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Messages - dw6561

61
FFT Arena / Re: Arena battle videos and discussion
August 10, 2016, 12:26:41 am
I'm sure the AI has some legitimate reason to use refute in that situation, like needing the unit to move after the next unit so they can hit the enemy when its their turn. Not sure if this is the case, but this has happened in 1.39c, so it's not anything new. We didn't change anything about refute.

Were there any other circumstances to this refute, like MP Regen?
62
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 09, 2016, 10:49:42 am
Responses:

Lay on Hands:
I found it difficult to make an unfaith raise because I would have to copy the faith/innocent routines, which yake up a lot of space. Furthermore, I feel like that balances it because you either have a paladin focusing on offense, or one focusing on support.

Regenerator:
This reaction triggers on countergrasp, not damage. Steals and such will trigger it. But I think it could be moved to another class if time mage gets more stuff, because time mage is already seeming to be very good.

Proc Rates:
I agree here. These procs are too many, and don't make their respective weapons unique at all. Just another low proc rate weapon that has a chance to one shot. I mentioned what I thought about meteor rod already, and I kinda feel the same way about the others.

Also remember that we sometimes move things to other classes because they would be too good on that one class, aka to make them less easily accessible to a certain class. This is why we moved overwhelm to bard/dancer, because it was a bit too good as a grab and go for lancers. If we move something like 1/3 of mp to time mages, it might be a bit too much since they are already fast (11-12 SP without trying) and can cast haste/slow 2 at 1/3 the MP Cost.
63
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 08, 2016, 08:28:23 pm
I would rather up the proc rate than change the skill itself. It wasn't OP in 1.39c when it was still bahamut (exact same power and boostability) and the proc chance was secretly 50% in the patcher, so I don't understand why we changed that in the first place.
64
I originally voted yes, but I kinda realized something. Don't move is very easily afflictable currently, and we also have very powerful spells that might drop entire teams (cough summons/Draw Outs cough cough) if we let it cancel evasion. We would have to rebalance a lot of things. Because of this, I'm fine with it remaining as is.

If we do decide to do this though, Aegis Shield should grant Don't Move immunity.

Don't Move does allow reacting and evasion currently btw.
65
FFT Arena / Re: FFT Arena 1.40 ASMs
August 07, 2016, 08:39:39 pm
I apologize to anyone who used the old XML's, because I hadn't updated them in a long time. They should be good to go now, but still let me know if I forgot something.

Added a section called "Future ASM's" that shows the hacks we're developing for the next patch.
66
FFT Arena / Luck Up Clarification
August 07, 2016, 05:28:44 pm
There is apparently still some confusion about the skill "luck up" despite our efforts to clear it up in the master guide. Let me reiterate it here: Luck up does not increase the accuracy of skills. Only the % chance of "extra effects" happening gets increased. If a skill always adds status when it connects, such as yin yang magic or talk skill, its "proc chance" is already at 100% and can't be raised via Luck Up. If its something like "50% add X" or "50% cast climhazzard", those are what is affected.

Just wanted to clarify this.
67
FFT Arena / Re: Arena battle videos and discussion
August 03, 2016, 04:21:09 pm

RIP roulette forever. 2 CT and 1 range is too much, time mages like to use balance too much and its not effective anymore. I'll need to give 'em something other than roullete if I ever want this team to shine again.
68
FFT Arena / Re: Official names for MP poison and regen
August 03, 2016, 09:58:13 am
Refresh sounds pretty cool. I do kinda like the sound of Sap better than Hex though, since Hex is kind of ambiguous in its meaning.
69
I'm ok with that.

I am definitely for pairing up, since it will establish bonds and make people feel welcome. I could pair up with anyone and still be happy.
70
I want to do things pretty soon. For the first time in several years (even though I wasn't around for most of that time) we have everyone pretty much on equal footing. If we wait too long, we'll start to diverge again into the "veterans" and the "newcomers" and some people will feel discouraged. Also, a tournament would help generate hype and a reason for more new people to join up.

However, I think we should first concern ourselves with rebalancing jump (aka releasing a 140a) before going any further, unless we want the winning teams to all have lancers or jumping monks with equip polearm.
71
FFT Arena / Re: Arena battle videos and discussion
July 24, 2016, 12:56:22 pm

This is an omen to what you guys jave in STORE for 140. I need to move the time mage to the last slot or give her haste 1 so that she can haste that ninja before he rocketa off. Also maybe giving the ninja move-1 instead of move-hp up so he does that less. Lack of Double-healing staff kinda hurts here but that should be workable.

GG Heroebal, definitely fix up that thief. I think you could use crude bow with luck up for oil procs. That dancer would hit like a truck!
72
FFT Arena / Re: FFT Arena 1.40 ASMs
July 23, 2016, 07:34:46 pm
Ethereal spear and Mage Masher formula is now fixed.
73
FFT Arena / Re: FFT Arena 1.40 ASMs
July 23, 2016, 01:54:48 am
We were having several issues with wall, so we decided to have MP Regen be the blank status and MP Poison be Dark/Evil Looking. Additionally, both are 1/8 now and are canceled on death to balance accordingly.

Also, if anyone uses that wall hack, don't. Changing the byte at 0x19ef56 to 00 apparently has a profound effect on the AI's behavior. Apparently, changing the byte DOES allow AI to target walled units, but it also messes up status recovery substantially from what I've noticed. This is obviously too broad of a fix and needs to be looked into further, but in the meantime we have a short term fix.
74
FFT Arena / Re: FFT Arena 1.40 ASMs
July 17, 2016, 06:05:31 pm
Turns out the issues with regenerator were caused by the brave up hack! It was one instruction down from where it was supposed to be, so it overwrote the next line which loads the next set of reactions (0x8c). Because Counter Tackle and Regenerator share a bit (0x02), it then sees counter tackle and proceeds to react with that. This has been amended, and Regenerator should work as intended now.
75
FFT Arena / Re: FFT Arena 1.40 ASMs
July 16, 2016, 10:54:51 pm
Alright guys, there's apparently something wrong with regenerator. It's sometimes acting like its supposed to, and other times it reacts with counter tackle instead. I don't know what the issue is, but 1.40 will have to be delayed until I figure out why this is happening and the issue is fixed. There shouldn't be anything wrong with my code, but I could have done something stupid with it and just not noticed.
76
FFT Arena / Re: FFT Arena 1.40 ASMs
July 09, 2016, 02:57:36 pm
Added the Book formula change we have long been waiting for.
77
Help! / Re: More ASM Questions
July 08, 2016, 07:11:54 pm
For the pain split hack, is there any reason why you used a arithmetic shift instead of a logical one? Are any of the values you used signed? Just something I noticed. Not sure if that's the root of the problem, but I can't really see any other problem with it.
78
FFT Arena / Re: FFT Arena 1.40 ASMs
July 07, 2016, 08:58:07 pm
Platina Armor should now give +1 MA instead of PA, and I also removed the unfury calculation from the hacks because that was causing issues for some people while patching. It was really just there as a resource for those who want to use it for another patch.
79
FFT Arena / Re: FFT Arena 1.40 ASMs
July 04, 2016, 03:17:10 pm
Fixed an issue with Chakra Band and Choice Band's attributes being swapped around. Once again, feel free to notify me if there's an issue with any of the things I post here.
80
FFT Arena / Re: FFT Arena 1.40 ASMs
July 01, 2016, 11:49:09 pm
Updated the "Brave Up gets MP Cost Trigger" hack so that it actually works instead of being a clone of faith up. Also, the hack that makes wall reduce most forms of damage to 1 is present in Arena, so I had to disable that as well.