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Messages - Mudvayne

41
FFT Arena / Re: Arena battle videos and discussion
September 28, 2015, 12:00:37 pm
Thanks a lot for the video Barren, it's really appreciated! Got some good feedback seeing the teams in action and I know a few changes I need to make already.


I have no status protection to stop anything this team does so it's no surprise I lose. Those mediators are damn fast and those paladins are just so tanky. I think I have the potential damage output provided a few magic songs go off and are mimiced successfully, I just never got the chance to buff the units enough to make anything I was doing relevant. GG!


The two undead thiefs are a pretty big issue for the dancer and prevents the bard from harp shots also. Also, more tanky paladins just like in my previous match. 3/4 units being put to sleep in R1 did me no favors. R2 I just couldn't take down the paladins fast enough to capitalize. GG!


The 'nudist colony' in their name comes from the archers having a bunch of break skills. Hopefully leaving your team completely nude, and then it's easy pickings from there. Actually worked pretty well here. I really like this team and how they performed. If the archers would have concentrated a little more on the scholars the match would have been much quicker due to innocent. I think Atheist bow @ 100% innocent proc is prettty strong, maybe 50-60% would be a little more appropriate. It completely can shut down any faith-based magic using unit in one shot at a 100% success if they do not protect against innocent, which many units don't. GG, Reks!


Pretty quick fight...Lots of AoE damage. This is one of my older teams but it performs well and hits hard. Not much to say here, I got Gaignun on the defensive in R1 pretty quickly. R2 wasn't much different, double dont act procs off the first geomancy plus immediate AoE assault = GG.


The damage output on this team is better than before but is still pretty meh. Thankfully the speed advantage really helps with that, like I was hoping. I still think I may need to add a little more damage output potential, maybe give the chemist a (spell?)gun for anti-sandbag from a distance, and give the mediator maybe dia so she stops doing so many damn javelin pokes. R1 that Dancer had me laughing, trying so hard to get that damn dance off but it just took forever and ended up getting double turned by the time mage and sinkholed. GG Lakitu!


Once again, Barren, thanks for the video! It's much appreciated!
42
FFT Arena / Re: Arena battle videos and discussion
September 24, 2015, 01:21:57 pm
Meh.. the team is better now but still just lacks overall damage potential. Not sure why the mediator loves to poke so damn often instead of using mimic daravon. Also had pretty bad luck with the RNG but I digress. I think I need some more damage output from this team. Maybe add holy or something to the mediator and maybe switch up the equips on the chemist and give her a spellgun or something. Not sure, any input is appreciated! GG Andante.


Thanks for the matches WKW!
43
Celdia's Complete Patch / Re: CCP - Battle Logs
September 18, 2015, 12:31:29 pm
I've really enjoyed this LP. I'm almost all caught up and am quite sad to see it on a haitus, very excited to see the rest of this patch if it ever comes to completion. Does this meqn Celdia will be finishing this patch sometime soon? :P
44
FFT Arena / Re: Arena battle videos and discussion
September 16, 2015, 11:13:28 pm
How about a team that effectively switches the units primary offence to something they are not known for. Ex: offensive wizard or priest. Offensive units like monk or dancer effectively using magic. That's what I'd like to see. Two successful offensive/PA based skill set units from normally MA based classes, and two units who are normally PA based using an MA based skillset. I'll leave the class picks and skillsets up to you though for creativity sake.
45
FFT Arena / Re: Arena battle videos and discussion
September 14, 2015, 02:12:16 pm
Uhh.. 700 damage ninjitsu? Then an 870 damage ninjitsu? That's like.. double the amount of damage compared to what I previously thought was the highest damage output achievable. I actually think it may be able to crit for 999 damage... GJ Barren, you have a damn scary team there!
46
FFT Arena / Re: Arena battle videos and discussion
September 11, 2015, 11:24:00 am
I got wrecked. Too much status and i just simply do not have the damage output or status protection to stand a chance. Theres going to be a major overhaul to that entire team very soon. GG Shintroy. Damn was that boooring to watch though...
47
FFT Arena / Re: FFT Arena: Balance Discussion Thread
September 09, 2015, 07:21:31 pm
+1 to that. Carbunkle and Spell Absorb should both be free to cast, and Spell Absorb needs a buff for sure.

Bizen boat really needs a nerf badly. It cripples entire teams MP with one use. And with the current situation with mages not being able to restore their mp with the spells mentioned above... Yeah.
48
Wow, Blind on my berserked Samurai in R3 almost cost me the match. He missed about... 10 turns in a row?  :oops: Those Bizen Boats also screwed up my game plan a few times. You really did have me worried there with all that evasion your team has. GG DW!


Too much speed, couldn't hang. Those thiefs just swarm you and hit SO hard. GJ Fattyzilla.


Very happy with how far my team has made it in this tournament. After getting eliminated straight to the losers bracket from my first match-up, I did not have much confidence in this team. Pretty surprised at how they performed and managed to eliminate some of the teams that they did.
49
Celdia's Complete Patch / Re: CCP - Battle Logs
September 06, 2015, 12:02:05 pm
I'm really really enjoying your LP, Reks. It's caught my attention.

