this section mercifully short (comparatively):

1. With regards to Malroth's proposals: I can only agree with the need for more lower-faith "punishment" (maybe), Chemist & Mediator being too weak (though I'm still against Innate Unyielding for a class that can actually change its equipment) and Daggers being too weak. I agree about the first three Poles being just "there", but like I said, I'll try to think of something "later". Of his (?) proposals, what I'm most against is dropping any class to 7 Speed. That would be almost as bad as the 2 Jump idea that made Paladin go from best to worst single-handedly.

2. With regards to Dol's suggestions: I mostly agree with his (?), so it's easier to say that what I don't agree with here. I can't say that I particularly agree with dropping down male Squire's MA by an entire 2 points or that Bad Luck needs a lower CT or making Shuriken subject to P-EV, but that's pretty much it. We more or less agree on everything else.

3. With regards to Shade's offerings: Well, skipping the parts where we both agree with Dol, I can't say that I agree with much to be honest. He perhaps has a point about making Sleep single-targeting even though that's not really what Dol was talking about and perhaps about how to handle the Bahamut, Cyclops & Zodiac problem. However, besides that...I think we disagree on almost everything else, actually.

4. Lol, I've been typing for so long that Squidgy & CT5Holy posted before me...nine hours ago: I'll go over their proposals thoroughly later considering I'll have to proofread this and probably split this up now, which will take at least another hour between distraction. However, from what I see of CT5Holy's post thus far, I agree with most of it, and of Squidgy's thus far, I only really agree with the "50 Faith needs to be the new Faith floor & Flare needs to be weakened" so far.

5. Low-Faith "Punishment vs. Raising the Faith Floor: I keep seeing this offered up more and more as a solution to the 40 Faith abuse problem. ...But I never see anyone suggesting which jobs, exactly, should have these magical new abilities. Given that pretty much all Faith-based classes are dependent on high Faith, that rules them out automatically. This leaves physical classes, half of which have atrocious MA, and the already "overpowered" Squire, Samurai &, by association, Geomancer class, which aren't exactly lacking in use, and the underpowered Mediator, which isn't exactly a damage-based class.

Similarly, even with Pride's new formula (http://ffh.kivutar.me/smf/index.php?topic=6999.0), anti-faith abilities would still not take the user's faith into the equation, so, if anything, it would just lead to more 40 Faith units and less magic users (since why use those if you can kill 40 Faith units even better now with your anti-Faith "magic").

Please just raise the Faith floor to 50.

6. Ultima: I was going to talk about Ultima here...before I realized how pointless it becoming anti-Faith magic is, at least if it's going to be tried to used a solution to that problem instead of just a unique technique.

7. Speaking of Pride: As long as we're speaking of his ASMs (http://ffh.kivutar.me/smf/index.php?topic=6999.0), you may want to consider using his Weakness as 150% instead of as 200% hack. It would make so that being weak to an element didn't mean that you necessarily get OHKO'd by it just because you didn't want to use another piece of armor to have to shore up that weakness (because, really, right now almost everyone does). It would simultaneously further weaken the BS that is "Absorb Weakness" strategies, which tend to allow absurd recovery of damage, though in ARENA that's generally been less a problem than 1.3, probably largely due to Throw being dead.

8. Absorb: Dark: There needs to be an Item besides Cursed Ring that absorbs Dark element IMO.

9. Water abilities: There needs to be at least a one AoE ability that can hit allies. It would probably best to change Scholar's Earth Dragon into some type of "Big Wave" Water Lore or something. I always felt Earth Dragon was redundant with Quake around, even if Quake was quite underwhelming.

10. A reduction to Esuna & Stigma Magic's abilities: Finally, I'd argue there needs to be another status healing ability. Esuna & Stigma Magic heal too damn much right now and only one ability, Holy Water, heals Zombie at present. I figure you could kill two birds with one stone, though you'd perhaps have to give it Paladin....


Hmm...I feel like I'm forgetting something that's import--.

*hands crumble into dust*

"...Yeah, I think I'm done (for now)," he typed with his face.


Finally EDIT (07/30/2011 - 3:00 A.M.): And with that gone over and re-spaced, I think I've spent more than 12 hours just typing this up and re-checking everything, even counting for distractions. I'll read CT5Holy and Squidgy's proposals properly once I get some rest. Or my eyes stop bleeding. Which ever comes first.

No Finality EDIT (07/30/2011 - 6:01 P.M.): I still need to read over CT5Holy and Squidgy's proposals, but most if not all typos in this post should be gone now. Hurray.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on July 30, 2011, 05:26:29 pm
I figured I'd post and give you some opinions from someone whose looking from the outside in and isn't heavily invested in this project, because those are incredibly important to design.  (I've looked over all of the design notes pretty thoroughly and toyed with the patch some, of course, but not enough to call myself "invested" in the patch.)

Core mechanics:

I know you're having a lot of trouble with Fury and Faith.  Looking over everything, I see several reasons for this.

1. Lack of parity.  This is twofold.  Firstly, while most of all physical attacks are governed by Fury, NOT all magical attacks are governed by Faith.  Things such as Talk Skill, Draw Out, Geomancy, etc. are all unaffected by Faith, meaning your potential magical output suffers far less with low Faith than your potential physical output does with low Fury.  Secondly, Fury has a +40 modifier to both CFu and TFu, yet Faith does not have its own +40 modifier.  This radically affects how much Fury/Faith dictate the respective damage / to-hits on their respective formula.  Personally, for Fury/Faith to be balanced properly, both these issues need to be addressed, so that the two mechanics have more relative worth to each other.  (Honestly, many things people have / have had problems with such as Draw Out, Geomancy, etc. would likely be complained about far less if you had the option to run low Faith and weaken them, and high Faith would be more imperative if more skills required it to make them work well.)

2. The modifier itself.  I'd lower it to +30, so that 70 Br (and Fa if you take my above suggestion) isn't getting a +10% to damage innately.

3. Fist Formula (if you've not changed it already) should become either PA*X or (PA+YY)/2*PA.  I'm pretty sure the first hack exists already in FDC's thread somewhere, and I know the second exists in Prideful's thread somewhere, as he originally made it for me.  Removing the second instance of Brave from the formula and drastically reducing the power boost gained from a simple +2-3 PA will fix many Fist-related issues.

I think everything else should be okay.

Equipment options:

Between Shields, the various sorts of Helmets/Hats/Armors/Clothes/Robes, and Accessories, I think a big issue is how "easy" it is to get things.  Specifically, how "easy" it is to Absorb/Cancel various Elements and Status.  It's very easy to get whatever defense you need vs any particular strategy if it relies on any certain Elements or Status - and yes, I'm saying this is a bad thing.  Counters to the metagame are important, as are "color hosers" to borrow a term from Magic: the Gathering that's somewhat applicable, but when I not only can easily counter things, but have a huge number of ways to do so, things become stale, and finding ways to counter strategies in these veins becomes incredibly easy.  This, personally, is very bad.  I also feel some Equipment is very "bloated" - affecting too many elemental properties needlessly or cancelling too many status for a single item.  I'd iron these two things out, myself, even if the end result is less Equipment overall.  It's better to have 15 quality somethings than 20 mediocre somethings.

Skill options

My main comment here is that fluff needs to be cut.  Things such as the Wizard's 4 tiers of spells, the Priest's equally bloated spellbook, etc. that only existed in Vanilla to allow for scaling don't need to exist here.  Even if you want to argue something as silly as a Healing vs CT/MP spectrum, many of these classes would be just as effective with half or less of their skillsets.  Echoing some previous sentiments in this thread, there also seems to be (personally) unacceptable levels of one-dimensionality (Wizard most notably) and skillset overlap. (Mediator and Oracle comes to mind - while Oracle has a larger spellbook and Mediator has Br/Fa modification, the places they do overlap [Sleep/Berserk/Don't Act] are some of the most powerful aspects of both skillsets, easily nullifying much of the distinction each set has because they both share in the one thing the majority of players will likely want.)  While giving you specific ideas for how to remedy this is beyond me currently (hell, even in my own patch I ended up killing Mediator entirely because I couldn't solve this issue), things like this are also pretty big and should be remedied, because distinction is a large part of making skillsets and classes useful.

Related:  I'm going to give a suggestion to "fix" Monk few people likely thought of.  Remove Martial Arts from the game, buff Monk's base PA and the Y values on its skills.  Why?  In Vanilla FFT, Martial Arts innate mostly exists to allow the Monk to cancel out the *Br on its Fist formula and keep up with the damage curve - it's not until cross-class pollination and level 40ish that you see huge damage bonuses from Monks, after all.  By removing this 1.5x from the stack, you greatly reduce the influence of a positive Fury modifier to what it is with most other classes, stop huge silliness with Attack Up, etc.  Less multipliers on the stack is always, always, always a positive thing when possible.  You don't need things that existed in Vanilla for the sake of scaling (Steal skills, Martial Arts, tiered magic, etc.), and honestly all those things seem like they're holding you back to some capacity.  Crunch some numbers then kill them off, it'll be much worth it in the long run.

Like I said, some balance thoughts from someone taking a look from the outside in on a number of the problems you seem to be facing, since this perspective is always pretty valuable to have.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Wiz on August 02, 2011, 05:53:41 am
Dammit, I lost progress on this! gotta start typing up again, oh well...

I've been meaning to do this for like the last 4.5 days so here it goes.

Unlike The Damned, my info will be consolidated in spoilers properly the first time and actually be organized :P

Note: If I don't mention a certain ability/stat/item of any kind, I think it's balanced and doesn't need to be changed.

The meta-game's not balanced due to exploitations like "Martial Arts + AU" Monks, Elemental, Draw Out, Sing/Dance + Miming, "X Save" abuse"


The number of items are fine. Having a larger pool of items (in particular elemental aborption-based ones) increases variety and creativity, which makes party synergy more prevalent (absorption of Earth/Holy/Dark + the standard three) and less stale (absorption of just F/I/L) contrary to Raven's ideas.


Fine once again, with the exception of the previous things I mentioned ("Martial Arts + AU" Monks, Elemental, Draw Out, Sing/Dance + Miming, "X Save" abuse"), which I'll address in the spoiler directly below this one.



They're better than geomancers at everything which is a problem. -10 HP, -1 PA, -1MA for males and females would do the trick I think


They're better at using talk skill than mediators with a +2MA superiority over them and they function the same way with guns. Also relatively slow making a lancer + throw item a better user especially when factoring in the health pool. -2 MA and + 1 SPD should do the trick


Females should get some lovins +1PA since 3's quite a disparity between M/F. Also, perhaps they can use more MP since some of their skills depend on Mana? +6 MP for Males (3 castings of Iron Will) +11 MP for Females (3 Castings of Grand Cross).


No objections other than -4 MP from both Males and Females. They rely on their speed moreso than MP, which seems excessive compared to Paladins.


-2 PA for males and -1 PA for females off the bat. Why? Multiplicative factors from "Marial Arts" and it's 150% (1.5x) boost is outright nonsense, which I'll get to later. Knights also in the past had always had an edge over and should stay that way imo.


+1 SPD. Why? In vanilla, they had that edge and provides more of an incentive to think about whether people want a priest with more HP and MP, but less power OR more power with less HP/MP for a Time Mage. Balance.


No objections


No objections


Increase C-Ev up by 5 so they have in total 10. Why? Least amount of health compared to all other mages.


Decrease C-Ev by 5 so they have 15. Why? Ninja's are the ones that are dodgy.


+2 MA and +10 HP for Male and Females.Why? Boosts Talk Skills Health's the equivalent of Mages, which is a no-no for a unnecessary for a non-MP user.


+1 SPD. Why? Status gets cancelled out too much so you need a decent "Melee" fighter who's not ludicrously slow. Essentially, a better hybrid which is what this unit is.


+1 PA and MA and -20 HP for M/F. Why? As indicated before, Squires are better than these fellas in every stat and keeping the health as is is the same amount of Lancer which seems wrong to me. Basically, you pick Geomancer, you get: More of a punch but less health compared to a squire which gets: Less of a punch but more health.


No Objections


+40 HP and +5 C-Ev. Why? C'mon, a melee fighter with the same health as a TM? Don't be ridiculous. And dodging would be nice since historically were dodgy with things like "Blade Grasp" >_>


+20 HP, +1 PA, +1 SPD, +1 Jump, and +5 C-Ev. Why? They're inferior to Thieves in all those categories and it's fairly noticeable.


No Objections


No Objections


No Objections


+10 HP for Female Mime. Why? Too little HP imo.


Accumulate -> Add 2 CT. Why? Becomes too easy to abuse w/ mimicking
Throw Stone -> Change Multiplier to 5 and make it P-Ev, not M-Ev. Why? It's a physical attack and shouldn't do more damage than Magical spells
Wish -> Make it hit at 100% for a 10% heal. Why? Competes more fairly w/ PD even though it's weaker due to height tolerance.


Hi-Ether -> Change 70 for a 60 MP Heal Instead. Why? Excessive and puts Ether in the dust too much.
Auto Potion -> Change from 50 to a 100 HP Heal and reduce JP cost to 300. Why? Useless atm.
Equip Clothes -> When changing in the formation screen, this ability doesn't actually work. Fix this bug please >_>


Dia -> Decrease range by 1, change multiplier value from 14 to 12, and increase MP cost from 10 to 15. Why? Too good of a sniping tool atm.


Speed Save -> Change it to +20 CT OR scrap it entirely. Why? Speed's too abusive w/ things such as lore. My Speedsters Team also shows why clearly. If +20 CT, change it to 300 JP since 600 seems excessive
Projectile Guard -> Reduce JP Cost to 200. Why? Ranged attackers are not always and very often not present.


Martial Arts -> Reduce its effectiveness from a 1.5x (150%) bonus to PA attacks to a 1.25x (125%) one. Why? Multiplies PA too damn well and ridding of it seems excessive/too much of a penalty to Monks (i.e. no innate "Martial Arts" for Monks). Raise JP cost up to 300 as well. The formula for the reduction's here (http://ffhacktics.com/smf/index.php?topic=6999.0), so no ASM work required :D


Flare -> Increase its MP cost from 45 to 60. Why? Superior to Holy and every way and for 5 extra MP seems OP.


Salamander -> Scrap it. Why? It's the same MP cost as Ifirit and is weaker for more JP according to the Ability chart here (http://ffhacktics.com/smf/index.php?topic=5431.0) 0.o To be a tad weaker for 1 vert is not worth it making it too similar to Ifirit.
Zodiac -> (At the top of my head) Reduce Vert to 3, Reduce Y Value to 20, Increase AOE to 5, Increase MP to 55, Increase JP to 500. Why? Balance between that, Cyclops, and Bahamut.


Quickening -> Let it Burn! Why? Speed Accumulation's too damn good
Steal Heart -> No Gay Love! Why? Female Units are no good choice then other than for compat reasons which can easily be negated by Serpentarius.


Black Mail -> Raise Percentage to 35% (10% Increase). Why? 45% [(10 MA * 2 Constant) + 25%)] is too low for DA.
Persuade ->10 % Increase to Formula. Why? See "Black Mail"
Death Sentence -> 10% Increase to Formula. Why? See " "
Insult -> Ditto


Petrify -> Reduce CT to 5. Why? Too useless compared to Summon Magic.
Sleep -> Ditto


Formula -> Reduce range to 4 from 5, and make it faith dependent and reduce its Y value from 4 to 2. Why? Most people are going to optimize Geomancy and there's really no reason not to and it punishes those defensive units that run 40 Fa and get away with constant damage.
Attack UP -> Reduce from 4/3 Physical Attack increase to 5/4. Why? Stacking w/ Martial Arts is too damn good as well as melee units in general with a PA Setup.


Hoz Jump Costs -> Make them 150 JP increments (Lvl 2 = 150, Lvl 3 = 300, Lvl 4 = 450, Lvl 5 = 600) Why? Jump's mostly dependent on this, not the other way around
Vertical Jump Costs -> Make them 50 JP increments (Lvl 2 = 50, Lvl 3 = 100, Lvl 4 = 150...) Why? Most maps have a relatively flat surface meaning this shouldn't be the most important fact for "sniping" with spear/weapon in hand


Formula -> Make it Faith Dependent. Why? Same Reason as Geomancy, no need for 40 Fa Wizards running around using this.
Every Attack DO except Chiri-> Make CT = 2 (Same as Haste). Why? No MP Cost incurred other than M-Ev, which isn't easy to build up with.
Chirijiriaden -> Make CT = 3. Why? Most Powerful DO.


Shuriken -> Make it P-Ev. Why? Why not!? Magic Attacks are not common to block to begin with.
Two Swords -> Reduce JP Cost to 600. Why? To make it more usable and worthwhile. Too taxing as it is now at 700.


Bio 3 -> Reduce MP Cost to 18. Why? Bio 1 and 2 go up by multiples of 6. Doesn't make sense to put this handicap on it.
Damage Split -> Reduce JP Cost to 500. Why? 600 is too costly for a reaction ability especially since most people don't open up lore unless they're using a scholar.


MAJOR PROBLEMS WITH "Stat" STACKING, don't get this confused with "Status"!!!
Angel and Life Song -> Make so they're not mimickable. Why? Otherwise you get 400+ HP Heals at 3:16 - 3:40 (http://www.youtube.com/watch?v=472lsoiXUfI&fmt=18) which is outright bullshit. Even Dol, who made that team agrees with me on this one.
Cheer Song -> Make it so that it gives out a haste bonus. Why? Permanent Speed trumps Haste considering it already got nerfed to have a 5/4x speed increase instead of a 4/3 one.
Battle Song -> Make it so that it gives out a Protect bonus. Why? In that same video at 13:16 (http://www.youtube.com/watch?v=472lsoiXUfI&fmt=18), you'll see mimes do 999 Damage which is a problem.
Magic Song -> Make it so that it gives out a Shell bonus. Why? Same potential, but with DO/Geomancy users.
Nameless Song -> Make it so that it gives out a Reraise bonus. Why? Too many buffs stacked on top of it, and even so the AI rarely uses it for some reason.


MAJOR PROBLEMS WITH "Stat" STACKING, don't get this confused with "Status"!!!
Witch Hunt and Wiznaibus -> Like Angel/Life Song, they don't need to be mimicked. Why? Ditto, and it's so annoying to watch it being spammed.
Slow Dance -> Just the opposite of Cheer Song, decrease speed with the slow status, not -1 SPD. Why? Ditto (Abusive with mimicking).
Polka Polka -> Make it inflict the Berserk Status. Why? Ditto
Disillusion -> Make it inflict the Confuse Status. Why? Ditto
Nameless Dance -> Make it inflict Death Sentence. Why? Too Many negative buffs out there and too random to counter otherwise.





Escutcheon II -> Increase P-Ev and M-Ev to 30. Why? If the idea's it's got the best evasion, it needs more. Currently Aegis Shield Beats it in M-Ev.
Aegis Shield -> Reduce M-Ev to 25. Why? Cancel: Silence and +1 MA make it good enough.


FS Bag -> Give it Always: Protect. Why? Plenty of other gear out there which also give out +1 PA making this useless otherwise.
C Bag -> Give it Always: Shell. Why? Viable option between this and the Wizard Rod then.


"Oberisk" (Not Obelisk) -> Give it +1 Move. Why? Dragon Whisker's currently better in damage even with the +2 PA from this weapon. The mentality is snipe from a further distance for less damage or be forced to snipe from a closer distance for more damage. Again, balance.


Papyrus Plate -> Change Flare Proc to Holy. Why? Damage from Flare's too much coupled with this.
Monster Dictionary -> Change Choco Meteor to Dark Whisper. Why? C'mon motherfucker, Papyrus Plate needs competition with this + Madlmegen which could proc of statii of some sort!


These Bitches need MAJOR lovins.
Gold Staff -> Add Cancel: Silence to it. Why? Staff whacks are just not enough.
Rainbow Staff-> Add Initial: Haste (Last for 2 turns such as Act and Move). Why? Ditto
White Staff -> Add Initial Faith (Last for 2 full turns such as Act and Move). Why? Ditto


Poison Rod -> Cancel: Poison and Stop. Why? Why not!? Just cancelling poison is too shitty :O


Make all Axes one-handed. Why? They all have relatively low weapon power.


Koga and Iga Knives -> Switch the strengthening between the two around. Why? To boost the weapon and it's kind of assholish to force the player to use both in order to get only one of the boosts.


Ultimus Bow. Reduce its Range by 1 so it's 4 in total. Why? The Mythril Bow's a POS (Piece of Shit) then.


Synopsis: FUCK Stat boosting. I'd personally get rid of all the varieties on the "Heavy Armor" side since tanks pretty much become all the more powerful, which is completely unnecessary. To me, if you build an offensive unit. It should forego speed, not also have access to it and vice versa. May seem like a penalty in requesting that Martial Arts and Attack UP be toned down (I am biased for defense), so to remedy the problem, how about raise the Br and Fa level to 45 just to see how it plays out?

Side Notes: Monks don't need poles although I see the reasoning behind it (melee attack from a distance), but still overwritten by Wave Fist (As in Priority).

Paladins as expressed by others DON'T need access to Katanas. Leave that to Samurais.

Thieves DON'T need access to swords. Speedy units with blood sword I don't think so.

That's about it for now, I do believe I'll come up with more, but not at this moment in time :D
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 02, 2011, 07:04:41 am
Quote from: Wiz on August 02, 2011, 05:53:41 am
The number of items are fine. Having a larger pool of items (in particular elemental aborption-based ones) increases variety and creativity, which makes party synergy more prevalent (absorption of Earth/Holy/Dark + the standard three) and less stale (absorption of just F/I/L) contrary to Raven's ideas.


Do me a favor and don't put words in my mouth.  I didn't say "Don't have Absorb: Holy", that's dumb.  I said there's no reason to have 3 ways to do the same thing.   IE - by themselves, Helmets/Hats/Armors/Clothing/Robes have some decent distinction going on... but all that design space is also encroached upon in Shields and Accessories.  I'm not forced to reach to get a particular effect - if I don't like what I need to do to get it from source A, I get it from source B, and usually one combination is always optimal over all the others.  Tl;dr: Having access to everything isn't innately bad, it's that it doesn't feel like there's "work" in getting the properties you want onto your unit, because you can get what you want from so many different angles.  As a designer, forcing people to make a choice and stick to it is something you WANT to do... not give people so many angles that their choices rarely have a true drawback.

Quote from: Wiz on August 02, 2011, 05:53:41 am
The meta-game's not balanced due to exploitations like "Martial Arts + AU" Monks, Elemental, Draw Out, Sing/Dance + Miming, "X Save" abuse"


So you have a metagame of

1. Martial Arts + Attack UP.
2. Elemental.
3. Draw Out.
4. Perservering Mimes.
5. Stat Boost.
6. Rogue.

...That's a pretty decently varied spread if you're familiar with other competitive games.  Note that most metagames for most games are actually founded on "exploitations" of some kind.  

(Not to say these strategies probably shouldn't be weakened to allow room for even more, IE my aside on Martial Arts, etc.  Just saying that as far as metagames go, the fact you're complaining about 5 dominating strategies + rogues shows that Arena is actually moving in a positive direction currently.)

Quote from: Wiz on August 02, 2011, 05:53:41 am
-2 PA for males and -1 PA for females off the bat. Why? Multiplicative factors from "Marial Arts" and it's 150% (1.5x) boost is outright nonsense, which I'll get to later. Knights also in the past had always had an edge over and should stay that way imo.


And this is where I again just bring up the suggestion of getting rid of the nonsense boost - stacked multipliers are the leading cause of insane damage.

Quote from: Wiz on August 02, 2011, 05:53:41 am
Martial Arts -> Reduce its effectiveness from a 1.5x (150%) bonus to PA attacks to a 1.25x (125%) one. Why? Multiplies PA too damn well and ridding of it seems excessive/too much of a penalty to Monks (i.e. no innate "Martial Arts" for Monks).


If you got rid of it then gave them more PA to compensate for the lack of their huge retarded multiplier, they'd both have more of a reason to use either their ranged weapon (Poles I think, though why Monk has access to an MA*WP weapon is beyond me, these guys should really have Spears if you want them considering the less-damaging, two-panel attack) or an "Equip X" Weapon Support.  Basically, you fix the problem while opening the doors for more setups, enabling a more varied metagame.  Two for one, every Wednesday.

Quote from: Wiz on August 02, 2011, 05:53:41 am
Attack UP -> Reduce from 4/3 Physical Attack increase to 5/4. Why? Stacking w/ Martial Arts is too damn good as well as melee units in general with a PA Setup.


This is another reason to scrap Martial Arts - everyone else who needs Attack Up needs to suffer, everyone who uses Martial Arts as a non-innate needs to suffer, and anyone using Monk's PA for a non-Punch Art needs to suffer just to keep them with innate Martial Arts.  For someone who wants a more varied metagame, I should not need to explain what's wrong here.

Quote from: Wiz on August 02, 2011, 05:53:41 am
MAJOR PROBLEMS WITH "Stat" STACKING, don't get this confused with "Status"!!!
Battle Song -> Make it so that it gives out a Protect bonus. Why? In that same video at 13:16 (http://www.youtube.com/watch?v=472lsoiXUfI&fmt=18), you'll see mimes do 999 Damage which is a problem.
Magic Song -> Make it so that it gives out a Shell bonus. Why? Same potential, but with DO/Geomancy users.


