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Messages - Otabo

61
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 05, 2014, 05:12:32 pm
No way. Seeing how both Chaos Blade and Gold Staff do the same thing, and give 20% evade, I highly doubt it. In fact, Chaos Blade is better than Gastrophetes and it's still barely being used (especially with Save The Queen & Ragnarok's recent buffs). I doubt giving Gastrophetes 100% cancel positive statii would make it better than it is currently; being both forced 2-H and having 0% evade isn't worth it.


62
FFT Arena / Re: Arena battle videos and discussion
November 01, 2014, 04:40:03 pm
Thanks, TrueLight for the match.

Lots of status being thrown everywhere by both teams, but moreso by reinoe's team. At first, I thought that reinoe's speed advantage would give him the win, but then, yeah, Cursed Ring randomness. Although Fran couldn't hit a charm to save her life, I think both Frannie and Francesca had things under control with their white magic/talk skill/time magic/chivalry support, and reinoe's team did a good job of keeping Francine away from them - for a while, anyway; she's actually a terror if she gets to 100 fury and not kept in check. Shame she got her Salty Rage stolen, but thems the breaks, I guess. I might switch out Two Swords for Two Hands and see what she does with it. GG.
63
FFT Arena / Re: Arena battle videos and discussion
November 01, 2014, 10:56:14 am
I love it so much when my teams don't target the mages until last. -_- That geomancer's damage, though.


By the way, if anyone doesn't mind, could my Futuristic Frannies get a match or two? Them and perhaps Talk Dirty to Me.
65
FFT Arena / Re: Arena battle videos and discussion
October 22, 2014, 04:13:29 pm
Quote from: The Damned on October 22, 2014, 03:55:53 pm
I just remembering surprised that Otabo's current version of Divas includes two male units, though they're effective, so I suppose I can't argue (much) with that false advertising.


Divas was never meant to be an all female team; it has always had two males on it since it was first created like 3 something years ago; they (the males) have always been the "double trouble". Just like how Dudes That Bring Double Trouble has two females on it, again, the females being the "double trouble". Same deal as Divas basically, only reversed.  :lol:


Mid-week matches. Also, moves get shown.

FFT Arena 1.39c - The Damned (Flurry of the Dancing Flames v2) vs. Silenkaster (Protect The Queen)

FFT Arena 1.39c - Barren (Thunder Absorb) vs. Andante49 (Try Outs)
66
FFT Arena / Re: Arena battle videos and discussion
October 18, 2014, 04:54:45 pm
Quote from: Shintroy on October 18, 2014, 02:35:49 pm
Not a fan of 100% innocent on so many weapons. Especially on a bow with high elevation. Two well executed teams, but still ended in a slaughterfest. Ninjitsu and Innocent combo remind me of old 1.3 tournaments. Thieves, throw, innate concentrate, mobility and tanking ability.


Not enjoying innocent being 100%, but I'm not hating it. I get to bring back my anti caster team FFEleven probably thanks to it.


Well, it could've been worse if 1.38 Flash Hat was still around. It would have been so easy to set up double innocent ninjitsu damage. Granted it was possible to pull off back then with Gokuu Rod, it was a lot harder, and most of the time, not worth it. Anyway, IMO, I feel that Atheist Bow's innocent proc is more suited to shut down mages/faith reliant units more so than for ninjitsu purposes, but yeah.



Yeah, fairly one-sided match here. Not only were the ninjitsus doing work, mediator's status did its part as well. GG.




Team couldn't quite pull it together. All they needed to do was reach the oracle, but they couldn't because of Doku's high damage jumps from monk + lancer. Not to mention, yeah, too many missed Raise 2's. Geo's damage was quite disappointing, too. GG.

67
FFT Arena / Re: Arena battle videos and discussion
October 14, 2014, 05:35:20 pm
Quote from: Shintroy on October 14, 2014, 02:21:19 pm
I wonder what'll be the new cursed ring/flash hat combo to make undead teams last past the opening turns.



