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Messages - PowerOfKaishin

1
FFTA/FFTA2 Hacking / Re: FFTA: Revisited 1.061
July 13, 2020, 11:23:48 pm
Playing this now. I'll keep going despite it being in development. It's noticeably harder than the original, which is nice.

I can't find a full changelog though. The google drive only goes back to 1.05.

Also, what if all growths were static and independent of class? That way you don't have to worry about screwing characters up and can play much more freely, especially with someone like Marche who still has the issue of not being dispatchable and so he gains growths in things you don't want him to gain growths in.
2
Oh god what? This is hilarious. Apparently a master monk's martial arts are stronger than their equipped weapon options (for the most part). This means that if they have shieldbearer they can run around with two shields without any attack penalty. Note that I think you should leave this in. It's not game-breaking and it's unique to them despite how nonsensical it is.

Also have all of my internets for making shieldbearer an extremely solid ability, partially now that there's less competition but primarily because of how shields effect more than just evasion now.

I like some of the diversities, like the Ninja (high attack; ability to increase movement, jump, and evasion; though their Eater Dragon skill is definitely better than a normal attack in like every situation) and the Illusionist (still has the three all-target spells but gets some nice utility including a stronger version of holy that comes with a debuff, which is really cool). Classes like the bishop are also now really good if you recruit a bangaa that has all of its level as bishop. Holy does very solid damage compared to the average attack spell, but I haven't gotten the -aga spells yet, so I can't say for sure if they outclass Holy.

Templar stats need a buff. There's like no reason to level as a Templar atm, since magic/atk split doesn't work in FFTA and it works even less here since not only do templars have to go through bishop, they have both shitty attack and magic growths for bangaas. They should get 12 ATK and 8 DEF and not just the 7 HP. I mean, they ARE a second tier unlockable class. Similarly, I think Defender and Warrior should be bumped up to 11 ATK. You have a consistency with the Nu Mou classes that I think should be seen with the Bangaa race in that no matter what (non-magical) class you level as you still put most other physical attackers to shame.

Some classes, however, feel too weak or generic. You took away a lot of what made Elementalists fun by nerfing their ability to give bad status. Maybe you think players giving status was OP, but I would disagree. It was a nice addition and it added some really cool options. Immobilize going bye-bye was probably for the best though.

Summoners, too, just feel like red mages with slightly stronger magic that are frail as fuck. I also think Summoners should keep their 2-tile blast radius. It's not crazy OP, it just needed some tweaking. I think nerfing it to be an -ara spell changes too much and makes it really generic, especially since it still requires the user to wait a turn before getting it out. Single-tile-targetted holy is not a change I would have preferred either, but that is more my personal preference and since all of the holy spell are really strong and useful this is acceptable.

Also control monster is OP holy shit I see why you set it to 990 and required the MM. I thought that was going too far, but no, it's as strong if not stronger than dual-cast with monsters around.
3
I've since started playing through this game, and there's one thing I really don't like so far: how useless summoners are. These girls are the goddess of mass death and destruction in game, but their spells now only do as much as a level 1 fire/blizzard/lightning spell. This is kinda of ridiculous, especially considering how fire is now two range. The not targeting allies thing doesn't make up for this, especially considering summons costs 3 to 4 times as much as your basic magic. There seems like much less reason to use a summoner except as a sort of red mage that gets a life spell, except they're way too weak and the fact that I can simply combine two other magical practices that cover all of those things makes them almost completely superfluous.

It seems like physical classes dominate here, which makes me kind of sad I went for a magical viera. Of course, it doesn't help that my magical viera is for some reason 40 magic points behind my Nu Mou.

Also, do you have a list of the growth rates for the jobs? Or are they unchanged?
4
I can't believe there isn't a code for this. These battles are really annoying after a while. How can I disable them?
5
I'm getting an error with backup memory message when I go to save. Any idea what's going on?