To be fair in that Battle Song video, that team had lost years before those Mimes got anywhere near 999, and most instances of where the strategy is applied also sees the team either losing or winning long before it even hits 500 damage.  Also, Mimes are using a Quadratic Fist formula still if my memory is correct, so the leap from 500 to 999 is... honestly very small.  Basically, your problem here is coming from the abusing nature of the current Fist formula, allowing for every Battle Song to account for over double what it would for any non-punching unit.  Addressing Battle Song is like taking out a micro problem when you're really facing a macro problem.  As for Magic Song... notice how Battle Song is only an issue when Mimed and only hits those values because PA is factored twice, resulting in 1 PA meaning a huge damage increase.  MA doesn't even have this issue, and PA wouldn't either if Arena stopped using an incredibly piece-of-shit Fist formula and converted over to (PA+YY)/2*PA or PA*Y.  Fix the problem, don't kill the entire concept when it's merely demonstrated an overall larger problem.

Quote from: Wiz on August 02, 2011, 05:53:41 am
Slow Dance -> Just the opposite of Cheer Song, decrease speed with the slow status, not -1 SPD. Why? Ditto (Abusive with mimicking).
Polka Polka -> Make it inflict the Berserk Status. Why? Ditto
Disillusion -> Make it inflict the Confuse Status. Why? Ditto


This on the other hand is possibly a pretty good idea because you want games to end, and being able to ruin their PA and MA down to 1 is not conducive to that.  On the other hand, you won't know if your opponent uses PA or MA beforehand, often meaning you need a Dancer with each song or to have both Dancers knowing both songs... meaning you're reducing damage at only half the speed Battle Song can raise it, and the fact you can't control factors on the opponent such as Zodiac Compatibility means you can't control how well your hit rate on your half-speed reductions are.  Give that, at least the PA and MA reducing dances can likely stay as they are, though the SPD reducer should probably go, as should Bard's SPD buffer.

Quote from: Wiz on August 02, 2011, 05:53:41 am
Koga and Iga Knives -> Switch the strengthening between the two around. Why? To boost the weapon and it's kind of assholish to force the player to use both in order to get only one of the boosts.


That's... actually part of good design.  The player's forced to give up something in order to get something.  Having them boost themselves at no cost means they're basically (PA+SPD)/2*WP*1.25 damage instead of the (PA+SPD)/2*WP damage every other Ninja Blade weapon is restricted to.  ...That's NOT balance, to quote the explanation you like to use for most of your changes.  Make the player work for things and make setups actually have disadvantages.  Those are the kinds of things actually conducive to positive metagames, hence why I am for removing a lot of the encroachment shared by Items - to force those disadvantages to actually matter if you want something badly enough.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Barren on August 02, 2011, 07:22:11 am
Well if you want the miming of song and dance and such to be less OP, why not have it mimed only once so that way you can spend more time thinking of a creative combo for mimes to use during battle other than SOS (Same Old Shit)

Plus it wont overwhelm the team so unfairly that they can't come back from the wiznaibus/battle song/lich/elemental spam, ect. Mimes needs to be limited to 1 IMHO

Disagree anyone?
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 02, 2011, 07:44:05 am
Quote from: Barren on August 02, 2011, 07:22:11 amMimes needs to be limited to 1 IMHO

Disagree anyone?


The only problem is that taking that route slowly makes the rules needlessly complex and inconsistent.  You can only have two of everything... except Mimes... then starts the slippery slope of just making rules exceptions to toss a band-aide on things instead of just fixing the issue.  A rules exception should only exist when there is no other alternative.  There are clearly several alternatives worth looking into currently.  The main thing that doesn't seem to have much of an exception is Life Song... but a "this skill is unmimable" exception is far less questionable than actually changing the party construction rules themselves.  Either that, or just make the Songs Undead Reversed and make Mimes Undead or something so that Miming a Life Song is just not a good idea... there's a nice crazy solution to several issues at once. 
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Barren on August 02, 2011, 07:59:41 am
But what I am saying though is with 2 mimes and say 2 bards or 2 dancers or even 2 summoners can be pretty damn powerful....too powerful in fact especially if they are on a larger map and at times a medium map...small maps i don't think they'd be a problem but with spamming life song or wiznaibus 3 to 6 times is too much to take down for almost any team unless you're team is good at procing speed save, damage split, really anything to counter mime teams

Again its FFM's call and I'm fine with whatever happens really, its only a thought anyways...though I do understand where you're coming from Raven, it can be somewhat tediously complex....but still there has to be a way to not make miming teams OP but yet not UP
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Dol on August 02, 2011, 10:59:06 am
Admittedly, I know next to nothing about changing game mechanics.

However, if it is possible, can you make it where mimes cant mimic any songs or dances?  The only problem anyone has had with the stat increases is when you have a mime or two mimicing the songs.  Cheer Song/Slow Dance have low enough chances to hit that you cant really build a team around them as is.  The other stat boosts cant really snowball out of control with one cast per round.

If its impossible to change Mimes this way, then something will need to be done about the boosts & dances.  (Although I strongly disagree with Wiz's dances.  One decent Berserk or Confuse dance will win you the fight in one round.  No one wants that).

After rereading Raven's suggestions on Martial Arts, I've been persuaded with one caveat.  Ironically, I think that Mimes would need to keep it.  Boosting their PA to keep their punches from being tickles would be an issue given that they can mimic other weapon attacks that could end up being overpowered.

(work calls.  I'll finish this post this afternoon)

Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 02, 2011, 11:42:48 am
Quote from: Barren on August 02, 2011, 07:59:41 amAgain its FFM's call and I'm fine with whatever happens really, its only a thought anyways...though I do understand where you're coming from Raven, it can be somewhat tediously complex....but still there has to be a way to not make miming teams OP but yet not UP.


The problem seems to lie in Bard and Dancer, personally.  Who uses Wiznaibus without a Mime?  Who would if Mimes did not exist?  Same for the MP damage song, etc.  Life Song is borderline usable, but even then, I don't think I've at least seen anyone use them without Mimes.  In this sense, I'd call the problems the HP/MP affecting Songs/Dances themselves.  Like I said, a fix to the Fist formula alone fixes the Battle Song issue in a huge way, because a single PA point would mean far less than it does now.  (AKA, if Fists were PA*10, eg, a single PA point would be 10 damage.  So 20 PA and 10 Fist is 200 damage  But, with 20 PA, Fist damage is 20*20*.7, or 280, then adding a PA point makes it 21*21*.7, or 294 pre-Fury, pre-Martial Arts.  If we apply Martial Arts, the totals become respectively 300, 420, and 441.  Etc.  As you can see, changing the Fist formula alone cuts damage by about a fourth, and by removing Martial Arts, you remove the quadratic aspect of Fists which allows you higher PA totals.  This, in turn, would make a Battle Song Mime team scale in damage far, far slower than it does currently.)

Quote from: Dol on August 02, 2011, 10:59:06 amHowever, if it is possible, can you make it where mimes cant mimic any songs or dances?


That's a simple as a checkbox in FFTPatcher.  The issue with that would be sortof what I mentioned to Barren above - making a rules exception instead of addressing the issue.  It's not as drastic as banning the second Mime outright, but still not a favorable choice if you want Arena to have consistent rule setups.

Another simple alternate solution to the Songs and Dances is to outright make them adjust Fury and Faith - you get the same effect, but how drastic it can get is hard-capped by the Fury/Faith mechanic and using it now has a drawback.  (Like Wiz mentioned, Tanks that are buffed to huge levels lose a large part of their tankiness in trade for power, etc.)  Though this again would require a new Fist formula that removes the Brave factor somehow, or Mimes would be swinging for 1.35*PA*1.5*PA at 100 Fury, which'd still hurt like hell.  (With 20 PA, that's about 800 damage even, for the curious.  With the constant 10 I mentioned before, it becomes 1.35*20*1.5*10, or 400.  Yep, that quadratic element and Brave element affect the formula that much!)

  The only problem anyone has had with the stat increases is when you have a mime or two mimicing the songs.  Cheer Song/Slow Dance have low enough chances to hit that you cant really build a team around them as is.  The other stat boosts cant really snowball out of control with one cast per round.

Quote from: Dol on August 02, 2011, 10:59:06 amAfter rereading Raven's suggestions on Martial Arts, I've been persuaded with one caveat.  Ironically, I think that Mimes would need to keep it.  Boosting their PA to keep their punches from being tickles would be an issue given that they can mimic other weapon attacks that could end up being overpowered.


I don't think this is an issue because the AI isn't good at utilizing that aspect of the Mime, and because, assuming these changes, the Mime should STILL not be better than an Equip Weapon Monk by a huge margin, if it is at all.  In fact, this boost to non-Fist Mime damage would open a new team-design dynamic that should not be a problem at all if handled correctly.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: formerdeathcorps on August 02, 2011, 04:43:50 pm
Quote
Dia -> Decrease range by 1, change multiplier value from 14 to 12, and increase MP cost from 10 to 15. Why? Too good of a sniping tool atm.


To be honest, the ability to snipe away targets who were just brought up is useful and should be retained.
1) It stops fights from going too long because it gives the squad the slight advantage the ability to retain the initiative.  The fact that you can block it with M-EV and does light damage (equivalent to Fire1) should prevent it from being that strong, even as a sniping tool.

Quote
Formula -> Reduce range to 4 from 5, and make it faith dependent and reduce its Y value from 4 to 2. Why? Most people are going to optimize Geomancy and there's really no reason not to and it punishes those defensive units that run 40 Fa and get away with constant damage.


In Arena, not every physical skill is subject to fury or P-EV.  So why are we insisting that every magical skill be subject to faith or M-EV or CT?  If anything, there needs to exist magical and physical means of damaging someone without considering evasion or fury to check the squads that try using evasion or low fury/faith walling.
You do realize that optimized geomancy does a base of 160 damage currently, right?  Ignoring any changes to +Y, if you add in the standard faith multipliers, damage will be capped at around 80.  Against 40 faith, the damage is 45.  That's pathetic when compared to physical attacks that don't miss (like ninjitsu or repeating fist, or even dash at high PA).  The real problem I see with it:
1) Squires have 4 move + 4/5 range on geomancy + better stats than geomancer.  Thus, only squire can get this kind of maximized 160 damage.  (Geomancers cap at 144 damage, which was the maximum in S5 as well.)  In my opinion, squires should have -1 Move and geomancers should get +1 Speed to compensate for this obvious inequality.
2) Geomancy range certainly needs to be 4 or even 3.  However, remvoing AoE, status, or reducing power are all too much since all of those factors are needed to ensure parity with Draw Out (which does more damage than geomancy but is subject to M-EV) or Summon (which does more damage, but requires some minor charging).
3) If you really want to use Faith in this formula, geomancy should still be an anti-40 faith tank weapon.  Thus, I'd prefer to only consider caster faith, i.e...PA * MA * CasFa%.  This way, a maximum damage geomancer now functions like a summoner with slightly more HP but less damage and AoE (and is highly vulnerable to magic).  If you don't want 40 faith wizards spamming Draw Out like in S5, you can adjust Draw Out's Y values higher and do something like MA * Y * CasFa%.

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Accumulate -> Add 2 CT. Why? Becomes too easy to abuse w/ mimicking


Sadly, this would incur AI problems.  It's the same reason why Draw Out shouldn't have a CT timer.  I'd rather see (PA * 2 + 50)% so it's not consistent.  Quickening should be the same way.  Yell should be (PA * 2 + 65)% and only Cheer Up should be 100%.

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Wish -> Make it hit at 100% for a 10% heal. Why? Competes more fairly w/ PD even though it's weaker due to height tolerance.


I think the whole point of the squire class is to have varied but weak skills.  Thus, wish << PD << fairy.

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Martial Arts -> Reduce its effectiveness from a 1.5x (150%) bonus to PA attacks to a 1.25x (125%) one. Why? Multiplies PA too damn well and ridding of it seems excessive/too much of a penalty to Monks (i.e. no innate "Martial Arts" for Monks). Raise JP cost up to 300 as well. The formula for the reduction's here, so no ASM work required


Raven is right.  The biggest problem is:
1) PA * CasFury% * PA * (CasFur + 35)% * (TarFur +35)%.  NOtice that this formula is quadratic in terms of PA and CasFury.  That is what allows the crazy damage escalation (and why no one in their right mind would use a 40 Fury monk).  Thus, I propose the following damage formulas for monk:
Fists = PA * 10 * (CasFur + 35)% * (TarFur +35)%
PUNCH ART = PA * Y
2) Remove innate martial arts and scale the existing formulas to what monk would be if he had no innate martial arts * 5/4.

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This is another reason to scrap Martial Arts - everyone else who needs Attack Up needs to suffer, everyone who uses Martial Arts as a non-innate needs to suffer, and anyone using Monk's PA for a non-Punch Art needs to suffer just to keep them with innate Martial Arts.  For someone who wants a more varied metagame, I should not need to explain what's wrong here.


What if we made it so if you use a weapon, martial arts has no effect (even on moves like chakra)?  Then you reasonably would have a distinction between the two.  Speaking of which, keeping the multipliers at 3/2x (for Martial Arts) and 4/3x (for Attack Up) is fine.  The damage is already been reduced out of the 1HKO range from 1.3; there's no need to further this process.

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Angel and Life Song -> Make so they're not mimickable. Why? Otherwise you get 400+ HP Heals at 3:16 - 3:40 which is outright bullshit. Even Dol, who made that team agrees with me on this one.
Cheer Song -> Make it so that it gives out a haste bonus. Why? Permanent Speed trumps Haste considering it already got nerfed to have a 5/4x speed increase instead of a 4/3 one.
Battle Song -> Make it so that it gives out a Protect bonus. Why? In that same video at 13:16, you'll see mimes do 999 Damage which is a problem.
Magic Song -> Make it so that it gives out a Shell bonus. Why? Same potential, but with DO/Geomancy users.
Nameless Song -> Make it so that it gives out a Reraise bonus. Why? Too many buffs stacked on top of it, and even so the AI rarely uses it for some reason.
Witch Hunt and Wiznaibus -> Like Angel/Life Song, they don't need to be mimicked. Why? Ditto, and it's so annoying to watch it being spammed.
Slow Dance -> Just the opposite of Cheer Song, decrease speed with the slow status, not -1 SPD. Why? Ditto (Abusive with mimicking).
Polka Polka -> Make it inflict the Berserk Status. Why? Ditto
Disillusion -> Make it inflict the Confuse Status. Why? Ditto
Nameless Dance -> Make it inflict Death Sentence. Why? Too Many negative buffs out there and too random to counter otherwise.


0) Not allowing mimicry of the healing/damaging songs is understandable, but I don't see exactly why that synergy needs to be removed (since that's about 50% of the reason why most people even choose having mimes).  Granted, I don't have too many good ideas that don't require ASM, but if we must:
Life Song (12 MP per use [remember, this is every time life song goes off])
Angel Song (66% accuracy)
Wiznaibus (P-EV)
Witch Hunt (M-EV)
1) I see nothing wrong with +/- 1 PA/MA/SP, provided there exists a hard-coded cap on how much each team can gain/lose (this ASM exists).  Doing it this way would allow mimes to retain the ability to mimic songs and dances.  Changing to +Fury/Faith/Haste reduces the generality of bards/dancers (because not everything is affected by fury/faith and nor should everything, really), so that's not as good an idea, I think.  Adding only protective statii is dumb for AI reasons (see below) and reduces bards only to defensive support (Arena already has enough of those).
2) Are you sure the AI isn't using nameless song or that most people don't have a team with the skill/synchronized to use it?  Positive statii (except haste) are used by the AI defensively, not preemptively.  Thus, protect/shell/reraise will only be added when a unit is hurt and only when the AI can't heal everyone's HP instead.  Since bard can heal everyone's HP, if you have life song, nameless song will never be used.  What it currently adds is fine.  Not being mimicked here is a good idea, though.
3) Mass Confusing the enemy can cause matches to not end due to AI glitches.  Mass berserk can backfire, unlike -1 PA.  Overall, what you're asking for would constitute an unneeded nerf to dancer.
4) Nameless dance is unpredictable in landing statii and thus is hard to counter?  That's precisely why it should be kept in its current formulation.  Any competitive game should always have a risky strategy that's not easy to counter.  This way, even a "perfect" squad can lose on a bad day and the it becomes much harder to counter everything.  However, mimicking it is asking for too much.

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Shuriken -> Make it P-Ev. Why? Why not!? Magic Attacks are not common to block to begin with.


Reasoning issues aside, the reason why you even see so many M-EV skills was because of the ASM that Pride made, which was a copy of the Rafa skillset, but with PA * Y.  It's fairly simple to switch to P-EV, though.  Personally, however, I'm all for adding an element of unpredictability (having a skillset with attacks blocked by P and M-EV) so the enemies have to be well built to block everything.

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Steal Heart -> No Gay Love! Why? Female Units are no good choice then other than for compat reasons which can easily be negated by Serpentarius.


Agreed.  If you want to charm males, you should have less HP.
The second half of your sentence, however, is ridiculous.  Those compat reasons also extend into your own team (i.e. buffs/heals are more effective), but this is a debate for another place.

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Flare -> Increase its MP cost from 45 to 60. Why? Superior to Holy and every way and for 5 extra MP seems OP.


Make flare reflectable and holy not reflectable.  Then increase the MP cost to 50.  I don't mind a stronger and more MP efficient spell, but it should have more counters (just like how DO > geomancy in damage, but DO is evadable).

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It's not as drastic as banning the second Mime outright, but still not a favorable choice if you want Arena to have consistent rule setups.


I'd argue balance and strategic complexity comes before consistency.  That's why I went with my faith idea for Draw Out and Geomancy.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Pride on August 02, 2011, 05:04:44 pm
QuoteReasoning issues aside, the reason why you even see so many M-EV skills was because of the ASM that Pride made, which was a copy of the Rafa skillset, but with PA * Y.  It's fairly simple to switch to P-EV, though.  Personally, however, I'm all for adding an element of unpredictability (having a skillset with attacks blocked by P and M-EV) so the enemies have to be well built to block everything.


Just here to say I didn't create the asm used for arena.


I haven't participated in this round of arena... So I don't have anything to add other then that I think Mimicing Song/Dance and Quickening both should die in a fire.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 02, 2011, 05:22:26 pm
Quote from: formerdeathcorps on August 02, 2011, 04:43:50 pm1) I see nothing wrong with +/- 1 PA/MA/SP, provided there exists a hard-coded cap on how much each team can gain/lose (this ASM exists).  Doing it this way would allow mimes to retain the ability to mimic songs and dances.  Changing to +Fury/Faith/Haste reduces the generality of bards/dancers (because not everything is affected by fury/faith and nor should everything, really), so that's not as good an idea, I think.  Adding only protective statii is dumb for AI reasons (see below) and reduces bards only to defensive support (Arena already has enough of those).


I considered that too, but it seemed like an unnatural and intangible "cap."  A Fury/Faith "cap" is more natural to Arena's mechanics, and it makes moves like Accumulate still have their place over Battle Song and Magic Song - giving the player an actual "do I want X or Y effect" choice, instead of just two ways to raise PA - a continuous option that's faster and easily Mimed, but riskier and caps, or a slower option that's also easily Mimed but has no cap and less risk.  I think it'd add a nice bit of parity to Mime-based buff teams and buff teams in general.

Quote from: formerdeathcorps on August 02, 2011, 04:43:50 pmWhat if we made it so if you use a weapon, martial arts has no effect (even on moves like chakra)?  Then you reasonably would have a distinction between the two.


That... has absolutely nothing to do with what I was talking about.

I was saying that if we reduced Martial Arts and Attack UP just to keep Martial Arts innate on Monk, a Thief (e.g.) subbing Punch Art and Martial Arts is now heavily debuffed for no reason, as is any non-Monk attacker using Attack UP.  In the same vein, since his proposition makes both Attack UP and Martial Arts 1.25%, there's no reason to ever choose Martial Arts over Attack UP as a Support... basically giving Martial Arts no reason to exist unless you made it cost next to nothing so people could use it as a poor man's Attack UP. Etc.  You see where this is going - basically everyone loses because people are insisting Monks keep an innate Support instead of just removing it and rebalancing PA - in which case literally nobody loses.  

Aside:  Your Punch Art formula should be (PA+X)*Y or something most likely.  It'd make scaling the skills easier, but that's neither here nor there.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 03, 2011, 05:20:09 am
(Ugh. August has been off to quite the bad start.)

Oh, I'd totally be up for brutally murdering Martial Arts. I just didn't want to open that bag of worms again since I'm pretty sure I've nagged FFMaster about it before and everyone knows that I'm almost as biased against Monks as I am Chemist.

Ugh. This post is going to be a lot longer than I would like, but it's not my fault this thread literally doubled in size yesterday. I swear. You stare at something and it doesn't change and then you shift your attention and....

Anyway, this is going to be another wall of text, though multi-quote style, so it may more bearable or less bearable than before. You have been warned.

Quote from: Wiz on August 02, 2011, 05:53:41 amUnlike The Damned, my info will be consolidated in spoilers properly the first time and actually be organized :P


It truly pains me to realize that not only I have to do the function for decimal lists manually now, but there's no real point in using it for the things I actually want to use it for because it can't space itself.

Quote from: Wiz on August 02, 2011, 05:53:41 am
Accumulate -> Add 2 CT. Why? Becomes too easy to abuse w/ mimicking
Throw Stone -> Change Multiplier to 5 and make it P-Ev, not M-Ev. Why? It's a physical attack and shouldn't do more damage than Magical spells
Wish -> Make it hit at 100% for a 10% heal. Why? Competes more fairly w/ PD even though it's weaker due to height tolerance.


As FDC said, giving Accumulate a CT would just screw up things for the computer, unfortunately. Otherwise, agree with this, though 10% might a bit much for 100% since Revive is only 20%. Maybe 5%?

Quote from: Wiz on August 02, 2011, 05:53:41 am
Hi-Ether -> Change 70 for a 60 MP Heal Instead. Why? Excessive and puts Ether in the dust too much.
Auto Potion -> Change from 50 to a 100 HP Heal and reduce JP cost to 300. Why? Useless atm.
Equip Clothes -> When changing in the formation screen, this ability doesn't actually work. Fix this bug please >_>


I wasn't aware that Equip Clothes didn't work, but literally no one has used it. I wonder if it affects any of the other Equip X abilities (that people haven't used) like Equip Magegear....

Also, Auto Potion at 100 seems a bit much given that damage usually doesn't break 200+ unless it's going to OHKO anyway. I'm not really sure what it should be, though, since 50 IS weak. Hmm....

Quote from: Wiz on August 02, 2011, 05:53:41 am
Speed Save -> Change it to +20 CT OR scrap it entirely. Why? Speed's too abusive w/ things such as lore. My Speedsters Team also shows why clearly. If +20 CT, change it to 300 JP since 600 seems excessive
Projectile Guard -> Reduce JP Cost to 200. Why? Ranged attackers are not always and very often not present.


20+ CT might a bit much, but then again, it is 4 v 4, so that would probably work here.

200 JP seems a bit...low considering it almost completely blocks 3 types of weapons if your Brave/Fury is high enough. Perhaps 250?

Quote from: Wiz on August 02, 2011, 05:53:41 am
Salamander -> Scrap it. Why? It's the same MP cost as Ifirit and is weaker for more JP according to the Ability chart here (http://ffhacktics.com/smf/index.php?topic=5431.0) 0.o To be a tad weaker for 1 vert is not worth it making it too similar to Ifirit.
Zodiac -> (At the top of my head) Reduce Vert to 3, Reduce Y Value to 20, Increase AOE to 5, Increase MP to 55, Increase JP to 500. Why? Balance between that, Cyclops, and Bahamut.


You realize Salamander is AoE 3, right? Also, a non-elemental AoE of 5 with Y as 20 is...extremely overpowered, almost broken, for something that isn't avoidable.

Perhaps increasing the AoE is indeed the way to go though, like Shade suggested, when it comes to Zodiac. Then again, even an AoE 3 non-elemental spell might be a bit much....

Quote from: Wiz on August 02, 2011, 05:53:41 am
Formula -> Reduce range to 4 from 5, and make it faith dependent and reduce its Y value from 4 to 2. Why? Most people are going to optimize Geomancy and there's really no reason not to and it punishes those defensive units that run 40 Fa and get away with constant damage.
Attack UP -> Reduce from 4/3 Physical Attack increase to 5/4. Why? Stacking w/ Martial Arts is too damn good as well as melee units in general with a PA Setup.


If Attack UP were to change, then Magic Attack UP, Magic Defense UP and Defense UP would have to change as well since arguably physical classes still have the advantage (sans Flare and Raise 2) over magic.

Quote from: Wiz on August 02, 2011, 05:53:41 am
Formula -> Make it Faith Dependent. Why? Same Reason as Geomancy, no need for 40 Fa Wizards running around using this.
Every Attack DO except Chiri-> Make CT = 2 (Same as Haste). Why? No MP Cost incurred other than M-Ev, which isn't easy to build up with.
Chirijiriaden -> Make CT = 3. Why? Most Powerful DO.


Draw Out can't take CT (or MP), unfortunately. They're...annoying like that.