Probably Cursed Ring + Reflect Mail most likely. It's a huge gamble now, though.

See, IMO, Cursed Ring typically does better on a non-armor unit, though (even though armored units can do well with it too, with a good setup/team). The thing with 1.38 Flash Hat was that it was useful not only because of the Innocent, but because non-armored units could wear it without needing to sacrifice their support slot or their armor slot, and it was possible to cover more weaknesses that Cursed Ring brought (this is why no one ran Reflect Mail + Cursed Ring back then, either). Back then, a popular setup was Flash Hat + Black Costume + Cursed Ring or, Flash Hat + Gold Armor + Cursed Ring (sometimes Flame Shield/Crystal Shield was added, or Genji Shield to prevent Consecration, but Consecration is nowhere near as common as Raise 2 is, so an undead unit could get away with not having dead protection, but that's beside the point). Now if you're a non-armored unit, you'd have to sacrifice your support slot AND your armor slot (or run a pally/lancer/samurai), to protect him/her from one spell, which means that it's harder to cover other weaknesses, meaning you're more vulnerable. Unless you have other units on your team that can quickly put down the Raise 2 caster(s), status him/her or at least apply enough pressure to force him/her into using Raise 2 on its own allies, it's really not that great, and now that you're not guaranteed to revive at 0 count 100 CT, it's even harder to use and take advantage of. I mean, it's still a good item if used right, but it's now more of a gamble than it was before - at least for non-armored units. Besides, now that Dispel Magic got buffed, it's really good now and I imagine that it will become used more. Dispel Magic > Reflect all day long since Dispel Magic itself can't be reflected, meaning Reflect Mail becomes a +135 HP piece of garbage - especially if Dispel is used early in a match, and there is no other way to reapply reflect aside from Nameless Song, which is also a garbage skill due to how the AI uses it.

But anyway, Raise 2 is only the most common threat for undeads. So many teams are running Raise 2. Fire damage (if non-armored and can't use a shield) is still is a problem for them, even now more than before because of what I mentioned earlier. Seal Evil can be problematic as well, but at least there are ways around petrify.
69
FFT Arena / Re: Arena battle videos and discussion
October 11, 2014, 12:09:31 pm
High move teams are pretty fun to use. Loved the ninja duels. Even though the thief was determined to hit charm on Round 2 (which is mostly why I lost R2), he made up for it in R3 with that opening charm. After seeing this, I'm excited to see my 8 move team in action. GG Doku.
70
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 10, 2014, 04:07:01 pm
Quote from: reinoe on October 10, 2014, 01:39:20 pm
Can Mimes equip bags?


Nope. They can equip everything except shields and weapons. But, they can still use weapons and shields if they have an 'Equip X' support.
71
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 09, 2014, 06:49:14 pm
Quote from: Dokurider on October 07, 2014, 10:21:19 pm
Always: Reraise is an unworkable concept. It might be indeed better with negative speed, but you still end up with an unkill-able aggro unit that can Balance the shit out of you.
17 WP + dispel vs an effective 26 WP + 1 PA/Move
I don't think it really could ever be as bad as Katar Thieves, Always: Protect or not. The combination of extreme damage and move was what made Katar so good.


Agreed. Definetly not. Even if Two Hands worked with KSwords, the damage still wouldn't come close to the damage of Katar thieves. Though, I'm willing to bet now that Slasher can be dual wielded, dual Slasher geos/pallies or maybe even ninjas will become a thing. Probably going to do as much, if not more than Katar thieves now.

Speaking of Balance, now that Phoenix Blade's been reworked, and average HP totals have gone up overall, I wonder if Balance would see even more use now, at least on armored units. Hmm.