Please, continue to post more videos!  :mrgreen:
50
And the anticipation continues to build!  :P :D
51
FFT Arena / Re: FFT Arena: Balance Discussion Thread
September 04, 2015, 12:52:30 pm
I think a flat 100 mp damage is fair, maybe even slightly strong. 75 seems a better number but may not be effective enough to really be relevant, it's a tough call. I agree something needs to happen though, as is it's entirely too strong and completely shuts down mages.
52
Wow really? I thought for sure this was it for me... My team continues to surprise me and pull out the W! GG man.


That raise2 missing right at the beginning of R3 was big. Those thiefs just absolutely swarmed all over TrueLights team. Those 12 speed thiefs are pretty scary. Good job Fattyzilla!



Good luck to you in our upcoming match, DW! I'm comin' for ya! ;)
Your pesky shields and mantles won't save ya from my unavoidable summons and concentrated zerker samurai  :twisted:
(just kidding of course, it's all in good fun. Truth be told I'm quite scared of your geos, but I've been worried about my last like 3 matchups and continue to be surprised with my team so I'm just gonna roll with it  :P)
53
FFT Arena / Re: Arena battle videos and discussion
September 02, 2015, 02:02:21 pm
I have no idea how I won R1. R2 and R3 were ridiculous. Those thunder flares are DAMN strong. GG.
54
FFT Arena / Re: FFT Arena: Balance Discussion Thread
August 28, 2015, 12:20:39 pm
Is it possible for a weapon to increase crit % as a buff?

I think that would be cool to add to maybe a katana or something. 25% increased chance of a critical strike? I'm not sure what the crit chance is currently (like 1-2%?) but it's pretty low, I think being able to increase it could be an attractive option to some people. I know I would use it, at least.

I was thinking maybe in combination with the Berserk on Chiri and have it lose +1 speed instead. Add Initial: Berserk and 25% increased chance of critical melee strike sounds good. Maybe a bit too strong though now that I think of it, so maybe something like -1 speed may balance it out. This is just off the top of my head, no real thought has really been put into it besides the initial idea of having weapons add to your critical strike %.
55
I can't believe I won. I really thought you were going to be the one to eliminate me again like in the last tourney. Looks like I have avenged my self. After seeing you totally take control of R1, and seeing the time left on the match, I really did not expect to be able to come back and take 2 rounds that quickly. GG man.


To my opponent in R5:
GL Heroebal. I think this is the end of the line for me. Your team scares me haha.




Mediators were well represented by you. Your team did a fine job and got much farther than I'd anticipate a team of all mediators to go. The way they were put together worked well with all the different guns.
56
FFT Arena / Re: FFT Arena: Balance Discussion Thread
August 27, 2015, 11:57:45 am
Monsters would be awesome. I'm not sure what the plan is for them considering how strong you want them to be stat wise. We all know monsters suck in vanilla, but in certain patches, monsters have really been beefed up. Like, level 35 monsters with 400+ HP totals, depending on the class. Since they are limited to only 3/4 moves, I don't really see a problem with having some beefy monsters added to Arena for variety sake. It would add a lot more depth to strategy, IMO. I think limiting our 4 man team to maybe 2 monsters would be fine.
57
Wow. Close match man, I can't believe how that ended in R3. If it wasn't for my slight speed advantage you'd have taken that for sure. That double turn there at the end from my Samurai sealed the deal. Your scholars were very powerful with those holys but 3/4 of my team absorbs earth which was your primary means of offense, so I can see why you fell short. GG!

3 of my units do have revive, it just seemed my two magical units that both could revive were the ones that always were going down. Raise/Raise 2, and Fairy are there on the casters, and then the item bot (after he dies and loses berserk, that is). He used to have a diamond helmet for initial reraise and float but I decided to go with some light elemental absorb and went with the gold helmet instead for some status protection. It seems for now at least going with the slight elemental absorb has proven to be a good choice.



Good luck to you Silentkaster in our upcoming match in R4. I think I may need it more than you, but we'll have to see. I can't see my self getting past you, or if I do happen to, not past Heoebal or Skiploom in R5. I feel like all 3 of you have better built teams than mine and will probably wipe the floor with my Samurais.

Good job to the remaining teams. This has been an exciting tourney so far, I can't wait to see how it ends.
58
Gatebuster vs Gaignun] Counter magic. GG. Totally dominated in R2. I won't lie though, I really was surprised you ended up on top at the end, Gatebuster. After R1 I thought this was gonna be a quick easy victory for Gaignun. Great job Gatebuster!
59
Just go ahead and post it and just move forward with the rest of the videos having sound. I don't foresee it being a huge issue.
60
FFT Arena / Re: FFT Arena: Balance Discussion Thread
August 21, 2015, 03:10:46 pm
I was actually thinking something like PA-1*X would be great but I wasn't sure if anyone would like that suggestion. I think that looks decent on paper and in practice as it does limit the potential for huge damage output from magic and physical moves on these types of characters. I used monks in my example for a unit being able to do high damage with their punch art skillset and the netherseer skill set but monks are not the only unit that could benefit from the skillset. You can achieve almost as high PA on a squire or dancer or even male geomancers. Max PA stacked gear gives +9 PA (Lionheart, Genji Shield, Twist Headband, Power Sleeve, Bracer) which squire and geomancer can both use that particular set up and both have much better MP pools than monks with much easier access to MP boosting equips.