Quote from: Wiz on August 02, 2011, 05:53:41 amspoiler=Ninjitsu]Shuriken -> Make it P-Ev. Why? Why not!? Magic Attacks are not common to block to begin with.
Two Swords -> Reduce JP Cost to 600. Why? To make it more usable and worthwhile. Too taxing as it is now at 700.[/spoiler]


Does Shuriken really need to be physically evadable given how little damage individual blows do? I mean, I guess I could see why since it does hit 4 times, but it seems kind of...pointless to be the one of all the Ninjutsu skills to worry about, even given its range.

Quote from: Wiz on August 02, 2011, 05:53:41 am
Bio 3 -> Reduce MP Cost to 18. Why? Bio 1 and 2 go up by multiples of 6. Doesn't make sense to put this handicap on it.
Damage Split -> Reduce JP Cost to 500. Why? 600 is too costly for a reaction ability especially since most people don't open up lore unless they're using a scholar.


While I can perhaps agree with Bio 3's reduction, I have to vehemently be against lowering Damage Split's JP. Trust me. People do still constantly open up Scholar just to get it considering how good it still is.

Quote from: Wiz on August 02, 2011, 05:53:41 am
MAJOR PROBLEMS WITH "Stat" STACKING, don't get this confused with "Status"!!!
Angel and Life Song -> Make so they're not mimickable. Why? Otherwise you get 400+ HP Heals at 3:16 - 3:40 (http://www.youtube.com/watch?v=472lsoiXUfI&fmt=18) which is outright bullshit. Even Dol, who made that team agrees with me on this one.
Cheer Song -> Make it so that it gives out a haste bonus. Why? Permanent Speed trumps Haste considering it already got nerfed to have a 5/4x speed increase instead of a 4/3 one.
Battle Song -> Make it so that it gives out a Protect bonus. Why? In that same video at 13:16 (http://www.youtube.com/watch?v=472lsoiXUfI&fmt=18), you'll see mimes do 999 Damage which is a problem.
Magic Song -> Make it so that it gives out a Shell bonus. Why? Same potential, but with DO/Geomancy users.
Nameless Song -> Make it so that it gives out a Reraise bonus. Why? Too many buffs stacked on top of it, and even so the AI rarely uses it for some reason.


MAJOR PROBLEMS WITH "Stat" STACKING, don't get this confused with "Status"!!!
Witch Hunt and Wiznaibus -> Like Angel/Life Song, they don't need to be mimicked. Why? Ditto, and it's so annoying to watch it being spammed.
Slow Dance -> Just the opposite of Cheer Song, decrease speed with the slow status, not -1 SPD. Why? Ditto (Abusive with mimicking).
Polka Polka -> Make it inflict the Berserk Status. Why? Ditto
Disillusion -> Make it inflict the Confuse Status. Why? Ditto
Nameless Dance -> Make it inflict Death Sentence. Why? Too Many negative buffs out there and too random to counter otherwise.


I can get behind Cheer Song causing Haste and Slow Dance causing, well, Slow, even if it actually works against the plan to try to make things more accountable to Faith. I can't get behind anything else, though.

To start off, Berserk and Confusion statuses would make Disillusion and Polka Polka MORE abusive with Mimes since they have unlimited duration, basically forcing every team to be immune to Berserk and/or Confusion unless they want things to be really stupid. You know how the AI acts with regards to Death Sentence and not going after whomever is afflicted even though a lot of the time that unit is still a huge problem? Confusion is usually that tenfold (unless you're using Thieves, and that class hardly needs more of an edge now) unless the AI can do 50+% of that unit's HP in damage in one strike. So...yeah.

Nameless Dance is fine. Okay, maybe change Stop into Don't Move or something, but then it becomes pretty toothless for its CT and hit rate, especially with how much Esuna and Stigma Magic cure currently. Stop's pretty much the only "dangerous" thing about Nameless Dance now that it's not Frogging or Confusing people from the across the map.

With regards to Nameless Song, I believe the AI rarely uses it because it's probably still flagged as Random or else it's all the AI would do since it just sees Haste and Regen and not that they only have a chance to occur rather than a certainty. Without the Random flag, the AI would keep spamming it like the old Masamune when ARENA first started up that randomly did Haste OR Regen, but the AI saw it as both (and would thus stupidly prioritize over EVERYTHING else, even healing).

Speaking of healing, I can get behind Life Song restoring less HP and being slightly longer than CT. Same with Angel Song and MP. I think they're fine being Mimicked, though. Same with Wiznaibus/With Knives and Witch Hunt, especially since those would be very unlikely to be used without Mimic.

Quote from: Wiz on August 02, 2011, 05:53:41 am
FS Bag -> Give it Always: Protect. Why? Plenty of other gear out there which also give out +1 PA making this useless otherwise.
C Bag -> Give it Always: Shell. Why? Viable option between this and the Wizard Rod then.


I can't say I agree with this, unless Bags become Forced Two Hands or something and even then....

Also, I don't think that FFMaster has any Item Attribute space left over with which to make these happen anyway.

Quote from: Wiz on August 02, 2011, 05:53:41 am
These Bitches need MAJOR lovins.
Gold Staff -> Add Cancel: Silence to it. Why? Staff whacks are just not enough.
Rainbow Staff-> Add Initial: Haste (Last for 2 turns such as Act and Move). Why? Ditto
White Staff -> Add Initial Faith (Last for 2 full turns such as Act and Move). Why? Ditto


I could get behind these. Unfortunately, as with Bags, I don't think FFMaster has the free Item Attribute Space for the last two; Gold Staff should be doable, though, and it does need a boost....

Quote from: Wiz on August 02, 2011, 05:53:41 am
Poison Rod -> Cancel: Poison and Stop. Why? Why not!? Just cancelling poison is too shitty :O


I can't say I agree with this, even if the Item Attribute space was available (unless there was a lot left available). Should Rods get an increase in WP and Two Swords/Equip Magegear see a drop, these could be pretty obnoxious given the 100% Poison.

Quote from: Wiz on August 02, 2011, 05:53:41 am
Koga and Iga Knives -> Switch the strengthening between the two around. Why? To boost the weapon and it's kind of assholish to force the player to use both in order to get only one of the boosts.


If it's assholish, then that's Squaresoft's doing since FFMaster literally didn't change those aspects. Also, I could see your point if Ninja didn't have Two Swords innate, but since they do...yeah. Even the "sacrifice" that RavenofRazgriz talked isn't much for them given they can use both weapons freely at the same time innately.

Quote from: Wiz on August 02, 2011, 05:53:41 am
Ultimus Bow. Reduce its Range by 1 so it's 4 in total. Why? The Mythril Bow's a POS (Piece of Shit) then.


Mythril Bow is fine. 1 Speed is rather significant (or will be, once Quickening, Speed Save and Cheer Song die in a fire). I suppose I could agree with this even having said that, if not for the fact that Ultimus Bow would then become a POS because at 4-range, there would be next to no reason to use it over a Cross Bow given that you get a shield with the crossbow.

Quote from: Wiz on August 02, 2011, 05:53:41 amThieves DON'T need access to swords. Speedy units with blood sword I don't think so.


Hmmm...I guess I can agree with this; I honestly hadn't paid much attention to the fact ARENA Thieves can equip Swords innately. Although, as problematic as Thieves currently are, I think it's more a problem with Blood Sword itself and that all absorption abilities in FFT heal for the full damage they do than with Thief's Speedy Gonzalez routine--minus speed-boosting abilities, of course, since then pretty much ANY class is OP with a Blood Sword after getting enough speed.

Quote from: Barren on August 02, 2011, 07:22:11 am
Well if you want the miming of song and dance and such to be less OP, why not have it mimed only once so that way you can spend more time thinking of a creative combo for mimes to use during battle other than SOS (Same Old Shit)

Plus it wont overwhelm the team so unfairly that they can't come back from the wiznaibus/battle song/lich/elemental spam, ect. Mimes needs to be limited to 1 IMHO


Eh...it doesn't really solve the problem, at least in the case of magicians since three Summoners and 1 mime still equips 6 Summons, even if that two of those six summons have to be different. Even in the case of stat Song and Wiznaibus, it just seems like artificially dealing with the problem.

Honestly, Mimes just need to not be allowed to Mimic stat-affecting abilities, even if they lose Martial Arts and even if there's an "artificial" stat-cap via that ASM.

Life Song and Wiznaibus/With Knives being able to be Mimiced is fine (if the CT is increased and the amount they do decreased, though that in turns makes them MORE dependent on Mimes, not less). Sure, it will still be "boring", but, eh, not everything can be "exciting". Besides, it's not like you guys are doing tournament matches again. You can decline to just run teams that use Mime plus whatever Song or Dance since it DOES take up a lot of time usually and everything you're doing is from the kindness of your own heart (or whatever organ, let's say "brain" to be less cheesy). It's not exactly like those teams can sneak up on you anyway since you have to put their abilities in a spreadsheet before you can even run a match.

I'm not sure what to do about Summon stuff, though I think as a whole Summon magic probably needs to be weaker anyway.

Quote from: RavenOfRazgriz on August 02, 2011, 07:44:05 am
The only problem is that taking that route slowly makes the rules needlessly complex and inconsistent.  You can only have two of everything... except Mimes... then starts the slippery slope of just making rules exceptions to toss a band-aide on things instead of just fixing the issue.  A rules exception should only exist when there is no other alternative.  There are clearly several alternatives worth looking into currently.  The main thing that doesn't seem to have much of an exception is Life Song... but a "this skill is unmimable" exception is far less questionable than actually changing the party construction rules themselves.  Either that, or just make the Songs Undead Reversed and make Mimes Undead or something so that Miming a Life Song is just not a good idea... there's a nice crazy solution to several issues at once. 


Making Mimes Undead would be pretty bad if the current Cursed Ring situation is any indication. Similarly, making Life Song actually damage the Undead when it's already one of only two healing skills that doesn't--the other being Chakra--seems rather unfair/unnecessary.

Besides, I thought the "Undead Reverse" toggle only affected AI Behavior rather than the actual skill itself.

I otherwise agree that limiting things to 1 Mime is just a band-aid that doesn't really get at the problem and only starts a slippery slope problem.

Quote from: Dol on August 02, 2011, 10:59:06 amHowever, if it is possible, can you make it where mimes cant mimic any songs or dances?  The only problem anyone has had with the stat increases is when you have a mime or two mimicing the songs.  Cheer Song/Slow Dance have low enough chances to hit that you cant really build a team around them as is.  The other stat boosts cant really snowball out of control with one cast per round.


As Raven already pointed out, there's literally just a toggle for it in FFTPatcher. So you could make it that all Songs & Dances can be Mimicked (as is the current situation), no Songs or Dances can be Mimcked (as is your suggestion) or that certain Songs & Dances, say the stat-affecting ones, can't be Mimicked while the other ones can (as per my suggestion). It's quite flexible and, as of yet, I don't think that I've run into any problems with it changing things around and making things within the same skill set not all able to be Mimed.

Quote from: RavenOfRazgriz on August 02, 2011, 11:42:48 amLife Song is borderline usable, but even then, I don't think I've at least seen anyone use them without Mimes.


*raises hand*

I've used Life Song at least thrice without any Mimes, but then again, I tend to build (shitty) theme teams, so don't mind me....

Quote from: RavenOfRazgriz on August 02, 2011, 11:42:48 am
Another simple alternate solution to the Songs and Dances is to outright make them adjust Fury and Faith - you get the same effect, but how drastic it can get is hard-capped by the Fury/Faith mechanic and using it now has a drawback.  (Like Wiz mentioned, Tanks that are buffed to huge levels lose a large part of their tankiness in trade for power, etc.)


That's perhaps good for Songs, but it seems like a pretty horrible idea for Dances. Didn't you recently run into a problem in your own patch with regards to Fury and it getting to really low values, making dealing damage impossible? You think that Polka Polka is bad now? Matches would likely end up stalemating (or being extremely boring) if there was a -Brave/-Fury Dance, which wouldn't even affect all physical attacks, so it would probably just end up detrimental to the team actually using it, which is...bad. [/understatement]

Similarly, the -Faith Dance would be even more worthless than Witch Hunt, which is saying something considering no one has yet to use it, given the only thing that would exploit the lower-Faith would be, what, Ninjutsu? Given there are only 3 low-Faith "punishing" attacks and they're all elemental, it doesn't exactly seem like that Dance would ever get used either.

So, if we're fine with screwing over Dancer (and Mediator) even further, then Fury/Faith Song & Dance sound like an interesting idea. Otherwise....

Quote from: formerdeathcorps on August 02, 2011, 04:43:50 pm0) Not allowing mimicry of the healing/damaging songs is understandable, but I don't see exactly why that synergy needs to be removed (since that's about 50% of the reason why most people even choose having mimes).  Granted, I don't have too many good ideas that don't require ASM, but if we must:
Life Song (12 MP per use [remember, this is every time life song goes off])
Angel Song (66% accuracy)
Wiznaibus (P-EV)
Witch Hunt (M-EV)


I basically agree with everything that FDC has to say, though I just wanted to point this part out since, Life Song typo aside, I'm not sure how much I agree with it and we're focusing on Song and Dance a lot anyway. Granting evasion to Wiznaibus/With Knives and Witch Hunt seems like it hurts them a lot more than Song's suggested changes, even with the loss of certainty that Angel Song would have.

No one has used Witch Hunt when it's only 4 CT and not evadable. I can't see allowing it to be subject to magical evasion exactly helping matters. Wiznaibus/With Knives also becomes a lot worse between all the reactions that can make it backfire and how common (significant) physical evasion is. Maybe if you could make it not trigger certain reactions (like HP Restore), but I don't think we can affect Countergrasp reactions still....

Also, Life Song should probably be around 20-25 HP. Anything lower would be pathetic even with a Mime and anything higher, as it is now, would be rather abusive with one, especially with the 4 CT it has now. Making it into a guaranteed sort of Distribute seems like the way to go rather than taking a nerf-bat to its knees.

Angel Song is probably fine at 12 MP, though, if that's what you meant.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 03, 2011, 01:01:56 pm
Quote from: The Damned on August 03, 2011, 05:20:09 amMaking Mimes Undead would be pretty bad if the current Cursed Ring situation is any indication. Similarly, making Life Song actually damage the Undead when it's already one of only two healing skills that doesn't--the other being Chakra--seems rather unfair/unnecessary.

Besides, I thought the "Undead Reverse" toggle only affected AI Behavior rather than the actual skill itself.


Both of those are easily fixed by ASM I know FFMaster is more than capable of, and it was more of an offhanded thought than a serious suggestion.  Outside of fixing useless formula, I prefer the path of least resistance.  Alternatively, we can just put Life Song and Angel Song on a 50% Hit Rate, putting them in parity with the other songs because they already play far more often than them.  I think this is probably the best solution, personally, since it keeps everything consistent with how Songs work.  (Wiznaibus and Witch Hunt should also see this change for the sake of parity since spamming Mimes with Wiznaibus can also be a quick way to wear down teams, but they should no longer trigger any Reactions in that case.  I just like making their accuracy all 50% over hacking them to do odd things like accept MP or Evasion, it keeps the skills more in-line with each other, and could possibly even allow their base to be buffed pending testing.)

Quote from: The Damned on August 03, 2011, 05:20:09 amThat's perhaps good for Songs, but it seems like a pretty horrible idea for Dances. Didn't you recently run into a problem in your own patch with regards to Fury and it getting to really low values, making dealing damage impossible? You think that Polka Polka is bad now? Matches would likely end up stalemating (or being extremely boring) if there was a -Brave/-Fury Dance, which wouldn't even affect all physical attacks, so it would probably just end up detrimental to the team actually using it, which is...bad.


Note your last line - it doesn't affect all Physical or Magical attacks.  I removed it from Redesign because at least one of them DID affect literally everything.  Hell, if you look at Mediator, they can drop Fury/Faith in increments of 25... and when you consider a perservering Dance would likely drop them in increments of 4 with 50% Accuracy... it's far less of an issue.  The thing just becomes that you can't expect to drop their Fury and win via Fury based attacks... or drop their Faith and do the same, meaning you either use unaffected skills such as Elemental yourself or only use one while running high in the other.  If Arena intends to keep skills that aren't affected by Fury or Faith, or skills like Ninjas which use UnFaith or UnFury, then there's no reason not to tap the design space those kinds of things open up by exploring the above.

Also, you want boring, go look at the team I just submitted.  I MADE boring.

Quote from: The Damned on August 03, 2011, 05:20:09 amSimilarly, the -Faith Dance would be even more worthless than Witch Hunt, which is saying something considering no one has yet to use it, given the only thing that would exploit the lower-Faith would be, what, Ninjutsu? Given there are only 3 low-Faith "punishing" attacks and they're all elemental, it doesn't exactly seem like that Dance would ever get used either.


Notice that there are Flare-based teams.  -Faith kills them, and it also kills other things such as Summon and White Magic.  -MP isn't useful often because most teams can restore MP.  Under this schema, without an appropriately learned Bard or Mediator, you can't restore Faith, so that 4% to damage is lost forever.  That seems pretty decent, considering everything, if only because you can expand the strategy beyond a Flare-hoser by using the Ninja skillset in some manner.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 03, 2011, 09:56:20 pm
(So, FFMaster, when had you intended for 131 Beta to be out anyway?)

I'm still thinking about those 3 Poles for the record. It's just that the last two days have been rather...bad.

Quote from: RavenOfRazgriz on August 03, 2011, 01:01:56 pm
Both of those are easily fixed by ASM I know FFMaster is more than capable of, and it was more of an offhanded thought than a serious suggestion. Outside of fixing useless formula, I prefer the path of least resistance.


"Fixed" as in...do damage to Undead instead of heal them? Or...?

I'm curious, since I often agree with your ideas, provided you couldn't just completely kill it, I feel I must ask this: What would you do to fix Cursed Ring?

Quote from: RavenOfRazgriz on August 03, 2011, 01:01:56 pmAlternatively, we can just put Life Song and Angel Song on a 50% Hit Rate, putting them in parity with the other songs because they already play far more often than them.


I'm not sure I'm comfortable with making Bard (and Dancer, for the sake of "parity") so very unreliable when a mere additional CT seems like it would solve at least half of the problem.

I guess I'd be for if you could make Wiznaibus/With Knives ignore reactions, but Song and Dance formulas are rather...fickle as to what they accept.

Quote from: RavenOfRazgriz on August 03, 2011, 01:01:56 pm
Note your last line - it doesn't affect all Physical or Magical attacks.  I removed it from Redesign because at least one of them DID affect literally everything.  Hell, if you look at Mediator, they can drop Fury/Faith in increments of 25...


Which is why I said in that wall of changes that Mediator's Threaten and Solution should drop to a decrease of 20 at best.

Quote from: RavenOfRazgriz on August 03, 2011, 01:01:56 pm...and when you consider a perservering Dance would likely drop them in increments of 4 with 50% Accuracy... it's far less of an issue.


Oh, only increments of 4? You didn't specify the amount, so I wasn't sure. I was thinking you suggesting like -10 or something. To be truthful, -4 seems...underwhelming.

Quote from: RavenOfRazgriz on August 03, 2011, 01:01:56 pmThe thing just becomes that you can't expect to drop their Fury and win via Fury based attacks... or drop their Faith and do the same, meaning you either use unaffected skills such as Elemental yourself or only use one while running high in the other.  If Arena intends to keep skills that aren't affected by Fury or Faith, or skills like Ninjas which use UnFaith or UnFury, then there's no reason not to tap the design space those kinds of things open up by exploring the above.


I'm aware of that. The thing is, though, that tapping that design space pretty much pushes classes and skill sets that are already are stronger than most. It seems rather unnecessary to add a mass -Faith ability when magic is still arguably struggling besides Flare, Titan & Bahamut and the Raise spells.

Maybe after the floor of 50 Faith is installed, but I'd rather not do both things at once even if I end up being convinced we should do the Fury & Faith Song & Dance at all.

Quote from: RavenOfRazgriz on August 03, 2011, 01:01:56 pmAlso, you want boring, go look at the team I just submitted.  I MADE boring.


And? Provided that it's even effective doesn't mean that another situation would be any less boring.

Quote from: RavenOfRazgriz on August 03, 2011, 01:01:56 pmNotice that there are Flare-based teams.  -Faith kills them, and it also kills other things such as Summon and White Magic.  -MP isn't useful often because most teams can restore MP.  Under this schema, without an appropriately learned Bard or Mediator, you can't restore Faith, so that 4% to damage is lost forever.  That seems pretty decent, considering everything, if only because you can expand the strategy beyond a Flare-hoser by using the Ninja skillset in some manner.


I'd rather not make new move solely to be a hoser for things that will likely be getting nerfed already anyway, especially when it also screws over far more things that aren't as abused.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: FFMaster on August 04, 2011, 04:07:49 am
(The plan is for it to be out about a week after fdc releases his formula stuff, since it will make the patch cleaner to edit/etc, not to mention the new formulas it is advertising. I'm expecting at least 10 bugs on release though, so expect versions b,c,d,etc.)

Just to put my foot down, don't judge magic based on Flare. Everyone agrees it is too powerful, just pretend it doesn't exist and judge the rest of magic from there.

Here are some random ideas flying through my head right now(some from IRC for those who aren't actively there):

- A mage(thinking Oracle right now) has all his/her spells as Unfaith. On IRC, Eternal objected to this, but didn't say why or I missed his argument.
- Monks lose Martial Arts innate. New fist formula becomes PA*10. Overall, a nerf to Monk fist damage.
- Most weapons across the board gain WP, except the ones with already high WP. Pretty minor in most cases. Basically, everything under about 10-11 WP will go up by about 1-2, depending on how it has been used, etc.
- Armors with Immune: Statii will be condensed down and buffed. Vanilla Armors will gain more HP.
- More equipment with bad effects (similar to Cursed Ring, but well, we'll see how it goes)
- More equipment with Initial/Permanent statii

The last 3 will depend on how much space I can gather while removing/adding equipment. I may as well start naming equipment properly as well over the course. Shields will most likely be untouched, as will most accessories, so feel free to suggest names.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 04, 2011, 12:25:30 pm
Quote from: The Damned on August 03, 2011, 09:56:20 pm"Fixed" as in...do damage to Undead instead of heal them? Or...?


Yup.

Quote from: The Damned on August 03, 2011, 09:56:20 pmI'm curious, since I often agree with your ideas, provided you couldn't just completely kill it, I feel I must ask this: What would you do to fix Cursed Ring?


"Fix"?  I was unaware an Item that had multiple weaknesses built in and characters who have abilities specifically designed to hose Cursed Ring was an issue unsolvable by adaptation.  Unless by "fix" you mean "it sucks, help."

Quote from: The Damned on August 03, 2011, 09:56:20 pmI'm not sure I'm comfortable with making Bard (and Dancer, for the sake of "parity") so very unreliable when a mere additional CT seems like it would solve at least half of the problem.


Making the skills too slow makes them not worth as much outside of Miming where you're getting triple the effect.  Making them as inconsistent as every other Dance and Song ability allows them to keep both Speed and Power (meaning you do get some heals still), but Miming it is just far less effective because you're rolling the dice even more and getting less for it.  Though honestly, I've had thoughts on Mime after a while that I think need addressing that may make "fixing" these issues unnecessary.

Quote from: The Damned on August 03, 2011, 09:56:20 pmOh, only increments of 4? You didn't specify the amount, so I wasn't sure. I was thinking you suggesting like -10 or something. To be truthful, -4 seems...underwhelming.


4-6 Fury/Faith is equal to about 3-4% damage, or just under a PA or MA point in most cases.  It's underwhelming for Faith, maybe, but that's because Faith lacks a constant giving it a damage floor.

Quote from: The Damned on August 03, 2011, 09:56:20 pmI'm aware of that. The thing is, though, that tapping that design space pretty much pushes classes and skill sets that are already are stronger than most. It seems rather unnecessary to add a mass -Faith ability when magic is still arguably struggling besides Flare, Titan & Bahamut and the Raise spells.


I'll come out and say it - that sounds far more like most Faith-based magics need to be made better, not that the non-Faith ones need to be weaker/discouraged, considering that most non-Faith magic skills don't do high end damage (160 or so for Elemental, etc.)... they just ignore a huge decrement against 40 Faith users, meaning they're harder to tank, which is again why they exist as an out to someone trying to wall out behind 40 Faith, just as outs should exist for walling behind 40 Fury, etc.  ...This is also again why Faith needs a constant value the way Fury does, so 40 Faith is far less damning to your damage total.

Quote from: The Damned on August 03, 2011, 09:56:20 pmAnd? Provided that it's even effective doesn't mean that another situation would be any less boring.


I'm just pointing out that I can already stack hilarious amounts of defense under the current Arena rules, probably better than you can with Fury/Faith flooring moves.  Hell, even now, I can just Mime -PA and -MA and floor your entire team if I wanted, your argument is basically saying "that's boring" while ignoring the fact I can already do it better than if I had -Fury/Faith because currently I can do it without suffering any loss to my damage totals. 

Quote from: The Damned on August 03, 2011, 09:56:20 pmI'd rather not make new move solely to be a hoser for things that will likely be getting nerfed already anyway, especially when it also screws over far more things that aren't as abused.


Again (similar to a conversation I had with FFMaster about equipment on IRC) - it looks / sounds like the majority of the unused stuff kind of sucks, not the other way around.

Quote from: FFMaster on August 04, 2011, 04:07:49 am(The plan is for it to be out about a week after fdc releases his formula stuff, since it will make the patch cleaner to edit/etc, not to mention the new formulas it is advertising. I'm expecting at least 10 bugs on release though, so expect versions b,c,d,etc.)