72
FFT Arena / Re: Arena battle videos and discussion
October 09, 2014, 12:19:22 am
Hmm. Both maps favored his team. That, plus my team was derpy anyway; barely any Grand Crosses, not much dancing (not that Slow Dance would have helped, anyway), and barely any status from the priest. Cures instead of Raises on the undead scholar; WTF, AI? Anyway, monk dealt nice solid damage, but he never got the help he desperately needed. New Cure sucks when ran on a Short Charge priest. Noted. GG.
73
FFT Arena / Re: FFT Arena Stream day
October 06, 2014, 05:38:17 pm
Maybe, maybe not. Depends on when I get home from work. If it's not too late, I might drop by.
74
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 03, 2014, 12:02:15 pm
Oh yes, that reminds me: Is something going to be done to bags this time around?
75
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 03, 2014, 12:56:08 am
1.39 is actually going to be a thing after all!? Excellent.

Knife changes: Well, RIP 2-H thieves. Good riddance, to be honest. So tired of 2-H Katar thieves.
Ninja Sword changes: Fine.
Swords changes: RIP Phoenix Blade. Though I can see that new Phoenix Blade being pretty OP on a Grand Cross unit. We'll see. I'm liking that Mystic Blade, too.
Knightsword changes: Love 'em. I can see right now that they're (and by they, I mean Ragnarok/Save The Queen) going to be used a LOT more now, especially for defensive teams. Good stuff.
Katana changes: Masamune looks...interesting now. -2 speed, but Always: Haste? Hmm, Chiri could be deadly with the right setup for it.
Axes: No comment.
Rods: No comment.
Staves: Healing Staff's +1 speed is interesting.
Guns: Losing both 1 range and 2-H is a well deserved nerf. I like. Spellgun damage isn't going to be as retarded as before at least, and that's good.
Crossbows: No comment.
Bows: I actually like the bow changes; Long Bow, even with the WP nerf still looks good. I can see 6, 7 or even 8 move Archers with this thing. I'm liking that Atheist Bow, too.
Harps: Ramia Harp is now just an alternative to Rune Blade for full MA bard setups or at least support bard setups. Interesting.
Shields: I was worried when I looked at Platina Shield because of Cursed Ring, but then I remembered that weak/absorb don't stack anymore. New Kaiser Plate is interesting, too.
Helmets: Hmm, I always thought it was dumb to have both Platina and Mythril Helmet block slow, so I can see the reasoning why Platina lost slow immunity. So, now it's Mythril that has slow, faith and innocent immunity and Platina that has stop, oil and poison? I can live with that. They both will still have their uses, I feel, so I think that was a good change for both of them. That Cross Helm buff looks pretty nice, too.
Hats: So Flash Hat is going to be the new Thief Hat it looks like. Only without +1 speed. Thief Hat probably gonna be garbage now, with it having the lowest HP (I'm assuming it's staying at 60?), especially since Black Hood got that 30 MP buff (which is GREAT, might I add), and Twist Headband getting a small HP buff. I dunno.
Headbands: Choice Band is useable now; initial Haste has always been pretty strong. But it being monk-only, I dunno. We'll have to see, I guess. Still no Chakra Band nerfs which makes me sad.
Armor: No comment.
Clothes: Solid buffs for all of them, which is nice.
Robes: No comment.
Accessories: Holy crap, that Jade Armlet buff. Probably gonna be seeing a lot more of that. Or not, seeing as Cursed Ring wasn't touched. Then again, Flash Hat losing Initial Innocent was basically an indirect nerf to Cursed Ring, which I'll gladly accept. Hell, ANY nerf to Cursed Ring, I'll accept at this moment. Defense Ring got small nerfs, but it still covers three big status immunities almost necessary for mages to have, so it's still a strong pick, IMO. Defense Armlet looks like it's meant for physical based units now - I can especially see this accessory being pretty good for ninjas, thieves, dancers, even damage monks. Good stuff. Slow immunity for Sprint Shoes seems nice as well.