You sure it'll be done that soon?  I haven't spoken to him on it in a while myself, honestly, outside of random thoughts.

Quote from: FFMaster on August 04, 2011, 04:07:49 amJust to put my foot down, don't judge magic based on Flare. Everyone agrees it is too powerful, just pretend it doesn't exist and judge the rest of magic from there.


Like I said to The Damned - then it sounds like most magic sucks outside of Raise, Fairy, and some piecemeal Summons.  Then again, currently "most magic" is things like Wizard's remaining skillset being elemental mirrors of the same skill over and over again, etc. - so if one sucks, they all suck.

Quote from: FFMaster on August 04, 2011, 04:07:49 am- A mage(thinking Oracle right now) has all his/her spells as Unfaith. On IRC, Eternal objected to this, but didn't say why or I missed his argument.


This is a good idea, and this is the best magic-using class to do it with, personally.  It punishes low Faith without stepping on Ninja's toes, and makes Status a bit stronger.

Quote from: FFMaster on August 04, 2011, 04:07:49 amMonks lose Martial Arts innate. New fist formula becomes PA*10. Overall, a nerf to Monk fist damage.
- Most weapons across the board gain WP, except the ones with already high WP. Pretty minor in most cases. Basically, everything under about 10-11 WP will go up by about 1-2, depending on how it has been used, etc.


This works since it's in tandem, else I'm still for PA*8 instead.

Quote from: FFMaster on August 04, 2011, 04:07:49 am- More equipment with bad effects (similar to Cursed Ring, but well, we'll see how it goes)


More Auto: Undead items specifically would actually be kinda cool, though they'd probably all need to be Accessories so you can't stack them all up while only suffering a single drawback.  Though, just be careful on which negative status you use.

Re - Mime:

I've been thinking about it, and Mime as a class is seriously flawed.  I know it draws a lot of its innates and such from Vanilla and 1.3, but look at it:

-Innate Immune: All Negative Status.  Teams based on Negative Status literally cannot execute their strategies vs. teams that utilize Mimes (mostly Bard/Dancer teams).  They're forced to basically brute-strength through the Mimes then Status on the leftovers... which are usually so far less threatening up-front than Mimes are that it's trivial to just overpower them as well.  Basically, Mimes > Status Teams.

-Innate Concentrate.  Teams based on evasion can't evade Mimes.  Again, the entire team concept gets hosed before it begins just because the opponent is using Mimes and Mimes are stacked unless the Evasion Team can overpower the Mimes... at which point they win again, because the rest of the riffraff is usually too irrelevant for their Evasion to even make a difference unless said riffraff also got fairly stacked off Battle Songs.

-High Base HP (about as much as an HP-spec Clothes-wearer), Innate: Unyielding, 30 C-EV.  So we've established that most teams not set to win via Power or hard-tanking (DEFUP + 40 Fu/Fa, etc) are hosed by Mime innates... but Mimes are also fairly defensive in themselves, having respectable HP and a damage buffer.  To teams not MEANT to overpower things (Evasion Teams, Status Teams), that's a lot of shit to be forced to power through, especially when you consider most Mimes are climbing up in power via Battle Song and/or being constantly healed for almost 100 HP every few CT through Mimed Life Songs.  Even hard-defense teams are probably going to get worn down many times, because Battle Song is guaranteed to eventually overpower most defenses, and fairly quickly when combined with the old Fist formula, innate Martial Arts, etc., and they likely don't have the damage output to easily overpower Mimes themselves due to defensive setups.  The 30 C-EV is mostly just a kick in the face, but it does give them some nice extra survival potential on top of this.

-Innate: Counter Flood.  Mimes are immune to all status, immune to all evasion, moderately difficult to kill... and yet they have an innate Reaction that can counter almost any offensive act against them and inflict statuses of their own onto other people.  So basically, Mimes can utilize status while being immune to it entirely in retort, grind people down with a non-Fury/Faith Reaction that ignores evasion while their primary attacks also ignore evasion while still having evasion themselves, etc.  This... is very, very wrong, and I hope this is clear why without delving deeper.

-Innate: Martial Arts.  Not as huge as the others, but mostly mentioning because on 1.30 Arena, they have this and PA*Fu/100*PA*(FU+35)/100 with 70 Fury for their Fist formula... and this is the main reason Battle Song Mime is so powerful.  Those PA points just stack the damage up far faster than anything else, and this innate ensures that Mime's getting a boost to some great abilities (Punch Art skills and Primary Fists) on top of all the advantages listed above.

Tl;dr - Mime is fucking rigged, likely on the basis of it being a "niche" class the AI has a hard time using, and this is going to seriously fuck the metagame if it isn't already. 

Personally, what needs to happen here is:

-Fist Formula change
-Loss of Innate: Martial Arts

FFMaster verified doing this at PA*10, though if Mime keeps innate Martial Arts, they may as well have PA*15, which I'm against, but without double-factor PA it's still far more controlled and does at least give a bit of distinction to Mime outside of the obvious.  However, I'm saying the second because I want to recommend something else instead.

-Loss of Innate: Concentrate
-Loss of (most) Status Immunity

Should be obvious why, but this is to remove the bias against Status and Evasion teams these guys are rocking.  Counter Flood gives them a weapon vs Evasion teams, even if it is Reactionary, and the Mime's primary niche of the receiver of Battle Song means that Counter Floods will gain strength over times, as will normal hits that break evasion.  As for Status Immunity, maybe leave it immune to Frog, Chicken, Petrify, Stop to compensate for its lack of equippable gear, but otherwise there's no reason to hose teams that try to status their foes down with a blacket "screw you, broski."

-Gain of Innate: Overwhelm.
-Potential gain of 1-2 PA/MA points.

This is obviously to compensate for a loss of Martial Arts.  However, this is meant to "compensate" in a way that doesn't bias Mimes to the Battle Song strategy.  (All things considered, they're incredibly heavily biased into that use and that use alone, given their innates.)  This hopefully gives Mimes a bit more flexibility by making them better at other things besides punching people in the face.  I'm wary of saying adding Attack UP and Magic Attack UP innate because of the high multipliers, since Mime takes a lot of "free" actions, so Overwhelm seems "just right."

-Gain of Innate: Awareness.

Since Mimes can't use gear and lost innate Concentrate, allowing their 30 C-EV to apply on all sides only seems natural.  I'm trying to not make them heavily biased derpdederp damage dealers and strategy hosers, not awful unusable units.

So, the "final" Mime under my idea would look like:

-Innate: Overwhelm
-Innate: Unyielding
-Innate: Counter Flood
-Innate: Awareness
-Immune: Frog, Chicken, Petrify, Stop

Combine this with the Fist formula change that keeps getting mentioned (PA*10*[Fu+35/100] post-Fury), and I think this remedies not only the Battle Song problem, but most problems that result from Mimes.  Tl;dr - I propose the above changes to Mime, while making no changes to Bard or Dancer whatsoever.  Their skills shouldn't need to suffer for Mime's sake if it can be helped, and the above changes do tons to fix the problem by going to the source.  I recommend doing this for Arena 1.31, then seeing how Bard/Dancer/Mime teams and other Mime teams play out before considering how to change Bard and Dancer, if any change is at all needed.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 04, 2011, 10:10:50 pm
(Yeah, I was under the impression that FDC's formula project was still a way off. If not, then great. If so, then, uh.... It's probably best to try to get this done or at least started before summer is over for most people.)

Okay, before I get to anything else, since this is looking like it's going to be another quite long post, I need to get this out of the way first.

So, last night, before making a new team, I decided to chart out the Item Attributes for ARENA (as far as I could tell) given that I was both curious and I needed a starting point if I'm going to come up with feasible ideas for those 3 Poles and perhaps other things.

Interestingly enough, it seems like you should still have three free Item Attribute spaces, FFMaster. I'm not sure if that's correct or not, but that's why I'm asking you to look over this. Obviously, they're not going to be in the same order that you have them in, but I put the Items that they relate to next to them in order to try to ease confusion. Similarly, I went straight down the Item list as it's in the Master Guide thread:

1: +1 Move - Platina Dagger, Main Gauche, Assassin Dagger, Air Knife

2: +1 MA, +1 Move - Orichalcum, Red Shoes

3: +1 Speed - Hidden Knife, Sasuke Knife, Mythril Bow, Javelin, Secret Clothes, Sprint Shoes

4: +1 PA - Ninja Knife, Heaven's Cloud, FSBag, Barbuta, Carabini Mail, Power Wrist

5: +1 MA - Spell Edge, Murasame, C Bag, Circlet, Platina Armor, Linen Robe, Genji Gauntlet

6: Strengthen: Earth - Iga Knife

7: Strengthen: Wind - Koga Knife

8: +2 MA - Rune Blade, Wizard Rod, Wizard Staff, Mythril Gun, Ice Bow, Lightning Bow, Mythril Spear, Ivory Rod, Holy Miter, Wizard Outfit, Wizard Robe, Magic Gauntlet

9: Initial: Defend, Immune: Don't Act - Defender

10: Initial: Protect - Save the Queen

11: Initial: Shell - Ragnarok

12: Absorb: Holy, Strengthen: Holy - Excalibur, Diamond Helmet

13: Cancel: Protect, Shell & Haste on hit - Chaos Blade

14: Strengthen: Fire - Asura Knife, Flame Rod, Flame Whip

15: Strengthen: Earth, Wind & Water - Giant Axe

16: Strengthen: Lightning - Thunder Rod, Scorpion Tail

17: Strengthen: Ice - Ice Rod

18: Strengthen: Holy - Healing Staff

19: Absorb: Lightning; Strengthen: Lightning - Mace of Zeus

20: Strengthen: Water - Flail

21: Initial: Petrify - Stone Gun

22: +2 PA - Obelisk, Twist Headband, Power Sleeve, Bracer

23: Always: Regen; Weak: All - P Bag

24: Half: All Elements - H Bag

25: Always: Defend, Protect - Persia

26: Always: Defend, Shell - Cashmere

27: Always: Defend, Reflect - Ryozan Silk

28: Absorb: Earth; Weak: Lightning - Mythril Shield

29: Absorb: Lightning; Weak: Earth - Gold Shield

30: Absorb: Ice; Weak: Fire - Ice Shield

31: Absorb: Fire; Weak: Ice - Flame Shield

32: +1 MA; Immune: Silence - Aegis Shield, Golden Hairpin

33: Immune: Earth & Holy - Diamond Shield, Small Mantle

34: Immune: Wind & Water - Platina Shield, Vanish Mantle

35: Immune: Stop & Slow - Crystal Shield, Mythril Helmet

36: +1 PA; Immune: Dead - Genji Shield

37: Strengthen: Fire, Ice & Lightning - Kaiser Plate, Black Robe

38: Half: Fire, Ice & Lightning - Venetian Shield, White Robe

39: Immune: Frog, Chicken & Sleep - Gold Helmet

40: Absorb: Wind, Strengthen: Wind - Diamond Helmet

41: Immune: Don't Act - Crystal Helmet, Dracula Mantle

42: Immune: Don't Move - Genji Helmet, Wizard Mantle

43: Immune: Don't Move & Don't Act - Green Beret, Defense Armlet

44: +1 MA, +1 Speed - Flash Hat

45: +1 Speed; Immune: Charm - Thief Hat

46: Absorb: Wind, Earth, Water & Holy - Cachusha

47: Immune: Dead, Conf, Sil, Chkn, Psn, Slw, DM & DS - Barette

48: Immune: Undd, Ptry, Drkness, Frg, Stop, Chrm & DA - Ribbon

49: Immune: Petrify & Dead - Gold Armor

50: Immune: Berserk, Darkness & Poison - Diamond Armor

51: Immune: Undead - Crystal Armor

52: Immune: Sleep - Genji Armor

53: Always: Reflect - Reflect Mail, Reflect Ring

54: Absorb: Ice; Immune: Sleep - Santa Outfit

55: Absorb: Earth, Strengthen: Earth - Earth Clothes

56: Absorb: Fire; Immune: Stop - Black Costume

57: Absorb: Lightning; Immune: Don't Move - Rubber Costume

58: Absorb: Holy; Immune: Dead - Chameleon Robe

59: Always: Regen; Weak: Dark - Light Robe

60: +1 PA, +1 Move - Battle Boots

61: +1 Move, +1 Jump - Germinas Boots

62: +1 Move; Immune: Lightning, Don't Move - Rubber Shoes

63: +1 Move: Always: Float - Feather Boots

64: Always: Don't Move, Protect & Shell - Iron Boots

65: Immune: Berserk, Sleep & Death Sentence - Defense Ring

66: +1 MA; Absorb: Wind, Holy; Immune: Silence - Magic Ring

67: +1 PA, +1 MA, +1 Speed; Always: Undead; Absorb: Dark; Weak: Fire & Holy - Cursed Ring

68: Initial: Reraise; Immune: Blind & Dead - Angel Ring

69: Immune: Stop, Petrify & Chicken - Jade Armlet

70: Immune: Psn, Frog, Und & BldSck; Strengthen: All - 108 Gems

71: Immune: Charm & Confusion; Half: Dark - N-Kai Armlet

72: Absorb: Water - Leather Mantle

73: Absorb: Wind - Feather Mantle

74: Initial: Reraise; Immune: Sleep & Frog - Chantage

75: +1 PA; Initial: Protect - Cherche

76: +1 MA; Initial: Shell - Setiemson

77: Always: Berserk & Slow - Salty Rage

78: ????

79: ????

80: ????


The numbers are in decimal, obviously, and anything that isn't listed would be under 00 for "nothing". I used "Immune" rather than "Cancel" because that's what I'm using for Embargo given that "Cancel" is horribly ambiguous when it's also used for removing status.

Quote from: FFMaster on August 04, 2011, 04:07:49 amHere are some random ideas flying through my head right now(some from IRC for those who aren't actively there):

- A mage(thinking Oracle right now) has all his/her spells as Unfaith. On IRC, Eternal objected to this, but didn't say why or I missed his argument.
- Monks lose Martial Arts innate. New fist formula becomes PA*10. Overall, a nerf to Monk fist damage.
- Most weapons across the board gain WP, except the ones with already high WP. Pretty minor in most cases. Basically, everything under about 10-11 WP will go up by about 1-2, depending on how it has been used, etc.
- Armors with Immune: Statii will be condensed down and buffed. Vanilla Armors will gain more HP.
- More equipment with bad effects (similar to Cursed Ring, but well, we'll see how it goes)
- More equipment with Initial/Permanent statii

The last 3 will depend on how much space I can gather while removing/adding equipment. I may as well start naming equipment properly as well over the course. Shields will most likely be untouched, as will most accessories, so feel free to suggest names.


1. Unfaithful Oracles: I'm...mixed about this. On the one hand, it would certainly help Yin-Yang Magic see use. On the other hand, I think what units it would see use on would be part of the reason that Eternal probably objected. It's (another) change that would favor physical, low-Faith classes over magical classes since most magical classes rather like their Faith to be high and thus would have end having even less of a use for Yin-Yang Magic than they currently do if they have to lower their Faith for it be effective.

...Wait. When you say "Unfaith", do you mean "more effective if both the caster and the target has low Faith" like Malak's Un-Truth and Suiton, Raiton & Katon? Or "Unfaith" as in "more effective if the caster has high Faith and the target has low Faith"? Because it just occurred to me you could mean either and, even though you probably mean the former, I'd have a lot more support if it's the latter. Otherwise, I'd rather just raise the Faith floor to 50, even though I know that means you'll probably have to completely overhaul Faith-based magic.

2. Overhauling the Art of Punches: Sounds good. As Raven talks about later, I'd argue Mimes also need to lose Martial Arts and that Martial Arts as a whole just needs to die & not even be an allowed option for RSMs.

3. WP Raising: Sounds good in most instances. There might be some exceptions, but I'll need to look over the list yet again, which is not something I feel like doing right now.

4. Vanilla Armor & Chocolate Armor: Explain "condensed", because I think that's kinda the opposite of what a few people were getting at.

5. Cursed Equipment: I can't say that I like this idea at all, especially if you're using Cursed Ring as the chief example. Given that only other examples of equipment with a strong negative are Salty Rage and P Bag, which I don't think anyone has used since they got those changes, I don't see why you would want to do this.

6. Temporary Permanence: This, on the other hand, I'm surprisingly more ambivalent too, especially if the negative status classes get buffed to be actually worth using.


Now we move on to That's So Raven.

Quote from: RavenOfRazgriz on August 04, 2011, 12:25:30 pmYup.


You know, if we hadn't talked so much, this mathematical answer would have confused me.

Quote from: RavenOfRazgriz on August 04, 2011, 12:25:30 pm"Fix"?  I was unaware an Item that had multiple weaknesses built in and characters who have abilities specifically designed to hose Cursed Ring was an issue unsolvable by adaptation.  Unless by "fix" you mean "it sucks, help."


"It sucks, help."

Quote from: RavenOfRazgriz on August 04, 2011, 12:25:30 pmMaking the skills too slow makes them not worth as much outside of Miming where you're getting triple the effect.  Making them as inconsistent as every other Dance and Song ability allows them to keep both Speed and Power (meaning you do get some heals still), but Miming it is just far less effective because you're rolling the dice even more and getting less for it.  Though honestly, I've had thoughts on Mime after a while that I think need addressing that may make "fixing" these issues unnecessary.


True enough. It's just that 50% seems a bit ...low. Perhaps 66%? Even 75%?

Quote from: RavenOfRazgriz on August 04, 2011, 12:25:30 pm4-6 Fury/Faith is equal to about 3-4% damage, or just under a PA or MA point in most cases.  It's underwhelming for Faith, maybe, but that's because Faith lacks a constant giving it a damage floor.


Yeah, that's kinda of what I was trying to get at.

Quote from: RavenOfRazgriz on August 04, 2011, 12:25:30 pmI'll come out and say it - that sounds far more like most Faith-based magics need to be made better,

*snip*


Also what I was trying to get at, since I've said it multiple times. (Not that I blame you for missing most of those instances given that you haven't really been interested in ARENA before now AFAIK.)

Quote from: RavenOfRazgriz on August 04, 2011, 12:25:30 pmI'm just pointing out that I can already stack hilarious amounts of defense under the current Arena rules, probably better than you can with Fury/Faith flooring moves.  Hell, even now, I can just Mime -PA and -MA and floor your entire team if I wanted, your argument is basically saying "that's boring" while ignoring the fact I can already do it better than if I had -Fury/Faith because currently I can do it without suffering any loss to my damage totals.


My argument wasn't only "that's boring". It was primarily "-Fury and -Faith Dances might lead to stalemates, which are bad and boring."

As for your team, meh. Like I said, we'll see how effective it actually ends up being in practice than on paper. I can't really say more about it until then, especially given how the AI acts up at times. (Oh, hey, Barren put a video of your team.)

Quote from: RavenOfRazgriz on August 04, 2011, 12:25:30 pm
Re - Mime:

*snip*

Tl;dr - Mime is fucking rigged, likely on the basis of it being a "niche" class the AI has a hard time using, and this is going to seriously fuck the metagame if it isn't already. 

*snip*

So, the "final" Mime under my idea would look like:

-Innate: Overwhelm
-Innate: Unyielding
-Innate: Counter Flood
-Innate: Awareness
-Immune: Frog, Chicken, Petrify, Stop

Combine this with the Fist formula change that keeps getting mentioned (PA*10*[Fu+35/100] post-Fury), and I think this remedies not only the Battle Song problem, but most problems that result from Mimes.  Tl;dr - I propose the above changes to Mime, while making no changes to Bard or Dancer whatsoever.  Their skills shouldn't need to suffer for Mime's sake if it can be helped, and the above changes do tons to fix the problem by going to the source.  I recommend doing this for Arena 1.31, then seeing how Bard/Dancer/Mime teams and other Mime teams play out before considering how to change Bard and Dancer, if any change is at all needed.


I agree with pretty much all of this, especially given that people can't seem to agree what to do with Bard and Dancer without weakening their skills into oblivion (IMO), except having both Innate Overwhelm and Innate Unyielding.

It seems like a waste of space using two Innates just to have them do and take 4% less damage than they would normally do without both at the same time. Might as well get rid of both of them, if that's the case.

Speaking of getting rid of, I'd actually be all for getting rid of Counter Flood too and just giving them Counter & Counter Magic as I proposed from the beginning, even as often as Counter Magic might backfire horribly. Innate Unyielding (by itself) would somewhat mitigate that, though, and the only other thing of use I can see them getting that no one else is Innate Move-HP Up, which is a bit...much probably. It helps that when they Mime, they don't even expend MP, so....
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 04, 2011, 10:23:12 pm
Quote from: The Damned on August 04, 2011, 10:10:50 pm"It sucks, help."


I'm unsure it actually needs help, zxpr0jk has a cool Undead team going.  A bit niche maybe, but still seemingly pretty cool.

Quote from: The Damned on August 04, 2011, 10:10:50 pmIt seems like a waste of space using two Innates just to have them do and take 4% less damage than they would normally do without both at the same time. Might as well get rid of both of them, if that's the case.


"This unit is healed for 20% less / takes 20% less damage."
"This unit gives 20% more healing / gives 20% more damage."

They don't multiply to each other - they affect entirely different things.  Unless their descriptions are 100% inaccurate, that is, so having both actually has a point.

Quote from: The Damned on August 04, 2011, 10:10:50 pmSpeaking of getting rid of, I'd actually be all for getting rid of Counter Flood too and just giving them Counter & Counter Magic as I proposed from the beginning, even as often as Counter Magic might backfire horribly. Innate Unyielding (by itself) would somewhat mitigate that, though, and the only other thing of use I can see them getting that no one else is Innate Move-HP Up, which is a bit...much probably. It helps that when they Mime, they don't even expend MP, so....


Counter and Counter Magic give them high-power Reactions, whereas Counter Flood is pretty weak, considering their PA and MA is nothing to write home about.  (No gear boosts, remember.)  It's also unaffected by Fury/Faith, so it does give the Mime some sort of pseudo-hosing, but not unfairly so because it's Reactionary.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Malroth on August 05, 2011, 12:02:46 am
I would SO abuse counter magic mimes
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 05, 2011, 02:44:05 am
(Damn it. I promised myself I'd start working on other things this week.)

I'd honestly like to see someone abuse Counter Magic Mimes and it actually be effective without them ending up dead after more than 1 abuse without healing.

Quote from: RavenOfRazgriz on August 04, 2011, 10:23:12 pm
I'm unsure it actually needs help, zxpr0jk has a cool Undead team going.  A bit niche maybe, but still seemingly pretty cool.


Horrible jealousy that zxpr0jk apparently has the Devil's own luck considering he hit with Death more than once aside, zxpr0jk is function almost completely independent of Undead status. In fact, pretty much all it's done is way him down. His team would likely be better off if he just switched to Bracers or Sprint Shoes or even Power Wrists, especially since his Paladins don't need MA.

So, yeah, even on team that's won the most with Cursed Ring, it's more that it's been winning in spite of it because Wizards hit so damn hard now than it is because he's using the Undead status or Dark absorption in any particular way. I'm pretty sure all Death-healing attempts have failed and it's not like he's using Grand Cross with Koutetsu.

Quote from: RavenOfRazgriz on August 04, 2011, 10:23:12 pm
"This unit is healed for 20% less / takes 20% less damage."
"This unit gives 20% more healing / gives 20% more damage."

They don't multiply to each other - they affect entirely different things.  Unless their descriptions are 100% inaccurate, that is, so having both actually has a point.


I think their descriptions might be off, though maybe I'm just misremembering it or getting confused by something because I know a few descriptions for RSMs are a bit...vague/off. IIRC, Overwhelm is supposed to make you take 20% more damage as well.

Quote from: RavenOfRazgriz on August 04, 2011, 10:23:12 pmCounter and Counter Magic give them high-power Reactions, whereas Counter Flood is pretty weak, considering their PA and MA is nothing to write home about.  (No gear boosts, remember.)  It's also unaffected by Fury/Faith, so it does give the Mime some sort of pseudo-hosing, but not unfairly so because it's Reactionary.


Meh. I guess. I suppose it can stay because Elemental is doubtless getting weakened and there's a decent chance that I'm wrong about Unyielding + Overwhelm.

*shrugs apathetically*
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: CT5Holy on August 05, 2011, 03:52:31 am
Overwhelm does not make the unit take more damage.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 05, 2011, 04:01:45 am
(Hunh. Wonder why I had thought for the past couple of months then.)

Thanks, CT5Holy. So, it would appear that I am wrong. Gee, what a new and novel experience.

I agree with completely agree with Raven's suggestions for Mimes, then. For now....
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Wiz on August 05, 2011, 03:25:14 pm
After rereading my post, I realized just how big of an effect sleep deprivation can have on your thinking XD

@Raven

Item Availability: My apologies for saying that you advocated for just F/I/L absorption. I knew what it is that you were trying to say, it's just I wasn't sure if you meant the former too considering that you want the player to be forced to reach "X" effect. This lies in the fact that you can equip 2x of any piece of gear, and unless you wanted to throw the arbitrary restiction of "1x piece of gear at Max" on, I don't see how about this problem can be solved atm.