CLASSES

Squires: Finally. Alacrity gets its own animation. Huzzah! Oh, and instant Yells? Yes, please, not like I use Yell all that much, but still a good buff, nonetheless. 3 range on Wish is something, I guess, but Wish is still a crappy skill.
Chemists: Auto Potion nerfs. Ouch. X-pot buffs, eh? Not bad.
Pallies: No more insta-Reraises. Now they're like almost insta-Reraises. And cheaper now, too. Could be a slight problem now that it's 12 MP, as with Robe of Lords + Move-MP Up, the unit could technically have infinite Reraises. But we'll see what happens with it.
Archers: Leg/Arm Aim buffs, nice. Hawk's Eye is now quicker, but more expensive to use. Good tradeoff. Shouldn't be much different than before, though it could get a bit crazy with those longbow buffs (if used with longbows, anyway).
Monks: I dunno how I feel about wind elemental Wave Fist, but other than that, no comment.
Priests: Cure and Wall buffs, always nice.
Wizzies: Range and CT buffs on Death is something. 6 CT still might be too long, but that's just me. Same with Flare; I feel that it still isn't going to be used that much - especially since Holy is still currently the way it is.
Time Mage: Oh. My. God. My prayers have been answered. These time Mage buffs were desperately needed. Stop is...actually really good now; 2 CT with short charge? Yes, please. Oh, thank you so much. This is probably one of the best parts of the patch update, IMO.
Summoners: Still don't like 'em personally, but these are some decent buffs for them, if I do say so myself. Still won't use one, though.
Thieves: Speed Ruin buffs!? With its X now 100, Speed Ruin is almost always going to hit now. Interesting. Might be worth using now, actually. As for Bad Luck, does it now proc only one status, or can it proc several statuses like it did before?
Mediators: RIP Persuade. You won't be missed, you piece of garbage. Refute no longer cancelling Charging/Performing was desperately needed. I literally never ran Refute because of how dumb the AI can be with it. Oh, and I see my Insult wasn't touched. Preach & Solution buffs, too. Groovy.
Oracles: Dispel gaining AoE is going to be quite huge, depending on the situation. A good buff for it.
Geomancers: No comment.
Lancers: No comment.
Samurai: Bizen Boat can be evaded now. About time.
Ninjas: I'm actually eager to see what this new Houkouton can do, damage wise. Interesting.
Bards/Dancers: Last Song/Last Dance buffs. Nice. Small buffs, but they're buffs, nonetheless.


Also, can't wait to see what the new Scholar is going to be like, and what they're capable of.
76
Because there was no JP cap for this specific tournament.
77
Oh yeah, that triple kill Titan. That was pretty sick.
78
ARE THEY GODS!? CAN THEY NOT BE DESTROYED!? The dream lives on!

Seriously - yet another great matchup. Round 3 especially; it was looking bleak for DomieV until the paladin decided to Leeeeroy Jenkins up to that summoner and Southern Cross her face in and the archer's 31% Seal Evil hitting the thief through Projectile Guard. Couldn't have come at a better moment for DomieV. Time Mage went for the Raise 2 - as expected, and she got midcharged - as expected. Match was over at that point since Phoenix Down can only do so much, and with the paladin still up, it was inevitable that the chemist was going to get put to sleep at some point.

Amazing match.
79
Cursed Ring at its best. For sure that was the greatest comeback I've seen in quite some time. Time Mage and the female archer share the title of MVP no doubt; the instant Raise 2 on the archer, then the Arm Aim on the male archer, then the charm on the ninja!? Epic stuff.
80
Quote from: Barren on September 02, 2014, 05:44:43 pm
Ans also as long as you have fun. Sure we make competitive teams or sometimes joke teams but we all have fun in the end


This. Yeah, we're at the mercy of the AI or the RNG - sometimes both, but at the end of the day, having fun is all that matters. If Arena was seriously tryhard-level competitive, then this'll be a whole different ballpark altogether.