Martial Arts + Punch Art: Sure, I'd be alright with Martial Arts being thrown out the window provided Punch Art as a whole got buffed. The only thing I'm afraid is that Punch Art will mostly become more effective with other units besides the monk kind of like the Squire being dominant over Geomancers as of now in 130. If the PA was boosted to just two points for monks, totaling 15, then they'll be throwing around 30 damage shurikens (x4) or 120 in total making them essentially like miniature versions of throw thieves in S3-S5 provided they've got a decent speed (10+) :P

Metagame: I realize that there's always going to be ways of exploiting w.e. abilities, character properties, item properties, etc. but that doesn't change the fact (excluding Martial Arts for 131) these five things (Elemental, Draw Out, Perservering Mimes, Stat Boost, Rogue) are a necessity to combat otherwise you get roflstomped on by the opposing team, which has one or more of those. If you mean Arena's moving a positive direction in the sense that we (the viewers/analyzers) are seeing what's too good, and underrated, then I couldn't agree more.

Sing/Dance: Yeah, the Dance ideas for Polka Polka/Disillusion aren't the greatest. As long as mimes can't mimic ANY songs/dance whatsoever, I'm fine where they currently are (with the proposal of changing Cheer Song/Slow Dance being the exception of course).

Ninja Sword (@Damned as well): If Iga/Koga don't get a boost, then the Asura Knife shouldn't either since it follows under the same rule (Keep in mind, it uses "PA * WP * (5/4)", which without question makes better when it comes to DPS compared to Iga/Koga despite having one less WP). From what I've seen, there haven't been any (almost none...I could be wrong) teams running around using these two weapons to great effect, so I see no reason for it to not have a boost. If you think it'd be OP w/ a boost, then prove that it's useful (as in not OP), and just maybe you'll convince me otherwise. I've already fulfilled displaying my burden of proof (referring to Arena vids), now it's your turn. When it comes to a thief using one of them, the Sasuke Knife's better due to the higher WP and the + 1 SP bonus (leading to a higher damage output even with the element bonus), which greatly trumps an initial higher dps as a match goes on...for the ninja of course. Idk about you guys, but I'd prefer having 340+ HP 11 SP over 340+ HP 9 SP any day considering that the sword smacks are absorb-able where the damage can be nullified provided a sold hit then absorbed hit take place, which can easily happen with nearly any piece of gear out there.

@fdc

Geomancy
QuoteIf anything, there needs to exist magical and physical means of damaging someone without considering evasion or fury to check the squads that try using evasion or low fury/faith walling.


Provided that user gets punished as well for "turtling" via 40 Fa (Squidgy's Squire from "Faithless Cowards" for example). I should have been clearer when I threw out making it faith-based as a suggestion, but I was hoping that it could become faith-dependent such that it'd use the fury hack formula where it uses "Fa" instead of Fury as its variable (although I doubt it's possible to edit it as it currently is).

Accumulate: Ehh, I guess it could stay as is considering the AI doesn't use it unless they're out of range to attack meaning they'll get at most 5 uses out of it. When it comes to reducing its hit percentage, I'd prefer to wait and see if it solely plays out as big enough factor in winning/losing a match.

Wish: It'd still be weaker than PD due to the vertical, which makes quite a bit of a difference on elevated terrain. And yeah Damned, perhaps a 5% recovery would be better instead of 10, otherwise it'd become too similar to PD.

Shuriken: It uses PA in its fomula, it kinda makes sense it uses P-Ev instead of M-Ev. Also, as you'll see from my Non-OP speed-oriented teams after I get done posting this, not having P-Ev turns this (with 10 SP Dancers) into a an almost guaranteed 1x 24 Damage attack from 6 panels away at a 6.25% chance of hitting poison for each of the 4 hits (I'm fairly sure it's higher than that based on my experience XP).

Steal Heart: Why's it preposterous to say that choosing Serpentarius with your thief would negate compat? It does (For bad/worst), and so what if the compat affects your team? Not every team relies on good/best compat heals in some form of magic especially since those same units could get charmed and really bite you in the ass. I've kind of abandoned mages altogether because I believe speed and turtling trumps all (provided you make the match progress long enough ^_^). But yeah, picking Serpentarius is perfectly reasonable...if people don't want to take risk, they shouldn't be forced to.

@Damned

Summon Magic:
QuoteYou realize Salamander is AoE 3, right?


>_<, missed that detail. It's a shame Shiva and Ramuh don't have those equivalents at all *sigh* When it comes to Zodiac, perhaps 4 AOE would be better instead of 5, I don't know what else to do with it atm.

Geomancy: I prefer that to happen as well actually. As I've stated in the past, I'm biased for turtling and think it's too good atm.

Bags: What'd you think if they gave out Inital: Protect and Initial: Shell then assuming they lasted for two full turns (Act and Move)?

Bows: Hmm, the Ultimus Bow's description's outdated and actually doesn't have 1 SPD. Ugh, it's so annoying to see items in the list that aren't part of the actual hack or arent suppose to be there (Yoichi, Perseus, Javelin II). But yeah, they're fine as is.

DO: Actually, DO can be subjected to CT, testing confirms this. I'll let it slide for 131. If I clearly see DO wiping the floor in 131, I'll bring this up again. As a sidenote, I'm an advocate of a faith-based fury-like DO skillset (like geomancy) that way the damage varies but not so much that it'd make it utterly useless to speedy turtles like moi (Oh the irony XD).
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 05, 2011, 05:19:40 pm
Quote from: Wiz on August 05, 2011, 03:25:14 pmItem Availability: My apologies for saying that you advocated for just F/I/L absorption. I knew what it is that you were trying to say, it's just I wasn't sure if you meant the former too considering that you want the player to be forced to reach "X" effect. This lies in the fact that you can equip 2x of any piece of gear, and unless you wanted to throw the arbitrary restiction of "1x piece of gear at Max" on, I don't see how about this problem can be solved atm.


I... don't see how this has anything to do with what I was saying.

I was saying "The player should not have 3+ different means of accessing [eg] Water absorption.  They should have 1-2 [a primary Item and an Accessory of some sort], and if they want Water absorption, work around the units that can access it easily, give up their Accessory, or give up their Support for an Equip X."  Basically, outside of the Accessory slot, gear pools SHOULD be biased in certain directions, and the best gains SHOULD come from breaking that bias via either creative use of the Accessory slot or use of an Equip X skill.  Basically, encouraging people to break molds for high yields, not making every effect easily accessible for every unit.  If you want something, it should cost you something, and with the right finess it should be well worth that cost.  Having effects redundantly splashed around kills this factor of unit creation, since if I want something [eg, a Water Absorb team], the gear makes this easy, and the only thing holding me back is whether Water abilities are worthwhile to use on my units or not.  My team is "easy" to make.

Quote from: Wiz on August 05, 2011, 03:25:14 pmThe only thing I'm afraid is that Punch Art will mostly become more effective with other units besides the monk kind of like the Squire being dominant over Geomancers as of now in 130.


That's more the result of Squire as a whole being better than Geomancer as a class unless you need Elemental + a non-Basic Skill skillset for some reason.  Like you said, if you give Monk a few PA points (2-3ish) to compensate for the loss of Martial Arts, things will be fine.  The Shuriken thing sounds more nifty than anything, all things considered.

Quote from: Wiz on August 05, 2011, 03:25:14 pmIf you mean Arena's moving a positive direction in the sense that we (the viewers/analyzers) are seeing what's too good, and underrated, then I couldn't agree more.


It's moving in a positive direction because you have more than one or two dominant strategies.  If these strategies are handled properly (not killed, but weakened enough to allow others in), things will continue to move in a positive direction.

As for Draw Out and Elemental - they do serve a crucial role in the metagame, because they allow teams based on MA an answer to enemies rocking 40 Fa, especially in .30 where the Fury/Faith mechanics are so horribly imbalanced compared to each other.  I also think a prime reason they're prevalent is something I said to The Damned earlier - Faith Magic in general sucks.  Flare is good, Raise 1/2 is good, maybe a tier of Cure is good, and Summon has a few good entries... but the majority of Black Magic is shit (not only shit, but shit composed of nothing but mirrored skills, so if one is shit, all are shit), the majority of White Magic is shit, most of the unused Summons are unused because they're shit, Yin-Yang Magic isn't used because Mime teams shit on Status (and Evasion, see my proposed Mime/Song/Dance a few posts up) and because Talk Skill overlaps it in the few areas that are most important (Don't Act, Sleep).  Etc.

I honestly feel this isn't a case of "Draw Out / Elemental / Flare is too good", but a case of "everything else sucks ass, and the Faith mechanic itself sucks ass compared to the Fury mechanic."  Sure, you can weaken Draw Out / Elemental / Flare some... but if everything else is still shit, only bad people are going to use it.  Fix the Faith mechanic to properly mirror Fury and/or make the other skills and skillsets that use Faith better and less loaded with overlap, don't handhold us into only using shitty skills we'll probably ignore anyway by making the few good things not as good.

Quote from: Wiz on August 05, 2011, 03:25:14 pmNinja Sword (@Damned as well): If Iga/Koga don't get a boost, then the Asura Knife shouldn't either since it follows under the same rule (Keep in mind, it uses "PA * WP * (5/4)", which without question makes better when it comes to DPS compared to Iga/Koga despite having one less WP).


You are correct, Asura Knife should NOT have that property.  If it needs to be stronger, it should be Fire Element with more WP, or if it's meant to BOOST Fire, be Boost: Fire with more WP.  Not have less WP then boost itself to what's likely the highest end of Katana damage because it comes bundled with its own micro-Martial Arts at no cost.  If Iga Knife and Koga Knife suck, give them the WP needed to no longer suck.  If all Ninja Blades suck, give them a new formula (PA*WP) so that they no longer suck.  As FFMaster mentioned, MOST Arena Weapons go unused.  And in a discussion I had with him and Squidgy about the Fist Formula (I wanted PA*8, because PA*10 is better than most Weapons in Arena currently in terms of damage), we came to the conclusion that almost every weapon in Arena is useless and that the game may as well only have something like 5 weapons.

...This means you make the weapons more relevant by actually making them do respectable damage in terms of formula and WP, not make poor design choices that are basically screaming "PLEASE use this weapon instead of that really good one you're always using... I'll be your best friend if you do!" by giving them a free multiplier.  It's like  giving something innate Magic Attack UP - you could instead just give it the 3 more MA directly.  In this case, it's 2-3 WP, but you get the idea.  (Yes, by proposing Innate: Overwhelm on Mime I basically did this same thing, and no, I would not be opposed to just buffing their PA and MA by 2-3 then giving them a different, actually relevant Innate instead.  I made my idea quickly because it was off the top of my head so I made an error I don't usually make.)

Quote from: Wiz on August 05, 2011, 03:25:14 pmProvided that user gets punished as well for "turtling" via 40 Fa (Squidgy's Squire from "Faithless Cowards" for example). I should have been clearer when I threw out making it faith-based as a suggestion, but I was hoping that it could become faith-dependent such that it'd use the fury hack formula where it uses "Fa" instead of Fury as its variable (although I doubt it's possible to edit it as it currently is).


Basically, you want Geomancy to work the way I'm saying the entire Faith mechanic should be working.  Though really, you're only getting "punished" for turtling like that when you both try to use the same thing you're turtling from, and actually care about the decreased offensive output. 

Quote from: Wiz on August 05, 2011, 03:25:14 pmBows: Hmm, the Ultimus Bow's description's outdated and actually doesn't have 1 SPD. Ugh, it's so annoying to see items in the list that aren't part of the actual hack or arent suppose to be there (Yoichi, Perseus, Javelin II).


What's more annoying is to make an entire team around Mediator's Death Sentence then realize someone forgot to include it in the memory card generator then have to bullshit a win condition that's basically impossible to execute on the spot then lose to Derpy Hooves.

Quote from: Wiz on August 05, 2011, 03:25:14 pmDO: Actually, DO can be subjected to CT, testing confirms this.


If memory serves, the Arena Draw Outs are "fake", ie, not using the actual Draw Out formula, and can be subject to anything.  If not, they should be, because there's no relevance to breaking Katanas in Arena, so the limitations of Draw Out in normal FFT shouldn't be relevant.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: FFMaster on August 05, 2011, 06:10:00 pm
Yes, they are all "Fake" as you call it. If people wanted, I could make them all use the Work formula, which would be funny to say the least.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: formerdeathcorps on August 05, 2011, 10:05:03 pm
Quote
Provided that user gets punished as well for "turtling" via 40 Fa (Squidgy's Squire from "Faithless Cowards" for example). I should have been clearer when I threw out making it faith-based as a suggestion, but I was hoping that it could become faith-dependent such that it'd use the fury hack formula where it uses "Fa" instead of Fury as its variable (although I doubt it's possible to edit it as it currently is).


I personally find that objectionable because I fundamentally don't think tanking should be so strong it blocks all types of damage equally well.  Just like how repeating fist and dash ignore your 40 fury, so should certain magics (like geomancy or draw out) ignore your 40 faith.  This is why I suggested only caster faith, if you were to use faith.  Then the risk of high damage geomancy (higher vulnerability to enemy damage magic) is only true when the other team has offensive magic.  If the caster has low faith, his geomancy damage should then take a hit as well.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 06, 2011, 05:51:23 am
(So, I'm going assume that Item Attribute list I typed out was correct, FFMaster. I'll try to have a proposal for some equipment changes by Monday's end.)

Ugh. My eyes are tired as always, but, also as ever, I am not sleepy enough to actually be able to go sleep. I'll make this short for once, though, since I have bunch of other things to do before Sunday.

Quote from: Wiz on August 05, 2011, 03:25:14 pm
Ninja Sword (@Damned as well): If Iga/Koga don't get a boost, then the Asura Knife shouldn't either since it follows under the same rule (Keep in mind, it uses "PA * WP * (5/4)", which without question makes better when it comes to DPS compared to Iga/Koga despite having one less WP). *snip*


You have a point, with regards to Sasuke Knife for Thieves and Asura Knife for Thieves. I don't think anyone's been used Iga and Koga (as a pair) outside of the very beginning, though I'd imagine they'll at least see some use if Martial Arts dies, Two Swords' JP get lowered and Magic Ring loses its Wind (and Holy) absorption. They probably don't see much use a)people like Speed and b)with Faith-based magic still being questionable, the skills worth note that they boost (for Ninja) are Earth Slash & Kikuichimonji and Heaven's Cloud and we all know that Ninja have no honor, so....

I still say they're fine, though, which is actually all I was saying when I agreed with Raven; I don't think they'd be OP with what you were proposing--I just don't think it's necessary (yet).

As for Asura Knife, you make a good point. I hadn't thought it much (just because I almost never use Katana since I almost never use Samurai), but, yeah, it should likely lose its Fire element property and retain Strengthen: Fire. That or gain Strengthen: Dark and then have Kotetsu have Strengthen: Fire for parity's sake.

Quote from: Wiz on August 05, 2011, 03:25:14 pm
@Damned

Summon Magic:
>_<, missed that detail. It's a shame Shiva and Ramuh don't have those equivalents at all *sigh* When it comes to Zodiac, perhaps 4 AOE would be better instead of 5, I don't know what else to do with it atm.


Agreed. I'd be all for changing Salamander to something else and making Leviathan the only AoE 3 attack so that Water elemental actually has SOME advantage over other elements (at this point).

(Hmm...I think I just realized what to do for Leviathan in Embargo. Stealing this....)

As for Zodiac, nah. AoE 4 is still too large, especially how stupid the AI is with walking into active, easily avoidable, already-Charging AoEs as it is. AoE 3 should be the max for anything, really, and I just realized that should maybe be exclusive to Leviathan unless Water gets something else to make it worth using (on the Faith-side/AoE side).

I'm really not sure what to do with it. Not that we need to do anything with it, especially given that the animation probably takes slightly longer than all the other ones. However, I'd still like to try to do something before just getting rid of it. Meh. Maybe I'll get an idea beyond "make a Holy AoE 2" summon later.

Quote from: Wiz on August 05, 2011, 03:25:14 pmGeomancy: I prefer that to happen as well actually. As I've stated in the past, I'm biased for turtling and think it's too good atm.


I see.

Quote from: Wiz on August 05, 2011, 03:25:14 pmBags: What'd you think if they gave out Inital: Protect and Initial: Shell then assuming they lasted for two full turns (Act and Move)?


I guess I'd be fine with that, though it steps on Cherche and Setiemson's toes since everyone can equip Bags now, especially if we let them use the same two Item Attribute spaces to save space (which I'd actually prefer). They might need to take a WP hit for it, but Bags are already rather crappy weapons when used by anyone who isn't a Monk/has Martial Arts, so maybe it's a tradeoff that would work.

*shrugs*

Quote from: Wiz on August 05, 2011, 03:25:14 pmBows: Hmm, the Ultimus Bow's description's outdated and actually doesn't have 1 SPD. Ugh, it's so annoying to see items in the list that aren't part of the actual hack or arent suppose to be there (Yoichi, Perseus, Javelin II). But yeah, they're fine as is.


What? Ultimus Bow isn't supposed to have +1 Speed. The Mythril Bow is. I may be misreading what you're saying, but yeah.

Quote from: Wiz on August 05, 2011, 03:25:14 pmDO: Actually, DO can be subjected to CT, testing confirms this. I'll let it slide for 131. If I clearly see DO wiping the floor in 131, I'll bring this up again. As a sidenote, I'm an advocate of a faith-based fury-like DO skillset (like geomancy) that way the damage varies but not so much that it'd make it utterly useless to speedy turtles like moi (Oh the irony XD).


Ah, I was unaware they were "fake", though I guess that explains why "Broken" has never appeared in match now that I think about it.

I don't think tying everything to Fury or Faith is necessary, but I'd be willing to at least listen to a detailed proposal provided it didn't seem to screw over anyone or anything horribly.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 06, 2011, 08:48:36 pm
Posting a minor update to my proposed Mime fix to address the error I mentioned in my reply to Wiz. (Innate: Overwhelm instead of just more PA and MA.)

-Stats: +3 PA, +3 MA
-Innate: Unyielding
-Innate: Distribute
-Innate: Counter Flood
-Innate: Awareness
-Immune: Frog, Chicken, Petrify, Stop

Chose Distribute for the fourth Innate because I feel it could be pretty interesting with healing based strategies.  I realize this would technically strengthen the Life Song strategy, but this strengthens other kinds of healing strategies as well and talking with FFMaster today, he seems to want to weaken Life Song's constant value for healing anyway (and buff Wiznaibus' base damage), so I feel it's an overall gain.  Again, going for a setup that encourages the largest amount of varied uses for Mimes while also simply peeling away the parts of the old Battle Song derp strategy that made it abusive.  (Removing Overwhelm for a +3 PA/MA boost also technically weakens the Battle Song strategy, because the boosts to PA now no longer have a final 20% boost to carry them further, which is another reason I don't feel bad about innate Distribute buffing Life Song users that very tiny bit.)
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: FFMaster on August 09, 2011, 08:35:39 am
A incomplete changelog:

Changelog

GENERAL
- Fury now correctly damages at (Brave+35)%. Before, it was still at 40.
- Darkness hack changed to halve accuracy(basically the same thing with less bugs)


JOBS

- Squire MAM down to 105
- Chemist MPM up to 75, SPM up to 120
- Paladin PAM down to 75, loses Equip: Swords
- Monk loses Equip: Poles, gains Equip: Spears
- Mediator HPM up to 80
- Samurai HPM up to 75, PAM down to 110, gains Innate: Two Hands
- Mime loses Innate: Martial Arts, Unyielding and gains Innate: Move-HP Up

ABILITIES

Basic Skill
- Accumulate now 3 CT, 10 MP and 200 JP
- Throw Stone damage reduced to PA*6
- Wish healing increased to 5%
- Equip Clothes JP reduced to 150
- Defend JP reduced to 0

Item
- Auto Potion increased to 80 healing on trigger

Chivalry
- Dia range reduced to 5
- Magicward loses Add: Reflect, gains Add: Regen

Snipe
- Hawk's Eye CT reduced to 3
- Projectile Guard JP reduced to 300
- Equip Ranged JP reduced to 300

Punch Art
- HP Restore JP increased to 500
- Martial Arts JP reduced to 0

White Magic
- Holy is now 4 CT, 30 MP and reflectable

Black Magic
- All Fire spells gain 1 AoE and Fire 1/2/3/4 lose 2/4/6/12 Y respectively
- All Bolt spells except Bolt 4 gain 3 Y and cost 5 MP more
- Bolt 4 loses 5 Y
- All Ice spells cost half MP and cost 100 JP more
- Ice 4 loses 8 Y
- Frog hit rate increased to F(MA*2+145)%
- Death hit rate increased to F(MA*2+100)%
- Flare MP cost increased to 50 and Y reduced to 40
- Counter Magic JP reduced to 300

Time Mage
- Don't Move hit rate increased to F(MA*2+200)%
- Balance CT reduced to 2, hit rate increased to F(MA*2+200)%

Summon Magic
- Titan vertical increased to 3, damage decreased to F(MA*20)
- Carbunkle AoE increased to 3
- Silf hit rate increased to F(MA*2+140)%
- Odin hit rate increased to F(MA*2+60)%
- Zodiac AoE increased to 3, damage decreased to F(MA*20)
- MP Restore JP increased to 550

Steal
- Quickening CT increased to 4, MP increased to 15
- Steal Heart hit rate increased to MA*2+40%, JP increased to 150, requires opposite gender
- Steal Accessory hit rate increased to Sp+70%

Talk Skill
- All Talk skills hit rate increased by 10%

Yin Yang Magic
- Silence Song CT reduced to 1, JP cost reduced to 100
- Blind Rage JP reduced to 200
- Petrify hit rate increased to F(MA*2+200)%, JP reduced to 200
- Beguile JP reduced to 100
- Dispel Magic JP reduced to 200
- Sleep CT reduced to 4, hit rate increased to F(MA*2+165)%, JP reduced to 150
- Move MP Up gain reduced by 1/2

Elemental
- All Elementals reduced to (PA+1)/2*MA damage

Jump
- Vertical Jump X now increases in increments of 50, starting with Vertical Jump 2 at 100 JP
- Dragon Spirit JP cost reduced to 300
- Equip Polearm JP Cost reduced to 250

Draw Out
- All Draw Outs now have a CT of 3
- Asura damage reduced to MA*6, how hits enemies only
- Kotetsu AoE now 3
- Bizen Boat MP damage increased to MA*9
- Muramasa damage increased to MA*9, AoE decreased to 1, loses Add: Confusion
- Two Hands JP cost reduced to 500

Ninjitsu
- Haku Korosu damage increased to 100%, and now also activates on Darkness
- Katon, Raiton and Suiton Y increased to 28, MP reduced to 7
- Sunken State JP reduced to 200
- Abandon JP reduced to 250
- Two Swords JP cost reduced to 500

Lore
- Tornado/Quake JP reduced to 250
- Equip Magegear JP reduced to 150


ITEMS

Weapon Formula changes!
- Fists now deal PA*9 damage
- Axes now deal [PA/2....PA+PA/2] damage
- Rods deal MA*WP damage
- Bags deal [PA/2....PA+PA/2] damage
- Cloths deal PA*WP damage
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 09, 2011, 10:55:02 am
There's a few things I question:

-Paladins losing Swords?  I know people were calling for them to lose Katanas, but Swords?  Odd choice.  I see you took my suggestion on Monks with Spears though, that should make things interesting.  Have you considered giving them Hats as well?  Without Martial Arts innate or quadratic Fist Formulas going around, I think giving them Hats would be a good idea to ensure the class wasn't debuffed too heavily.

-Mimes keeping Immune: All bad Status and Concentrate.  I don't see why the opponent running Mimes should outright invalidate or otherwise put a huge damper on any non-huge-damage based strategy.  Mimes need to be valid, yes - but "buffing" them at least personally shouldn't be "invalidate multiple strategies outright via innates", especially when those strategies (stuff like Status and evasion based teams) are things that most people want more of to be able to come into the metagame.  The loss of Unyielding for Move-HP UP and loss of Martial Arts and the old Fist formula combined with no PA/MA boost makes being forced to aggro over them much easier, I suppose, but even then, it's a team not meant to do damage being forced to fight through piles of Life Songs and do huge damage while probably being unable to get to the Singers to status/kill them unless they move up.  Maybe it's worth testing with just the huge reduction to Fist damage, but I still can't say I like this factor, and the problem rests entirely on Mime's stacked innates, not the Songs/Dances... since if I can hit a Mime with Don't Act (eg), stopping a Song based team with something other than pure grawr becomes far easier.  The Song/Dance strategies are only so good (imo) because Mimes invalidate most of the countermeasures through their innates.  Like I said though, I guess testing this is still fine, but if it still proves to be an issue, the eyes should stay focused on Mime, not Bard and Dancer. 

-Accumulate getting a CT and MP cost.  Just, why?  Battle Song's still equal to or better than instant costless Accumulate for Miming, and the change to the Fist Formula and loss of Martial Arts makes Mimed Accumulates far less threatening.  It also doesn't provide a huge boost to Geomancy, so it can't be related to the Geomancer/Squire issue.  There's absolutely no reason for this considering you've at least started addressing the issue of Mime - and honestly, no other class should ever have their moves suffer just because of Mime unless that move is problematic regardless.  Quickening already had some issues. Accumulate?  Can't say I've seen it.

-Martial Arts costing 0 JP.  Sure, Monks lose it innate, so stacking Two Swords or Attack UP with it is impossible... but why is anyone who wants to shit 250 JP into the Monk class getting a 1.5x multiplier for free?  I know that this is a "popular" solution to Monk, making Martial Arts no longer innate and cost 0 JP in most patches, but it's still dumb.  There's no reason you shouldn't pay for your 1.5x damage boost like everyone else who wants a damage boost or decrement.  Monks shouldn't be given special treatment in this regard.  Two Swords and Two Hands are double damage, but only with the Attack command, and yet they still cost 250 JP for class then 500+ JP for skill... why a 1.5x skill that technically affects more things than those two do doesn't cost at least 250 JP itself makes no sense to me.

-MP Restore got it's MP INCREASED?  I assume you removed the need for Critical status from it?  Else that makes no goddamn sense.  If you did, you should rename HP Restore to Critical HP or something so people can tell one requires Critical and one does not.

-I assume Mediator's Death Sentence will exist this time? :p

Everything else looks cool.  The lack of lolTwoSwordsMartialArtsMonks makes that and Two Hands going down in cost fine by me, and nothing else looks all that questionable.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Dol on August 09, 2011, 11:50:28 am
A couple things that I see on first glance:

Quote from: FFMaster on August 09, 2011, 08:35:39 am
A incomplete changelog:

Changelog

JOBS I'm at work and cant really play with the BMG and formulas.  Can you post in (  ) what effect these have at 35?
(I'm pretty sure he meant Paladins lose Katanas, not Swords.  Probably just a typo.)

ABILITIES

Chivalry
- Dia range reduced to 5 I still think this needs a CT for how good it is on a magic user

Summon Magic
- Silf hit rate increased to F(MA*2+140)% I dont get this one.  Silf was already really good.

Steal
- Steal Heart hit rate increased to MA*2+40%, JP increased to 150, requires opposite gender.  Still feels high.  A 50% chance to change a fight to 3v5 at neutral compat is still pretty game changing.

Yin Yang Magic

- Beguile JP reduced to 100 ?

Elemental
- All Elementals reduced to (PA+1)/2*MA damage Do you plan on keeping this at 100% accuracy?

Draw Out
- Kotetsu AoE now 3.  I think it needs to lose 100% Blind if the AoE is that large.

Ninjitsu
- Haku Korosu damage increased to 100%, and now also activates on Darkness With the buff to Oracle Sleep and Mediator abilities, I think this is an overbuff.  Darkness is on a lot of good things (Cyclops, Dia, Night Killer, Koutetsu, Grand Cross).  If you tell me you can instadie if you get hit with Blind now, thats not really necessary.  Having the 100% death if you get slept is a neat addition though.

- Katon, Raiton and Suiton Y increased to 28, MP reduced to 7 These already felt pretty balanced.  I dont know if this will make much difference in the big scheme of things though


Quote from: RavenOfRazgriz on August 09, 2011, 10:55:02 am

-MP Restore got it's MP INCREASED?  Thats JP, not MP

Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: CT5Holy on August 09, 2011, 02:30:22 pm
Accumulate with CT + AI = problems. IIRC Accumulate targets panel, so the AI will charge Accumulate, then move out of its effect.
Petrify accuracy up a lot! Dunno if that's intentional or not. But since Petrify is fairly easily countered, I guess it's ok.
I don't think MP Restore JP needs to go up just yet. It isn't appearing very often as a mage's reaction ability.

Everything else looks fine.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Squidgy on August 09, 2011, 02:35:26 pm
Chemists get more MP? I thought their MP was already absurd given their skillset doesn't use any, but good to see a speed buff. Monks... buffed? Mediators still lacking in PA/MA, but that's fine if they're intended to only use guns. Samurai innate 2H doesn't sound good to me (but I'm against any innates which help damage or defense.)

Accumulate/Quickening CT seems unnecessary. What exactly's the purpose of a charge time if the effected target is always self? Exploit stupid AI decisions to charge when 10 people get turns directly after? Wish change is aesthetic. Equip Clothes has a JP cost still? I guess it lets you get robes too... ...lol... robes.

Interesting Black Magic changes... dunno what to say about them, but Fire/Ice/Bolt Absorb is so easy to get, I doubt I'll risk having one. Balance buff might just make me use it. Nothin' much to say for Summons, still seem mostly the same.

Steal Heart requires opposite gender again? *tear* Worst part of this changelog.

Yin Yang Magic... First: Silence Song is fine, but everyone and their mother is immune to Silence due to equip options. Oracle's problem is much more in equipment, not their skillset. Petrify being double Death's hit seems wrong, but anti-petrify is fairly common. It still stops CT. Still too many spells which seem exactly the same. Good call in Move-MP nerf, but nothing for Move-HP?

We'll see how the CTs work for Draw Out, but I'm glad some of them do different effects now. With Draw Out having all these downsides, Elemental's gonna look even better. Any chance of M-Ev for Ele? I'm for a select few skills bypassing Evade... but Elemental is too easy to pull off.

Haku Korosu shouldn't work on sleeping units; killing them is helping the enemy team most the time. Working on Blind units with 100% Night Bows? Yeah, Night Bows, yeah. Two Swords/Hands still seem expensive...

Equip Magegear would be neat if Squires couldn't already equip those things, and even then, Wizard Rod can be replaced with Rune Blade for better stats, and books are just awful... just... awful. Maybe if "Magegear" was gear mostly for +stats, and there weren't Swords with bonuses on par with mage gear... Nah, I doubt anyone will touch this.

Cloths deal more damage... why? Because you have some Dance/Sing nerfs in the works I hope. I don't care how overpowered Angel Song is, I don't think I can stand to see that animation thrice for every Bard/Dancers turn, or the extra thrice per Mime... Hate hate hate hate hate hate hate Sing/Dance now.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: FFMaster on August 09, 2011, 06:27:22 pm
Dance/Sing changes are still in the works, not sure what to do about them. Probably make them lose Persevere and just go from there.
All items are still in the air, but expect a few items to lose Immune: Silence.
Accumulate will follow target if possible.
Mime changes are also still in the air, they are gaining more HP and a few other changes.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 09, 2011, 09:48:01 pm
Quote from: FFMaster on August 09, 2011, 06:27:22 pm
Dance/Sing changes are still in the works, not sure what to do about them. Probably make them lose Persevere and just go from there.


This... is an elegantly simple solution I hit myself for not seeing earlier.

Losing Perservere probably means they'll need to be buffed of all things, in a lot of cases.  I agree with heavy but well-thought Mime buffing and a lose of perservering on Songs/Dances combined with the classes / skills themselves being made generally better to compensate.  Making Mimes less rigged and making things not perservere fixes that problem pretty nicely.

It also makes the Accumulate change make more sense, but I question whether it'll still be usable unless you buff it to +2 PA or something to make it actually worth some CT/MP investment.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 10, 2011, 06:30:54 pm
(For the record, I'm not sure if I agree with Raven's latest Mime proposals just because of the significant PA and MA boosts to "make" up for Overwhelm.)

Also, for the record, I was having ideas for the new Poles despite still being unsure if the Item Attribute list I put up was even correct. But then something happened (besides my computer acting up 12+ hours ago while I was typing this):

Quote from: FFMaster on August 09, 2011, 08:35:39 am
- Monk loses Equip: Poles, gains Equip: Spears


So, yeah....

*flips table*

Sigh. Back to the drawing board.

Anyway, speaking of those changes, I'll just break up my opinions into the Good, the Bad and the Ugly. Spoiler time a-go-go!

Most of these things speak for themselves:

1. Fury and Darkness Hacks Actually Working as Intended Now: Yeah, doesn't really need to be said what's good about this.

2. Squire losing MA: Necessary.

3. Chemist gaining Speed: Necessary.

4. Mediator gaining HP: Necessary.

5. Samurai gaining HP: Necessary.

6. Throw Stone becomes PA*6: Necessary. Also, are you sure that the Charging canceling only happens 6.25% of the time? I just want to be sure.

7. Defend becomes free: Good. People might use it now. Might.

8. Auto Potion becomes 80: This was needed and seems like a good compromise between 50 and 100 HP. I'm guessing its JP stays the same then. Is this correct?

9. Magicward becomes Shell & Regen: This seems for the best, though now it means that no class at all can cause Reflect status....

10. Archer's three changes: These all seem for the better, though Projectile Guard might be a bit low. We'll see.

11. HP Restores becomes 500 JP: I still think it should be slightly more, but I hate Monks, so that might just be me.

12. Holy's nerfs: These seem fine, though are perhaps not necessary given the amount of stuff that absorbs Holy. But, hey, freaking healers not being able to blow people up (in one go) is always a good thing, especially since it's not like they're totally defenseless anyway.

13. Non-elemental Wizard changes: These are for the best, though Counter Magic might be a bit too cheap now considering the elemental absorb thing I was talking about.

14. Time Magic buffs: For the better.

15. Titan's decrease in damage: That seems for the best.

16. MP Restore becomes 550 JP: It might be a bit expensive, but considering how (ab)usable it is now, that's maybe for the best. I'd argue 500 JP at the most, though. It does need a name change, though, or at least for it to be pointed out that it doesn't happen only in Critical anymore now.

17. Talk Skill all increased +10%: For the best. It might not be enough for some, but it's a start.

18. Silence Song becomes 1 CT & 100 JP: Definitely a start, though like Squidgy said, the problem is more equipment, but I'd rather it be this now and have equipment a problem than it be what it was and not have equipment be as much of a problem.

19. Elemental's Y value becomes 1 instead of 4: Definitely a start. I still say they all either need to become magically evadable or have an Element, though. Maybe both.

20. Vertical Jumps go in increments of 50: Much needed given how little vertical differences of more than 3 actually matters on most maps.

21. Equip Polearm becomes cheaper: This was needed.

22. Two Hands becomes cheaper: Necessary, especially if Samurai has it Innate now.

22. Two Swords becomes cheaper: "Needed" or, at least, a welcome JP drop so that Ninja won't be the only person to be able to use Two Swords effectively if it's around.

23. Lore's two changes: It's a start.

24. Fist damage changes: So very needed.


The stuff that I feel you changed for the worse, though "bad" changes that are generally more "WTF" will go under "The Ugly". I'll also be talking about stuff that you haven't changed at all in both sections, though more with regards to stuff that's been posted since I know you said it was incomplete:

1. Monks lose Poles, gain Spears: So...Monks become better versions of Lancer minus Jump and Shields then? Because that's what giving Spears makes them, especially since they already have incentive to use Equip Armor due to Head equipment deficiency. I really don't see why you're giving a damaging distance option to a class that already has it, especially at the expense of another class that's far less powerful than Monk (unless it loses its Shield for expensive Two Hands).

2. Monks still have Innate Martial Arts: Given that you didn't say anything about it, I'm assuming they still have it. Yeah, that still needs to die, especially if Mimes lost it innately. And them still having it innately makes giving them Equip Spears either pointless or OP. It's difficult to know without "running some numbers", which I'm horrible at presently.

3. Mediator gains HP...and only HP: So, yeah, while nice, this doesn't really solve...any of the actual problems with Mediator, even with the intended Talk Skill boosts. I mean, hell, you just made Chemist, which was already better than Mediator, faster than Mediator. Why would I ever use a Mediator when I can use a Chemist with Talk Skill if I needed/wanted Talk Skill, especially when Chemist has an Innate that's actually relevant?

4. Accumulate has a CT: Even if you make it Follow Target, I think the computer is still going to be kinda of stupid about it and it's not really necessary anyway. Just make it cost MP without CT, please. Make it cost more MP if you think it needs to, though I think 10 MP is more than enough.

5. Wish healing becomes 5%: This is a start, but provided that you didn't change the accuracy, this means little ultimately. Can you at least make it so that it's 100% with Squire's normal PA (or slight above it) at Good or Best Zodiac compat.? Or is it that already?

6. Equip Clothes becomes 150 JP: It probably needs to be reduced to 100 JP, really, for reasons that Squidgy said, at least going off current equipment stats and current equipment access. It might even need to become free, though that seems to be pushing it....

7. Dia becomes range 5: A decent enough start, but it doesn't seem to go nearly far off, even with the Move-MP Up nerf.

8. Martial Arts becomes free: No. No. No. No. No. NO. Why would you make this of all things free? Hell, why would you even keep it around to begin with?

9. Quickening still around: Yeah...why is this not dead? I can understand wanting to test it out with CT, but unless that CT is like stupid long (like 7 or higher, and even then Short Charge gets around that), it's not really going to make a difference in making it more balanced. It needs to die.

10. Dragon Spirit becoming 300 JP: This is rather unnecessary, especially given how powerful Reraise can be.

11. Haku Korosu taking 100% HP and activating off Blind as well: Yeah...you overcompensated big time, here. It was arguably fine as it is, just that the classes that could put people to sleep en-mass sucked and, well, what Squidgy said about Sleep often being more detrimental than Dead. Anyway, this needs to do one or the other because right now, while I know you did this for Kagesougi, it becomes pretty required to protect against Blind unless you want your team to die to Ninja, Archer with Night Killer, another Ninja and another Archer with Ninja Killer teams. Personally, I'd vote for Blind over 100% off Sleep, but that's more because of "100%" even given how easy it is to Blind people.

12. Clothes becomes PA*WP: ...And you're making these Spears because...? They don't need any change, really, especially given that they work fine as they are now being "second armors" as opposed to just another thing to easily bash face in with.


Pretty much everything else is relegated to the "WTF" bin:

1. Chemist get an increase in MP and see no decrease in MA: I...what. Why would you do this when they have no use for MP? Buffing their speed is enough. Now they're even more superior to Mediator.

2. Paladins lose access to Swords, but not Katana: ...What. I just...what? Why? You do like the exact opposite of what at least a couple of people suggested, so I'm curious as to why, especially when Samurai didn't get any additional equipment options sans Innate Two Hands, which actually cuts down their usable equipment even further (going by current equipment). Are you planning on making all Katana able to be Two Handed and not usable with Two Swords? Even if you are, there doesn't seem to be any real reason for Paladin to lose Swords or keep Katana.

3. Samurai gain Innate Two Hands: I'm rather...displeased with this personally, but I'm willing to see how it goes. I'm going to have assume that all Katana are able to be Two Handed, correct? It seems rather...unfair to restrict them to just Asura Knife, Murasame & Heaven's Cloud while letting Paladin still equip all manner of Katana.

4. Mime loses Innate Martial Arts & Unyielding and gains Innate Move-HP Up: While I am thankful you even considered my "Move-HP Up" bit and that you got rid of Innate Martial Arts for Mime (which makes you keeping it on Monks even more WTF), I hadn't wanted them to lose Unyielding. It seems like they kind of need that, though I suppose I'm fine to see where it goes considering you said that you had other Mime changes already in mind.

5. Black Magic elemental difference: Eh, I'm rather ambivalent to these. We'll see how it goes though.

6. Carbunkle becomes AoE 3: That might help. Might. Perhaps consider letting it back to its original self, capable of causing Reflect again given that Magicward no longer will and Time Mage's "Reflect" is an anti-Charging spell.

7. Silf and Odin become more likely to hit: I'm not sure that Silf needed the boost, especially given the chance to cause Don't Act or Don't Move over an AoE 2 is pretty damn good. I don't like Odin, so even if the increase might have been needed (debatable), I'll doubt I'll ever be able to see it as an "improvement".

8. Zodiac becomes AoE 3 at MA*20: I...want to agree with this, but MA*20 over AoE 3 is pretty damn strong, especially when it's only 1 CT slower than Leviathan & Salamander. Even if it's twice as expensive MP-wise, it can't be absorbed or halved or canceled like either of those two, which is what makes me wary. I know it's the same reason you made it Y equal 20 since that equals the power of Leviathan or Salamander when those are Strengthened. However, being non-elemental actually makes it a lot more dangerous, I'd argue, especially since you don't have to "waste" a slot on equipping something to Strengthen it. Still, this is probably the direction it needs to go; just not AoE 3 (at least at that power).

9. Steal Heart's changes: Well, it's nice to know that it's JP increased and it's back to being opposite sex only, but I'm not sure if that Y value of 40 is a bit much or not.

10. Steal Accessory buff: While I understand why you increased it the way you did and it's again nice to be listened to, I'd say that this is a bit much, especially since it basically just punishes anyone who doesn't wear a Mantle (or Power Wrist) as their accessory rather than hating on all accessories equally since it's still physically evadable. I still say just make it physically unavoidable & lower the Y a bit and make it not trigger Counter Flood.

11. Oracle's other buffs: While I appreciate being listened to again, outside of the change to Dispel Magic, which I still say need to be reduced more or have lower CT or MP, these seem to be overcompensating ever so slightly. I suppose I can understand Petrify being so cheap because of how easy it currently is to cure and avoid, but...still, it seems odd that you'd increase Death marginally and then increase Odin and Petrify quite a bit more. Blind Rage is too cheap for something that lasts forever, especially when cures and counters to Berserk status are a lot less common than cures and counters to Petrify. Sleep arguably didn't need that big of a buff considering the range it has now, but that's the buff that I'm least worried about. Beguile really didn't need to be that cheap, especially if you changed Steal Heart back to being opposite sex only.

12. Elemental still being unavoidable & having its original range: While the damage decrease will indeed help it be less "blow your face", with Counter Flood around, it really does need to be at least magically evadable.

13. Draw Out: I can't say I like these changes outside of Bizen Boat, especially since they don't solve the problem of Murasame and I think that CT of 3 is going to have some problems, especially if the unit with Draw Out "casts" and then retreats. Outside of Bizen Boat and Muramasa losing Confusion, the changes also seems rather random and unnecessary as a whole, especially when Elemental barely got touched.

14. Katon, Raiton & Suiton changes: These seem unnecessary. They shouldn't be that powerful and they shouldn't be doing that much damage anyway, especially since they're unavoidable; it's not like the Y increase is substantial, I'm just saying. Ninjutsu as a whole is largely fine ability-wise outside of Haku Korosu & Kagesougi and given that you made those play off each other....

15. Axes and Bags having the same damage formula still: Okay.... Axes REALLY need a boost then considering how close in power Bags are to Giant Axe still.

16. Rods become MA*WP: I can't say I like this (and it kind screws over one of my ideas), though I'd bitch about it a lot more if WP on all Rods except Dragon Rod (which I still say is a problem) weren't so damn crappy (which I think they should be). So, meh. We'll see how goes.


You'll have to forgive me if I don't proofread the above right now just because of how long it's taken to type this up. It's been...annoying.

Quote from: FFMaster on August 09, 2011, 06:27:22 pm
Dance/Sing changes are still in the works, not sure what to do about them. Probably make them lose Persevere and just go from there.


As much as I don't feel this is necessary, it's probably for the best. At the very least, it's a starting point.

Unforgivable EDIT (08/22/2011 - 1:35 P.M.): Actually, don't forgive me. Because the amount of typos in this were atrocious and there's no excuse for that, tiredness be damned.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Mando on August 11, 2011, 02:39:49 am
If geomancy gets changed... just by lowering the formula... I will go out on a limb and say I wouldn't bother using it anymore...

There isn't anything wrong with it in all honesty...

Now as for the draw outs... if I could make a suggestion~ I would make it use the geomancy formula... then you wouldn't be forced to give it a CT as mages won't be able to abuse it and samurais with a somewhat balanced stat could actually use it effectively....

I do feel ninja is a bit pointless at the moment... outside the skillset.

Also for axes... if I could suggest anything,if you lower the damage on geomancy, then give them multi-element boost similar to the giant axe... but one that will boost 4 at a time~  that way they aren't "forced" to use 108 gems and hey that means axes can be "useful again"


I also think that these weapons could be placed in more classes:

Flail, Ninja Knife, Spear, and dagger

like... the paladin getting a spear

ninja knife usable by a squire and geomancer~

dagger on geomancer

flail on paladin and geomancer...

the reason why I say allow geomancer to use those weapons as options... is because if your nerfing the spell... give them some more equipment... I mean after all squire already is doing a better job at being geo than a geo XD


Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 11, 2011, 11:37:12 am
Quote from: The Damned on August 10, 2011, 06:30:54 pm
(For the record, I'm not sure if I agree with Raven's latest Mime proposals just because of the significant PA and MA boosts to "make" up for Overwhelm.)


You... do realize that +3 PA / +3 MA is the exact same thing as having innate Overwhelm, but without the bias toward Battle Song and Magic Song strategies because you no longer get "free" PA/MA points every so often, right?

Sometimes I love how I can go "let's boost them by 20-25%" and people will go "sure" then I'll go "let's move that 20-25% boost somewhere less abusive" and then people have an issue with it.  Confuses the hell out of me, man.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Barren on August 11, 2011, 04:43:13 pm
Well if you want to change equips and what not why not give paladins flails

geomancers are fine with swords and axes and flails.....daggers im not too sure

ninja knives should just stay with thieves and ninjas otherwise squires are just too universal
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: FFMaster on August 12, 2011, 09:35:08 am
Here is a list of attributes from Arena 130. As Damned worked out correctly, there are exactly 3 spaces left. With some items shifting around and others being condensed, we may have more. I have yet to start work on items, since it's normally the messiest project and requires a bit of playing around.

Here is the list, you can check it in Patcher/Item Tables to make sure. One of the free attributes is used by Dagger, and is more a test item than anything else.

1 - Battle Boots
2 - Save the Queen
3 - Excalibur, Healing Staff, Diamond Helmet
4 - Ragnarok
6 - Thunder Rod
7 - Asura, Flame Rod, Flame Whip
8 - Ice Rod
9 - Rune Blade, Wizard Rod, Wizard Staff, Mythril Gun, Ice Bow, Lightning Bow, Mythril Spear, Ivory Rod, Holy Miter, Wizard Outfit, Wizard Robe, Magic Gauntlet
A - Spell Edge, Murasame, C Bag, Circlet, Platina Armor, Linen Robe, Genji Gauntlet
B - Platina Helmet, Dracula Mantle
C - Gold Helmet
D - Light Robe
E - Giant Axe
F - Ice Shield
10 - Flame Shield
11 - Genji Armor
12 - Kaiser Plate, Black Robe
13 - Venetian Shield, White Robe
14 - Green Beret, Defense Armlet
15 - Gold Armor
16 - Iga Knife
17 - Hidden Knife, Sasuke Knife, Mythril Bow, Javelin, Secret Clothes, Sprint Shoes
18 - Obelisk, Twist Headband, Judo Sleeve, Bracer
19 - Koga Knife
1A - Golen Hairpin
1B - Flash Hat
1C - Thief Hat
1D - Reflect Mail, Reflect Ring
1E - Santa Outfit
1F - H Bag
20 - Earth Clothes
21 - Platina Shield, Vanish Mantle
22 - Black Costume
23 - Rubber Costume
24 - Gold Shield
25 - Chameleon Robe
26 - Persia
27 - Cashmere
28 - Diamond Shield, Small Mantle
29 - Ninja Knife, Heaven's Cloud, Cross Bow, FS Bag, Barbuta, Carabini Mail, Power Wrist
2A - Aegis Shield
2B - Iron Boots
2C - Germinas Boots
2D - Rubber Shoes
2E - Feather Boots
2F - Leather Mantle
30 - Oricalcum, Red Shoes
32 - Mythril Shield
33 - Ryozan Silk
34 - Crystal Shield, Mythril Helmet
35 - P Bag
36 - Defense Ring
37 - Magic Ring
38 - Cursed Ring
39 - Angel Ring
3A - Diamond Armlet
3B - Jade Armlet
3C - 108 Gems
3D - N-Kai Armlet
3E - Flail
3F - Morning Star
41 - Chantage
42 - Cherche
43 - Setiemson
44 - Salty Rage
45 - Cachusha
46 - Barette
47 - Ribbon
48 - Stone Gun
49 - Genji Helmet, Wizard Mantle
4A - Crystal Mail
4B - Defender, Crystal Helmet, Dracula Mantle
4C - Mace of Zeus
4D - Platina Dagger, Main Gauche, Assassin Dagger, Air Knife
4E - Diamond Armor
4F - Genji Shield

Free Attributes - 5, 31, 40

EDIT: As for things that are addressed for Abilities/Classes so far(changed from the original changelog i posted):

- Monk loses Equip: Poles, loses Innate: Martial Arts
- Mediator HPM up to 80, MAM increased to 145, Move increased to 4
- Steal Accessory hit rate increased to Sp+70%, no longer triggers Counter Flood, not evadable
- Haku Korosu damage increased to 100%, and now also activates on Darkness, no longer activates on Sleep

Things I really want to try out but will change if people really hate it(in the order as they appear in my brain):
- New Fire/Bolt/Ice
- Paladins without Swords
- Sing/Dance without Persevere
- New Draw Out
- Move-HP Up Mime
- Monk, just... Monk lol

Feel free to flame and argue, as it is the only way to a balanced game. If it gets out of hand though, I ask any mods just step in.

Also, I want to condense some items, which I have said multiple times. My plan is to change the way gear works slightly. Right now, I'm going to try to gear Helmets/Armor towards status protection, while Hats/Clothes will have Elemental affinities. This would give some reasons to use Equip Clothes if you don't have a spare spot for an accessory or something and also give more diversity between the two. Not too sure what to do about +Stat items. If you have some good ideas, just put them here =)

PS: Item names are also appreciated unless you want terrible names plaguing the lists.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Dol on August 12, 2011, 02:49:56 pm
Quote from: FFMaster on August 12, 2011, 09:35:08 am

EDIT: As for things that are addressed for Abilities/Classes so far(changed from the original changelog i posted):

- Monk loses Equip: Poles, loses Innate: Martial Arts
- Mediator HPM up to 80, MAM increased to 145, Move increased to 4
- Steal Accessory hit rate increased to Sp+70%, no longer triggers Counter Flood, not evadable
- Haku Korosu damage increased to 100%, and now also activates on Darkness, no longer activates on Sleep

Things I really want to try out but will change if people really hate it(in the order as they appear in my brain):
- New Fire/Bolt/Ice
- Paladins without Swords
- Sing/Dance without Persevere
- New Draw Out
- Move-HP Up Mime
- Monk, just... Monk lol

Feel free to flame and argue, as it is the only way to a balanced game. If it gets out of hand though, I ask any mods just step in.

Also, I want to condense some items, which I have said multiple times. My plan is to change the way gear works slightly. Right now, I'm going to try to gear Helmets/Armor towards status protection, while Hats/Clothes will have Elemental affinities. This would give some reasons to use Equip Clothes if you don't have a spare spot for an accessory or something and also give more diversity between the two. Not too sure what to do about +Stat items. If you have some good ideas, just put them here =)

PS: Item names are also appreciated unless you want terrible names plaguing the lists.



- Haku Korosu scares the hell out of me if its going to work off of Blind and not Sleep.  In addition to all the ways to add Blind and how good of a status it is with Concentrate out of the picture, Blind persists through death.  I absolutely would abuse that tactic with something like a Grand Cross Paladin, Night Killer Archer, Summoner w/ Clops, and a fast something or other with Ninjitsu.
My suggestion would be for it to proc off of Poison rather than Blind.  Not only is Poison rarer than Blind, it would give it a nice synergy with Shuriken.

- Paladins without swords still confuses me.  Katanas are better than regular swords (with the exception of the Blood Sword).  I guess youre trying to remove the Blood Sword as an option for Paladins to weaken them a bit, but I'm not quite following how this is really going to be helping the overall balance any.  Some enlightenment would be welcome  :)

- The nice thing about being the boss is that you can do what you want to  :cool:.  Go ahead and try what you want and we can test things out to see if they work well or not.  After thinking about it, I'm wary of the CT on DO now for the whole move after charging thing.  We will see though.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Mando on August 12, 2011, 04:24:03 pm
I don't think bloodsword is even that great with a paladin right now... the elemental weapons + absorbtion are much more powerful when combined with grandcross.

The proc on darkness will make my paladin/ninjitsu combo only that much more potent XD  even if people block against blind/darkness.Sleep made more sense on that one skill, and poison would just make the ninja stupid strong again.


However, I think I see where this is going... this is to counter the turtle teams that just try and outlast with low brave/faith


Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 12, 2011, 04:39:11 pm
You guys, FFMaster has a fix for the move after charging thing.  But no one would know this because he has a few hacks he's never released and that I know about only through pipelines.  You kids need to learn to release things, really.  :P

Looking over Paladin more, I think the problem is that the class is good at everything - high PA for damage, healing access, status access, buff access, high HP, etc.  combined with access to four different weapon types and Robes on top of heavy armor to allow it to compensate for its main weakness of low MP with ease if it desires.  It's a problem because it does too much - it hits hard, it tanks, it debuffs, it heals, and it supports, all without considering its secondary skillset or R/S/M.  I think the main issue is that the class is just able to do too many things at once and has far too many perks vs. faults, and honestly, removing Swords isn't going to fix that much outside of aforementioned Blood Sword.  Kind of like how I feel about the .30 Mime iteration, since it has the same issue - tons and tons of perks that play right into the most abusive strategy and silence many counters with little backlash for them outside of "it's a Mime", which obviously isn't a big decrement right now.

As for gear - segregating things like that is a good idea.  Let Clothes handle MP / Element related things, and Armor handle HP and protective related things, such as Status guards.  Just make sure you can't stack too many status defenses at once, or absorb too many elements at once, etc.  As for PA and MA boosting - I'd give Helms/Armors a PA +1 and MA +1 "set", and Clothes/Hats a PA +2 and MA +2 "set", and make them the lowest-HP items of their classes.  This way there's a 'standard' for people who want something less risk-reward or metagame oriented, but the lack of HP still gives them a suitable decrement.  In the same vein, there should obviously be a high-HP-end item of each Helm/Hat/Armor/Clothes for the same reason - but for more defensive oriented teams.  Having both an offensive and defensive "default" is good for the metagame, since it gives people a go-to while experimenting or trying to counter a strategy they're unfamiliar, then the higher-risk-higher-reward Items exist for them to begin trying to use once their strategy is down.  I know I don't mention Robes, but that's because I've always found them to be a frivilous Item type - they're Clothes that heavy armor units can wear as well as light armor ones.  ...Yeah that's not redundant at all.  Dunno what you can do with them, really.

As for names and shit, that should wait until after you have a good idea of what you actually want the stuff to do.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Mando on August 12, 2011, 06:40:24 pm
I concur with Raven on this. Pretty much to the T.

I would add that I think the axes/flails need a better use! I think FFM has some ideas in the works though. :)
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Pierce on August 15, 2011, 06:47:27 pm
Just had a discussion on IRC about this:

Female mimes need a PA boost. As it stands, they're only really useful for mimicking, but they insist on using their melee attack. All they do is trigger reaction abilities while doing 50 damage or so. This differs from male mimes who can be used as attackers and do decent damage.
--Not sure if this has been discussed in the topic above, honestly didn't want to read all those walls of text.--
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Gaignun on August 19, 2011, 06:26:30 pm
Quote from: FFMaster on August 09, 2011, 08:35:39 am
Black Magic
- All Fire spells gain 1 AoE and Fire 1/2/3/4 lose 2/4/6/12 Y respectively
- All Bolt spells except Bolt 4 gain 3 Y and cost 5 MP more
- Bolt 4 loses 5 Y
- All Ice spells cost half MP and cost 100 JP more
- Ice 4 loses 8 Y
- Frog hit rate increased to F(MA*2+145)%
- Death hit rate increased to F(MA*2+100)%
- Flare MP cost increased to 50 and Y reduced to 40
- Counter Magic JP reduced to 300


So bolt is stronger, fire hits a wider area, and ice costs more JP?  I feel that these changes give black magic more personality, but not any more attraction.  Has the thought of adding status effects to black magic been entertained?  For example, fire could inflict poison, bolt don't move, and ice slow.  Black magic would be as yin yang magic, but with damage as insurance.  This would also ease bad matchups, as units who halve the elemental damage may yet be vulnerable to the status effect, although whether the AI will bother to cast the spell on the units at all is a different story.   Yin yang magic might need a buff in compensation, such as lower CT times or higher Y values.

Second, I support Squidgy's suggestion that one of black magic's spell tiers be removed for other spells.  Dark elemental magic is under-represented.  With dark elemental spells, black magic could be used as a counter to teams that use light robes for passive regen and to heal undead units.

On the subject of undead units, is it possible to let them die and be revived as normal units?  Susceptibility to healing damage notwithstanding, their gimmicky auto-revival feature is what keeps me away from incorporating them in teams.

Draw out with a cast time is interesting.  I believe this harms the skillset's reliability.  Is this warranted?  Draw Out's attraction is its flat, instant damage at zero cost.  If a damage nerf alone isn't enough, why not give it an MP cost?  That way, it would still be attractive with its instant damage, but it would require maintenance.  An MP cost would only further increase dependence on item and move-MP up for MP healing, though.  Perhaps it's time to do as Tactics Ogre does and implement passive MP regen across the board?  That's probably impossible.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Eternal on August 19, 2011, 06:37:54 pm
Pride made an ASM that regenerates MP over time, replacing Wall status. Just give every job Auto: Wall. This disables Regen, though, IIRC.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Pride on August 19, 2011, 10:11:53 pm
It can be easily altered to not require Wall and doesn't disable Regen. If you have both, however, it won't display the MP Regen and only the HP Regen.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Gaignun on August 20, 2011, 05:07:29 pm
That's nifty.  It could even be set as an innate for only mages if they need the perk.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 22, 2011, 05:10:41 pm
(Giving everyone access to innate MP Regen seems like a horrible idea, at least to add on top of a mass of other changes. We hardly need to make MP-damaging techniques, of all things, even worse.)

*cracks knuckles*

So, I was gone for a week, so a couple of things I was going to reply to a while ago went unanswered. I suppose I should do this before I start watching Wiz's 4 and a half hour long video, so here goes:

Quote from: RavenOfRazgriz on August 11, 2011, 11:37:12 am
You... do realize that +3 PA / +3 MA is the exact same thing as having innate Overwhelm, but without the bias toward Battle Song and Magic Song strategies because you no longer get "free" PA/MA points every so often, right?

Sometimes I love how I can go "let's boost them by 20-25%" and people will go "sure" then I'll go "let's move that 20-25% boost somewhere less abusive" and then people have an issue with it.  Confuses the hell out of me, man.


It's because it's a lot easier to work in percentages for people than it is for them to just see additive numbers to some unknown initial total, even if those percentages just as meaningless without knowing that beginning sum. Not everyone works with stats.

Anyway, that's what I figured you were getting at, but it doesn't quite emulate the same effect across the board, does it? If it does, then ignore this.

Even with the lack of the "abuse", wouldn't it not equal the same 20% for a quite few things, at least where magic and probably gender differences are concerned? Again, if it doesn't, then ignore this.

Quote from: FFMaster on August 12, 2011, 09:35:08 am
Here is a list of attributes from Arena 130. As Damned worked out correctly, there are exactly 3 spaces left. With some items shifting around and others being condensed, we may have more. I have yet to start work on items, since it's normally the messiest project and requires a bit of playing around.

Here is the list, you can check it in Patcher/Item Tables to make sure. One of the free attributes is used by Dagger, and is more a test item than anything else.


I honestly don't know how I managed to get the right number when I realized how much I screwed up just by going over the list I made an hour ago. I guess sometimes luck can overcome my idiocy in rare occasions.

There are some errors on your list too (as far as I can tell), but I think I sussed everything out. So tell me if this is "combined" list is accurate:

1: +1 PA, +1 Move - Battle Boots
2: Initial: Protect - Save the Queen
3: Absorb: Holy, Strengthen: Holy - Excalibur, Diamond Helmet (No Healing Staff here, though I'd be fine if you either combined that with this or weakened Excalibur to only Absorb Holy.)
4: Initial: Shell - Ragnarok
5: UNUSED
6: Strengthen: Lightning - Thunder Rod, Morning Star (I put Scorpion Tail here the first time, like an idiot.)
7: Strengthen: Fire - Asura Knife, Flame Rod, Flame Whip
8: Strengthen: Ice - Ice Rod
9: +2 MA - Rune Blade, Wizard Rod, Wizard Staff, Mythril Gun, Ice Bow, Lightning Bow, Mythril Spear, Ivory Rod, Holy Miter, Wizard Outfit, Wizard Robe, Magic Gauntlet
A: +1 MA - Spell Edge, Murasame, C Bag, Circlet, Platina Armor, Linen Robe, Genji Gauntlet
B: Absorb: Wind, Strengthen: Wind - Platina Helmet (I completely missed Platina Helmet the first time.) 
C: Immune: Frog, Chicken & Sleep - Gold Helmet
D: Always: Regen; Weak: Dark - Light Robe
E: Strengthen: Earth, Wind & Water - Giant Axe
F: Absorb: Ice; Weak: Fire - Ice Shield
10: Absorb: Fire; Weak: Ice - Flame Shield
11: Immune: Sleep - Genji Armor
12: Strengthen: Fire, Ice & Lightning - Kaiser Plate, Black Robe
13: Half: Fire, Ice & Lightning - Venetian Shield, White Robe
14: Immune: Don't Move & Don't Act - Green Beret, Defense Armlet
15: Immune: Petrify & Dead - Gold Armor
16: Strengthen: Earth - Iga Knife
17: +1 Speed - Hidden Knife, Sasuke Knife, Mythril Bow, Javelin, Secret Clothes, Sprint Shoes
18: +2 PA - Obelisk, Twist Headband, Power Sleeve, Bracer
19: Strengthen: Wind - Koga Knife
1A: +1 MA; Immune: Silence - Aegis Shield, Golden Hairpin (Aegis Shield is here since it has +1 MA as well.)
1B: +1 MA, + 1 Speed - Flash Hat
1C: +1 Speed; Immune: Charm - Thief Hat
1D: Always: Reflect - Reflect Mail, Reflect Ring
1E: Absorb: Ice; Immune: Sleep - Santa Outfit
1F: Half: All Elements - H Bag
20: Absorb: Earth, Strengthen: Earth - Earth Clothes
21: Immune: Wind & Water - Platina Shield, Vanish Mantle
22: Absorb: Fire; Immune: Stop - Black Costume
23: Absorb: Lightning; Immune: Don't Move - Rubber Costume
24: Absorb: Lightning; Weak: Earth - Gold Shield
25: Absorb: Holy; Immune: Dead - Chameleon Robe
26: Always: Defend, Protect - Persia
27: Always: Defend, Shell - Cashmere
28: Immune: Earth & Holy - Diamond Shield, Small Mantle
29: +1 PA - Ninja Knife, Heaven's Cloud, FS Bag, Barbuta, Carabini Mail, Power Wrist
2A: Initial: Defend, Immune: Don't Act? - Defender (That's the only thing that I can guess that goes here since Aegis Shield doesn't.)
2B: Always: Don't Move, Protect & Shell - Iron Boots
2C: +1 Move, +1 Jump - Germinas Boots
2D: +1 Move; Immune: Lightning, Don't Move - Rubber Shoes
2E: +1 Move: Always: Float - Feather Boots
2F: Absorb: Water - Leather Mantle
30: +1 MA, +1 Move - Orichalcum, Red Shoes
31: UNUSED
32: Absorb: Earth; Weak: Lightning - Mythril Shield
33: Always: Defend, Reflect - Ryozan Silk
34: Immune: Stop & Slow - Crystal Shield, Mythril Helmet
35: Always: Regen; Weak: All - P Bag
36: Immune: Berserk, Sleep & Death Sentence - Defense Ring
37: +1 MA; Absorb: Wind, Holy; Immune: Silence - Magic Ring
38: +1 PA, +1 MA, +1 Speed; Always: Undead; Absorb: Dark; Weak: Fire & Holy - Cursed Ring
39: Initial: Reraise; Immune: Blind & Dead - Angel Ring
3A: +1 PA, +1 MA; Immune: Slow - Diamond Armlet (I missed Diamond Armlet the first time.)
3B: Immune: Stop, Petrify & Chicken - Jade Armlet
3C: Immune: Psn, Frog, Und & BldSck; Strengthen: All - 108 Gems
3D: Immune: Charm & Confusion; Half: Dark - N-Kai Armlet
3E: Strengthen: Water - Flail
3F: Strengthen: Holy? - Healing Staff (I'm guessing this is what goes here since Morning Star shares the same Inflict Status code as Thunder Rod and Healing Staff doesn't Absorb Holy like how Excalibur and Diamond Helmet.)
40: UNUSED
41: Initial: Reraise; Immune: Sleep & Frog - Chantage
42: +1 PA; Initial: Protect - Cherche
43: +1 MA; Initial: Shell - Setiemson
44: Always: Berserk & Slow - Salty Rage
45: Absorb: Wind, Earth, Water & Holy - Cachusha
46: Immune: Dead, Conf, Sil, Chkn, Psn, Slw, DM & DS -  Barette
47: Immune: Undd, Ptry, Drkness, Frg, Stop, Chrm & DA - Ribbon
48: Initial: Petrify - Stone Gun
49: Immune: Don't Move - Genji Helmet, Wizard Mantle
4A: Immune: Undead - Crystal Armor/Mail
4B: Immune: Don't Act - Crystal Helmet, Dracula Mantle (Defender doesn't go here because of Initial: Defending, though I'd be fine with getting rid of that to consolidate and save some space.)
4C: Absorb: Lightning; Strengthen: Lightning - Mace of Zeus
4D: +1 Move - Platina Dagger, Main Gauche, Assassin Dagger, Air Knife
4E: Immune: Berserk, Darkness & Poison - Diamond Armor
4F: +1 PA; Immune: Dead - Genji Shield


Regardless, even though, yeah, equipment is quite annoying to try to do, I'll try to come up with something by Wednesday evening (my time).

Quote from: FFMaster on August 12, 2011, 09:35:08 amEDIT: As for things that are addressed for Abilities/Classes so far(changed from the original changelog i posted):

- Monk loses Equip: Poles, loses Innate: Martial Arts
- Mediator HPM up to 80, MAM increased to 145, Move increased to 4
- Steal Accessory hit rate increased to Sp+70%, no longer triggers Counter Flood, not evadable
- Haku Korosu damage increased to 100%, and now also activates on Darkness, no longer activates on Sleep


1. Monks loses Poles and Martial Arts: A good start (even if them having Poles was fine to me), though I must ask: Is Martial Arts still available to equip as a Support even though it breaks the game? Do Monks still get new Spears to play with even though that stomps on Lancer's toes? If yes to either of those, then I can't say I like this change (in light of those).

That said, Monks should probably be able to equip Hats if they're losing Martial Arts. I don't hate them that much to say they shouldn't ever get anything (if they're losing quite a few things, as they need to).

2. Mediator gets more buffs: I'm guessing this is in addition to the aforementioned buffs Chemist got? I...guess it would still be okay even then. We'll see.

3. Steal Accessory isn't evadable and doesn't trigger counters: Thank you. I'd say you overcompensated a bit since Sp (which is at least 8)+70% is rather huge. Not sure if that's because it's still going to be 300 JP or not, though, so I don't think I'll complain too much about that. (I'd personally think that the X value would be fine at 50 or 55, but that might be a bit "low" for the JP cost and target in most cases.)

4. Haku Korosu triggers off Blind for 100%: As Dol pointed out, this is rather terrible idea, even if Blind didn't last past death. That it does combined with 100% damage, though, is quite bad. I'd say to make it trigger off Poison (though there's still a cross-bow for that) as Dol also suggested and to make it take 75% HP (since it's not like it goes off CurHP anyway, right?) rather than 100% HP. Poison is still relatively easy to apply, but at least it has half of the potential triggers that Blind does and it wears off after death; also, most of the poisoning abilities could use some incentive.

Quote from: FFMaster on August 12, 2011, 09:35:08 am
Things I really want to try out but will change if people really hate it(in the order as they appear in my brain):
- New Fire/Bolt/Ice
- Paladins without Swords
- Sing/Dance without Persevere
- New Draw Out
- Move-HP Up Mime
- Monk, just... Monk lol

Feel free to flame and argue, as it is the only way to a balanced game. If it gets out of hand though, I ask any mods just step in.


I thought you counted a mod, though?

Anyway, I'm fine with "trying out" all of these. I just want to know why you got rid of Swords instead of Katana for Paladin. It's just such a...bizarre decision and I know I'm not the only one confused, especially with Paladin being as problematic as they are.

Quote from: FFMaster on August 12, 2011, 09:35:08 amAlso, I want to condense some items, which I have said multiple times. My plan is to change the way gear works slightly. Right now, I'm going to try to gear Helmets/Armor towards status protection, while Hats/Clothes will have Elemental affinities. This would give some reasons to use Equip Clothes if you don't have a spare spot for an accessory or something and also give more diversity between the two. Not too sure what to do about +Stat items. If you have some good ideas, just put them here =)


As Raven pointed out, that sounds good.

Quote from: FFMaster on August 12, 2011, 09:35:08 amPS: Item names are also appreciated unless you want terrible names plaguing the lists.


Again, as Raven pointed out, for most of these, you should probably just wait until you (think you) know what you want the item to do.

When I brought up the "terrible name" thing, I was just bringing up my (slight) annoyance at you correcting the Engrish from vanilla on only some things and not everything. I couldn't really care less if things like "Night Killer" become the intended "Knight Killer" from PSP just as long as egregious things like "Oberisk" and "Wiznaibus" are fixed.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Squidgy on August 22, 2011, 05:51:54 pm
Quote from: The Damned
(Giving everyone access to innate MP Regen seems like a horrible idea, at least to add on top of a mass of other changes. We hardly need to make MP-damaging techniques, of all things, even worse.)

I don't get it... Witch Hunt was stupidly powerful in some of those matches. I doubt the AI will use MP Regen correctly though, but I fail to see why letting the Time Mage with 0 mp do more than a suicidal staff whack is horrible. Or is every mage supposed to use Ether/Angel Song (so broken, even if it triggered only once due to mimes.) secondary? Currently I see Move-MP UP as a necessity, not a decision.

QuoteI just want to know why you got rid of Swords instead of Katana for Paladin.

Especially since Katanas are for the most part just better than Swords.

I'm still for gutting mimes, even though I'm sure lots of people enjoy their... "variety".
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 22, 2011, 07:00:51 pm
Quote from: The Damned on August 22, 2011, 05:10:41 pmAnyway, that's what I figured you were getting at, but it doesn't quite emulate the same effect across the board, does it? If it does, then ignore this.


It actually does, because you're essentially increasing the PAM and MAM of Mime by about 20-25%.  Because Mimes don't scale, this is almost exactly the same as the 20% boost from Overwhelm.  It's slightly different because Overwhelm affects final damage, but not to a noticeable degree.  The only time the effect between +3 PA and +3 MA is different is when using Battle Song or Magic Song - and again, +3 PA and +3 MA is the weaker of the two choices, because Overwhelm will give you +20% on all your stat boosts as well, which a hard +3 will not do.

Quote from: The Damned on August 22, 2011, 05:10:41 pmIs Martial Arts still available to equip as a Support even though it breaks the game?


Fists are using PA*9*(CasFury+35)*(TarFury+35)/10000 on this new setup and not PA*.7*PA*(CasFury+40)*(TarFury+40)/10000 that they use in .30, and Martial Arts now takes a Support slot instead of being able to be stacked with other skills such as Attack UP, Overwhelm, Two Swords, or even defensive Supports like Defense UP and Equip Armor.  So, it doesn't break the game.  Honestly, Martial Arts is probably required as learnable to give Monks incentive to still use their Fists over a Spear - you can use Martial Arts, gain 1.5x to your 9 WP Fists and all your skills, or use a Spear + Attack UP for a 1.34x boost to your X (usually above 9) WP and all your skills while also getting a second Attack panel... or you can mix the two, using Martial Arts to maximize a skill like Chakra with a Spear to keep your Monk further from the fray, etc.  The game is far from broken.  You're just being colored by your hateful bias.  It just needs to cost ~250 JP to share some kind of commodity with Two Swords / Two Hands.

Quote from: The Damned on August 22, 2011, 05:10:41 pmThat said, Monks should probably be able to equip Hats if they're losing Martial Arts. I don't hate them that much to say they shouldn't ever get anything (if they're losing quite a few things, as they need to).


^ This.  Losing innate Martial Arts is like losing 6-7 PA on a minimized PA male... with maximum PA, it's more like 10-11 most likely, but I'm too lazy to click into other threads and check their gear options.  So yes, they definitely need Hat access to make up for this on some level.



I still don't think Song/Dance needs to lose Perservere personally if you go with even something relatively close to what I suggested before, because neither Bard/Dancers themselves or the Sing/Dance skillsets themselves are really the problem, it's Mimicing those things to essentially get 8 turns to the opponent's 4 - and the blame for that solely falls on the Mime's inability to be countered well because of its boss innates.  I honestly think just dropping those retarded-level innates (and maybe that debuff on Life/Angel Song you spoke of a while back on IRC) is enough - the source of the issue, Mime, becomes about 5x easier for most non-HERP DERP DAMAGE teams to deal with, and in turn the Mimicing becomes far less of a problem.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 22, 2011, 11:10:28 pm
(Only made it through like 2 hours of Wiz's video before Firefox crashed on me. Great. This computer....)

I see, Raven. Very well then.

Agree that Persevering probably doesn't need to be done with regards to Songs or Dance, but if it's what most people are agree on, then I'd rather than not allowing Mimes to mimic Songs or Dances at all. "Lesser evil" and everything.

Quote from: Squidgy on August 22, 2011, 05:51:54 pm
I don't get it... Witch Hunt was stupidly powerful in some of those matches. I doubt the AI will use MP Regen correctly though, but I fail to see why letting the Time Mage with 0 mp do more than a suicidal staff whack is horrible. Or is every mage supposed to use Ether/Angel Song (so broken, even if it triggered only once due to mimes.) secondary? Currently I see Move-MP UP as a necessity, not a decision.


If Mist/MP Regen is innate, it doesn't matter how the AI would otherwise use it as a skill since it would be innate, which is the problem that I'm getting at: why would anyone use MP damage if the game was automatically geared towards negating that damage every turn? Every turn spent using a MP damage spell is essentially wasted unless it negates a spell being cast, and even then, it at best turns matches into a stalemate based upon AI stupidity if it manages to be "effective" still at all.

As for Witch Hunt being "stupidly powerful", realize you said in some matches. I could understand if Witch Hunt was a dominating force (like Quickening) that basically screwed all other strategies if it appeared (luck aside), but you're honestly trying to convince me it's "stupidly powerful" just because once a great while it can actually, against all odds, succeed at the thing it was supposed to do?

What? How is that "stupidly powerful"? Especially when the only shitty mage weapons (in terms of pure WP) are pretty much all Rods? You saddle your mage with that (or a Bag) as means of last resort physical attack and have no reliable means of restoring MP and it's your own damn fault when they become dead-weight.

Even if the only solutions were the ones you listed and we ignored Chakra, the boost to MP Restore, Absorb Used MP & Spell Absorb, you act like those three options are in skill sets that are out of the way. Honestly, when was the last time you saw a team forego Item? The only teams that I can think of have all Mimes on them, which tend to have Bards on them. And can you tell which Movement mages would benefit from more?

This is like saying Silence Song is stupidly powerful because in some matches it would utterly shut down mages who didn't bring gear to block it or means to cure it, even though the majority of the time, as with Witch Hunt, it's pretty inconsequential.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Squidgy on August 23, 2011, 12:33:26 am
Quote from: The DamnedThis is like saying Silence Song is stupidly powerful because in some matches it would utterly shut down mages who didn't bring gear to block it or means to cure it, even though the majority of the time, as with Witch Hunt, it's pretty inconsequential.

Yes, it is. Except Witch Hunt doesn't have an equip or skill to counter it (except OP Angel Song, maybe). The way you counter it is by making teams with little mp reliance, not by throwing on easy-to-find anti-Silence equips and skills. Witch Hunt would be OP if casters were better than phys units. Right now it's just stupid, because it's a hard counter to something which doesn't need a hard counter in the first place. That's the main reason you don't see Magic Ruin and Spell Absorb much, not because MP Damage is worthless; it will gut certain teams, but those certain teams aren't very powerful.

I'm curious what sort of numbers you think this innate MP regen would be cranking out, because I was thinking of it like FFTA, ~5, for a caster, therefore much less for people without robe gear. Even if it was a huge number, the AI will churn out high cost spells until it hits 0, then either spam low-cost stuff, gimping itself, commit suicide by going into melee, or most likely use the inevitably equipped Hi-Ether/Angel Song, and still lose a turn.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 23, 2011, 01:49:33 am
I'm actually all for a 6% (1/16th) MP Regen on every unit, because of the nature of Arena.  Right now, MP costs are biased heavily towards casters, given their skills both have the higher MP costs and their Attack command is usually shittier than a non-caster's.  If you were to fix this issue and instill some parity (better Mage-based Attack options, more MP costs on non-Mages)... you'd still probably want this 5% MP Regen floor both because the AI is absolutely retarded with MP and because MP breaking would become an easy means of forcing units out of relevance as more than a matchup-based thing.

I think this fills nicely with the reduction to Move-MP UP - you get a 5% MP Regen "floor", then if you need MORE MP, you have Move-MP UP.  But maybe that's just me.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 23, 2011, 11:19:46 am
(Ugh. I feel like there's something unrelated to equipment I'm forgetting to mention.)

I'm not sure I even agree with the Move-MP Up reduction, actually. I'd much rather resurrection skills be made to cost [slightly] more MP so you can't have an infinite supply of it (but would run out extremely slowly, normally) like Redworld's team than Move-MP Up be made nigh-worthless.

I also can't really agree with even a minor "auto-MP Regen"--I figure it will only be "5" MP every turn like FFTA overall--if Quickening is staying around and a few other cheap abilities (pretty much all Paladin skills and some Ninja skills) are potentially getting buffed. If you want to add Mist as an active ability/status to further test out the AI (since that's another large part of what ARENA is about, IMO), then please do that rather than being "lazy" about it and just making things even easier to get around by giving it to everyone innately.

If it was really going to be as low as 1/16 MP turn, then perhaps I'd be more willing to consider it, but then it would be rather useless to give to everyone since only casters would benefit from it, which, again, makes seem silly if you're making it innate. That it wouldn't show up every turn just cause it to have another strike against it for me, but it's not like I'm the ultimate decision maker on this, so let's just move on.

Quote from: Squidgy on August 23, 2011, 12:33:26 am
Yes, it is. Except Witch Hunt doesn't have an equip or skill to counter it (except OP Angel Song, maybe). The way you counter it is by making teams with little mp reliance, not by throwing on easy-to-find anti-Silence equips and skills.


Witch Hunt doesn't have equips or skills to counter it? Perhaps it doesn't have anything to block it (or anything that automatically gives you Move-MP Up or Mist), but Robes arguably "counter" it considering that Witch Hunt tends to hit only for 23 MP twice or four times before the Dancer either dies or does something else. Most dedicated mages have a lot more than 92 MP even without Robes.

Also, while Move-MP Up may be the only skill that out and out counters it, again, it's not like it's asking mages to bend over backward and use a Movement skill they aren't going to use anyway. They hardly benefit from Movement skills that augment actual Move or Jump stats, which either that, Float or Move-HP Up when they tend not to have that much HP. And, hell, Move-MP Up counters Witch Hunt without needing to waste an action on it, which is what I'm getting at: Witch Hunt managing to do it's job is far, far less common than it just being a pointless, wasted action. So how can it be "overpowered"?

(It's also arguably countered by Half of MP, though few people have been using that give its cost versus MP Restore and having to compete with Magic Attack UP & Short Charge.)

Quote from: Squidgy on August 23, 2011, 12:33:26 amWitch Hunt would be OP if casters were better than phys units. Right now it's just stupid, because it's a hard counter to something which doesn't need a hard counter in the first place. That's the main reason you don't see Magic Ruin and Spell Absorb much, not because MP Damage is worthless; it will gut certain teams, but those certain teams aren't very powerful.


Perhaps, though I doubt it considering if casters were outright better than physical units, than pretty much all those teams would be using Move-MP Up, which shuts down Witch Hunt (or any other MP damage move) effortlessly as just mentioned, a Monk for Chakra, a unit with Item for Ether and/or a Bard with Angel Song (regardless of whether you think it's OP or not). So, again, MP damage would be fairly pointless/easy to combat even if people were building semi-suicidal double Witch Hunt Dancer and double Mime teams.

As for Magic Ruin and Spell Absorb, that's only part of the reason they aren't used. Unlike Witch Hunt, every other MP damage has to be used from what's basically melee range, where units with them either have better options or tend to die; even Samurai have lowish HP compared to other units that get armor innately. Unlike Witch Hunt and Bizen Boat, both Magic Ruin & Spell Absorb take MP and Magic Ruin, if it were ever used, would be on melee units with piss-poor MP; Spell Absorb gets used rather often, but the AI is rather stupid about it. Both Magic Ruin & Spell Absorb also have the problem of being in skill sets where out and out better skills exist in a system where a (probably necessary) JP cap exists. Magic Ruin has to contend with being in the same skill set as the brokenness that is Quickening, sexless Steal Heart, the other Ruins and Bad Luck; Spell Absorb has to contend with, even for all my bitching about Yin-Yang Magic being severely underpowered at present, Paralyze, Life Drain, Defense UP, Move-MP Up and even Absorb Used MP.

I'm not saying that Witch Hunt isn't somewhat stupid in terms of the MP damage it does for its range and hitting the whole enemy team without fail and being unable to be countered. However, it's not overpowered just because someone's team that relies on heavily on MP--hardly any team has all casters on it--didn't have any form of MP restoration like it should.

If Witch Hunt was doing Angel Song numbers of MP damage, then, yes, I could see you calling it OP. However, it's not and it hardly does it job as it is even when Angel Song isn't around to give it the finger, so I don't see why you're so adamant on trying to prove that it needs to further weakened to the point where it would go from nigh-useless to totally useless.

Quote from: Squidgy on August 23, 2011, 12:33:26 amI'm curious what sort of numbers you think this innate MP regen would be cranking out, because I was thinking of it like FFTA, ~5, for a caster, therefore much less for people without robe gear.


As I said above, I don't think that the MP restoration would be that much per turn. I just view it extremely unnecessary for a multitude of reasons.

To me, adding Innate Mist status to everyone is essentially the equivalent of invasive surgery for what's a perhaps unsightly but ultimately shallow flesh wound: it's absurd.

Quote from: Squidgy on August 23, 2011, 12:33:26 amEven if it was a huge number, the AI will churn out high cost spells until it hits 0, then either spam low-cost stuff, gimping itself, commit suicide by going into melee, or most likely use the inevitably equipped Hi-Ether/Angel Song, and still lose a turn.


There are so many erroneous assumptions/conclusions here that are contradicted by all the videos Wiz, Barren and others have been doing that I really don't know what to say. However, I'll explain what I mean by that rather just condescend.

First, you're act like every low MP spell is utterly weak or that every spell team that uses mages that actually rely on abilities that use MP--since, you know, mages using Draw Out or Geomancy is still effective--uses MP heavy stuff like Flare and Bahamut for the entirety of its damage. This is pretty easily countered by the fact that, sans Flare, most of the more potent spells are dirt cheap as seen in many videos. For example, Shade's and Vilganti's magically based teams alone should show you how easy it is to blow off enemy faces with (multiple) tier 1 spells, which under the proposed auto Mist system, would effectively be free to case.

Secondly, you're acting like all mages are completely incompetent at melee. Yes, most of them shouldn't be rushing in, but that's more because of HP totals than close-combat weakness. The only mage weapons that utterly weak are, again, Rods; half of the staves still somewhat suck, but they can at least kill someone who is above single-digit HP unlike Rods. Mages with books and especially poles/sticks can fuck your shit up at melee range; Oracles, Scholars and Bards are actually some of the hard hitting melee units in ARENA if you want them to be just because of poles.

It's a pretty moot point anyway because usually, usually, a mage unit won't charge into close-range just to physically attack until it's already out of MP (or can blow your face off with its attack). So, AI stupidity aside (which I again, would rather not rely on), that kinda defeats the point of what we're talking about, especially since it's even less likely to happen now before MP drops to zero because of the additional range on all spells.

Finally, I can't think of many teams, much less effective teams, that have their method of MP restoration that takes an action on the same unit that would be doing the primary spell casting. The only effective team that comes to mind where a mage unit needs to "waste an action" using Angel Song is that Mages of Doom team, where every unit is a mage, which makes it inevitable even--an all mage team is pretty rare as it is. Every other team with MP restoration tends to just have a unit with Item chugging Ethers or Hi-Ethers around at the units that actually use magic or a unit that isn't really a mage--or at least an attack mage--that uses Angel Song or Chakra.

So, yeah, I'm not really seeing why you seem to hate Witch Hunt so much. I can understand why you could find Wiznaibus and Life Song repeating so often annoying and/or boring. However, for reasons I can't fathom, it's just starting to seem like you have a thing against Song and Dance as a whole even though they're ultimately of middling power (without currently overpowered Mimes or overpowered [innate] Martial Arts & quadratic fist formulas).
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Gaignun on August 23, 2011, 05:07:04 pm
Quote from: The DamnedFirst, you're act like every low MP spell is utterly weak or that every spell team that uses mages that actually rely on abilities that use MP--since, you know, mages using Draw Out or Geomancy is still effective--uses MP heavy stuff like Flare and Bahamut for the entirety of its damage.


So you say that mages shouldn't rely on MP-intensive skill sets because they're MP-intensive skill sets?  I propose innate MP regen to shift team design away from this paradigm.  I would like players to depend on mages for their magic.  The AI is notoriously unreliable at restoring its MP.  From my testing for season 5, the AI seems to restore MP only when there is nothing left to do.  No strategy is as predisposed to the whimsy of the AI as spellcasting, and no strategy as unattractive.

A mage bereft of MP is no longer a mage.  They're the only class players expect during design to inflict its own paralysis.  Players must account for this, and it is here that discrepancies with non-mages arise.  Bards don't need support to sing, ninja to attack, or samurai to draw out.  These units are dependable.  Consequently, players don't need to design bards, ninja, or samurai with alternatives.  In this light, suggesting that mages must rely on an alternative course of action when they're out of MP is not convincing.  It is precisely what I wish to change.  If magic had more destructive power than any other form of offense, then this "self-paralysis" would be appropriate, but with the Faith system making magic damage as unpredictable as it is, it simply isn't so.

Pointing out that mages have Move-MP UP to cope with MP woes is symptomatic of the underlying problem: design is less about choice and more about necessity.  Combined with the reliance on Item (already a skill set with enough going for it) or Angel Song, the whole design process turns stale.  On the other hand, if mages did not need to rely on Move-MP Up, they could, for example, put the 500 JP into diversifying their skill sets to avoid bad status/elemental matchups.  

The proposed MP regen would be small.  Raven's suggestion of 1/16 sounds fair.  This rate would keep low-tier spells accessible to units with high MP pools.  If some low-tier spells are too strong, then, of course, they would need to be modified --  the current spells are not designed with passive MP regen in mind, after all.  MP damage would still have a role in denying units mid-to-high-tier spells like Flare, Bahamut, and Raise.  Under no condition would crippling spells be "free."  Sustained use of high-tier spells or sustained MP damage would definitely continue to require MP maintenance.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: FFMaster on August 23, 2011, 06:36:22 pm
For those saying that it will counter Witch Hunt, just stop. The MP regen happens at end of turn, which will still leave the mage at 0 MP assuming that scenario, and will just get burned away again.

And yes, the AI is horrible at recovering MP...
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 23, 2011, 06:45:19 pm
Alternatively:  I propose removing MP.  It only exists to fuck Mages over in Arena's current design and nothing more.  It doesn't actually "balance" much of anything and is the source of one of the AI's greater flaws.  It adds almost nothing to current Arena and takes away plenty.

...Unless you intend to make Mages far more competent Attack users and/or make more skills across the board utilize MP, why have it?  We already have other things that can balance skills such as JP Costs, CT Costs, Gear Builds that modify skill effectiveness, etc.  There's no hurting for a means of balancing these magic skills, so why not tell it to go fuck itself?  Because it's "magic" and it "needs" to cost MP because that's what we're used to?

Unless you want to rework the entire MP System in one manner or another, it's only serving to fuck things over and force anyone using MP-reliant Jobs to be forced into using what are basically Mana-Bots in some form or another for something that's honestly rarely worth it.  The hit to Move-MP UP fucks up one of the only real ways to remedy this issue (MP Regeneration that doesn't cost you a second unit) on top of all this, really just making the problem worse.

So, what do?
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Gaignun on August 23, 2011, 07:54:41 pm
That could work.  Personally, I'd still like to see MP be used for something.  Perhaps it could be used for a unique set of "special" moves like full-party haste, an instant-cast summon, or stat-increasing abilities (like Quickening -- or any other ability that is too useful and used too often.)  Give every skill set at least one special move.  Summon magic could have instant-cast Bahamut, Steal Quickening, Time Magic full-party haste/slow, Draw Out Season 5 Kiku, Black Magic 100% Death, White Magic MBarrier, and so on. (Brainstorming ideas could be fun.)  Assign every skill an MP cost in accordance with its utility.  Set every job's max MP to a flat 100 or some such.  Have every unit start the battle with 0 MP (if that's possible) and let MP increase on its own at a slow rate.  These special skills would then be as the revenge meter is in Street Fighter 4, or as TP in Tactics Ogre: they would give parties the chance to turn battles around.  MP-healing and MP-damaging abilities would need to be severely limited in this scenario.  This is just a wild suggestion, of course.  
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 23, 2011, 08:25:15 pm
(I am aware that Mist's restoration would take place at the end of the turn like Regen; just like I'm aware that AI is generally stupid about its more active options for MP restoration. Abortive debate over Witch Hunt aside, it still leaves a bad taste in my mouth.)

I'd be up for trying out a "patch" devoid of MP costs, though that seems pretty drastic and a lot of magic already needs to be overhauled even with MP costs. So I doubt such an idea would make it into 131 and, even if it did, that it would be feasible for all spells.

(Oh, that's what I was going to ask? Given that FDC probably won't be finished before summer ends, when exactly should be aiming for this tournament thing [if it even happens at this point]?)

Still, it would keep mages from self-destructing, though in most instances, I feel that's the team designers' own fault given it's something that's been around since vanilla for better or for worse.

Quote from: Gaignun on August 23, 2011, 05:07:04 pm
So you say that mages shouldn't rely on MP-intensive skill sets because they're MP-intensive skill sets? *sigh*


I said no such thing and I don't see how you got that at all. I merely said that Squidgy's arguments about Witch Hunt being overpowered, which it isn't, are false. Given that one of them was about Witch Hunt automatically shutting down a mage's effectiveness in a single action, I then pointed out not all of a mage's most dangerous spells cost that much MP.

Seriously, it's like people just didn't watch videos of Viliganti's team or a few other teams that can do like 200+ with a mere Tier 1 spell. I mean, sure, Flare is pretty herp derp to the point where it's actually worth the JP and MP now, but Tier 1 spells didn't suddenly become less dangerous if they were properly built around.

I never said that mages don't have problems that perhaps are unfair in design--obviously they do since we wouldn't be talking about upping Faith or making Faith more consistent if they didn't. I was merely saying that the problem is so readily evident that it's your own fault for not addressing it with the current system since it's been around forever.

Is that fair? Probably not. Is it what is and something that's actually controllable unlike Quickening or X Save or Battle Song & Wiznaibus Mimicked quadruple times? Absolutely.

I don't have a problem with looking for solutions to it--I just don't feel like giving everyone Auto-MP Regen is it (presently) and I sure as hell know that crying about Witch Hunt, of all things, being overpowered isn't a solution to the actual problem either. Focusing on Witch Hunt is just all the other focus on Song and Dance when, for the most part, those skills aren't the actual problem.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: FFMaster on August 23, 2011, 08:56:27 pm
FOOD FOR THOUGHTS ON FAITH CONSTANT:

FFM: !calc (0.7+0.35)^2
FFMaster: Answer: 1.1025
FFM: !calc (0.4+0.35)^2
FFMaster: Answer: 0.5625
FFM: !calc (0.4)^2
FFMaster: Answer: 0.16
FFM: !calc (0.7)^2
FFMaster: Answer: 0.49
FFM: hmmm....
FFM: !calc (0.7)*(0.4)
FFMaster: Answer: 0.28
FFM: !calc (0.7+0.35)*(0.4+0.35)
FFMaster: Answer: 0.7875
FFM: giving faith a constant looks pretty bad on paper, but my head probably isn't in the right state, since i'm trying to study marketing at the same time
FFM: to me, all it's doing is making the damage range bigger
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 23, 2011, 09:34:04 pm
Quote from: The Damned on August 23, 2011, 08:25:15 pmI'd be up for trying out a "patch" devoid of MP costs, though that seems pretty drastic and a lot of magic already needs to be overhauled even with MP costs.


...You do realize by "overhauled", the problem is "they suck, and MP costs are making them even worse", right?

Quote from: The Damned on August 23, 2011, 08:25:15 pmI feel that's the team designers' own fault given it's something that's been around since vanilla for better or for worse.


-> Well, this mechanic kind of sucks and is inhibiting our growth.

-> Let's keep it as-is because it was there to start with and removing it is new and scary and different.

Really?

Quote from: The Damned on August 23, 2011, 08:25:15 pmFocusing on Witch Hunt is just all the other focus on Song and Dance when, for the most part, those skills aren't the actual problem.


This is again true... but in this case, Mime debuffs really won't change it in the Witch Hunt case.  The issue is just how much MP one has vs how much HP, and again, the fact that units reliant on MP rarely have a non-MP alternative unless you drop Draw Out on them and begin wasting more and more JP to build around two weaknesses (MP costs and no good Attack command) that they have for no discernable reasons outside of "Vanilla said so."  If (and only if) Witch Hunt is a problem, which I'm not going to outright say it is, it is due to the shoddy way the MP system is currently implemented.

Quote from: FFMaster on August 23, 2011, 08:56:27 pm
FOOD FOR THOUGHTS ON FAITH CONSTANT:

FFM: !calc (0.7+0.35)^2
FFMaster: Answer: 1.1025
FFM: !calc (0.4+0.35)^2
FFMaster: Answer: 0.5625
FFM: !calc (0.4)^2
FFMaster: Answer: 0.16
FFM: !calc (0.7)^2
FFMaster: Answer: 0.49
FFM: hmmm....
FFM: !calc (0.7)*(0.4)
FFMaster: Answer: 0.28
FFM: !calc (0.7+0.35)*(0.4+0.35)
FFMaster: Answer: 0.7875
FFM: giving faith a constant looks pretty bad on paper, but my head probably isn't in the right state, since i'm trying to study marketing at the same time
FFM: to me, all it's doing is making the damage range bigger


That is what it's doing.

The difference is that it's a larger range on a lower value.  

Using old Faith, you have, say, 20*50, or 1000, and your range is .16 to .49 of it, or 160 to 490.  To get 490 damage with a +35 constant, you want to use 20*22, or 440.  Multiply by .56 and 1.10, your range becomes 246 to 484.  Compare to above, your net range actually decreased by almost 100 points.  This is why 40 Faith is currently so much more effective at lowering Magic than 40 Fury at lowering Physical.

Basically, while your range ITSELF has grown, your base value has become so much smaller in comparison that the difference is a far higher minimum value when you adjust Y to shoot for the old 70 v 70 value under the new system.  This makes Mages get raped far less by low Faith, obviously.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Gaignun on August 23, 2011, 10:36:05 pm
Aye.  Think of the extreme case, in which the constant is much larger than the difference between maximum and minimum faith.  If the constant is C and the difference is dx, the difference in scaling between the 70-70 and 70-40 cases is

C^2 - C*(C-dx)^2 = 0

since C >> dx.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: FFMaster on August 24, 2011, 03:53:15 am
(http://i272.photobucket.com/albums/jj174/FF255Master/FFT%20Arena/BaseStats131.png)
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Squidgy on August 24, 2011, 05:34:52 am
Makes me think Lancer will be #1 for physical, but that's okay due to limited weapon selection and skillset.
And Mediator would trounce casters at their job... zomg with that health, speed, MA... poor casters, but a little less MP than a bard.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: Dol on August 24, 2011, 12:29:25 pm
(All of this is just a guess based on the new chart.  Testing will obviously need to be done)

- Squires got toned down a little, but I think they might still need more.  Highest HP, 2nd highest PA, 4 move.  I think dropping their PA by 1 and move back to 3 would be right.

- Monk's PA still worries me a bit, but with no more innate Martial Arts, it might be ok.  I'm still worried about Wave Fist and Repeating Fist being a bit too powerful, but we shall see.

- Mediator might have gotten a bit overbuffed.  I dont think the 4 move is necessary with the other changes and the boost to Talk Skill in general.

-  Geomancer is on par with Squire for using their skillset.  Yay.

-  Ninjas still suck as a base class :(

-  Both Mimes are viable now.  I think the boost to HP might be unneccesary, but its not overpowered now or anything.

Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: RavenOfRazgriz on August 24, 2011, 01:59:57 pm
@Dol: Losing Martial Arts for Monk was akin to losing 6 PA.  Considering that, and considering the weaker Fist formula... 13 PA shouldn't be a big deal.

The one thing that does strike me as odd is that average relevant male PA is 9 (only Monk and Mime have more than 10), yet average relevant female MA is chillin' around 11-12ish, with several 13s.  I dunno, just seems odd to me that they plateau at different areas, and that the high-end base MA is such a commodity for female casters when high-end base PA is a premium for male fighters.  Not going to call it a problem yet, per-se, but more an observation.
Title: Re: FFT Arena: Questionnaire Time Again! (For 131)
Post by: The Damned on August 24, 2011, 05:22:08 pm
(I don't have comments on the Faith or stats thing right now.)

Ugh. I'm so tired. However, as I said I would, I'll try to get a list up of a theoretical equipment changes that Raven and others will likely tear to shreds in like...six or seven hours or so provided I don't get distracted (or drop dead from a heart attack/stroke at this point).

Quote from: RavenOfRazgriz on August 23, 2011, 09:34:04 pm
...You do realize by "overhauled", the problem is "they suck, and MP costs are making them even worse", right?


Mostly, yes. Just not in all cases or, at least, there are some cases where I think MP is the only thing restricting certain abilities unless you give them ridiculous CTs, which either makes them worthless or moot since that would be gotten around via Short Charge.

Quote from: RavenOfRazgriz on August 23, 2011, 09:34:04 pm-> Well, this mechanic kind of sucks and is inhibiting our growth.

-> Let's keep it as-is because it was there to start with and removing it is new and scary and different.

Really?


Not really. It's more that "this mechanic would be a drastic overhaul on top of trying to overhaul everything else. Let's make it its own patch after we've sussed out a way to make magic at least marginally more usable in the meanwhile."

I'd rather take things in steps and try out the "no MP" idea, if it gets used at all, mostly by itself so that it's easier to identify the inevitable problems with it than rush to add it for 131 and have it be a clusterfuck between all the stat, equipment and ability changes that are going to occur as well.

If I was "scared", then I would have never said that I found it a potentially interesting idea.

Quote from: RavenOfRazgriz on August 23, 2011, 09:34:04 pm]This is again true... but in this case, Mime debuffs really won't change it in the Witch Hunt case.  The issue is just how much MP one has vs how much HP, and again, the fact that units reliant on MP rarely have a non-MP alternative unless you drop Draw Out on them and begin wasting more and more JP to build around two weaknesses (MP costs and no good Attack command) that they have for no discernable reasons outside of "Vanilla said so."  If (and only if) Witch Hunt is a problem, which I'm not going to outright say it is, it is due to the shoddy way the MP system is currently implemented.


True. I just don't see it as necessary to single out because if the MP system needs to be overhauled/removed entirely, as said above, then it should probably be it's own patch and because I don't see Witch Hunt as a problem, much less overpowered. To me, Witch Hunt (and other MP damage) is at most a "winmore" in that it's  mostly useless, but the few times that it works, all it really did was enable what was likely an already probable victory that could have been achieved without it.