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April 27, 2024, 07:17:27 pm

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Messages - Fanatic

1
My Match:
Ouch. I didn't test this team. In retrospect, I should have anticipated a couple of things, like that the Paladin would spam nurse and run away a lot, or that Sow would prioritize "Refute" over "Mimic Daravon" if he was poisoned... Ah well! Losers bracket I go! Congrats Fattyzilla! May your goats always please the RNG!
2
I'm sorry StarRacer, I ran into two problems - I ran out of song, and I couldn't find any recordings of matches with a team you made  :(

I wasn't intending to slight you or make you or Lakitu feel left out!

Heh, I even did a little self deprecating humor with regards to myself.

EDIT: Okay, I redid it - Since I couldn't get footage, you and Lakitu get the space reserved for the Championship matches!

https://youtu.be/7Zzb3gtSfXo
3
(Updated - See my post below)
4
I saw the message on Gamefaqs. No idea how the meta's changed, but count me in! My team will be good for a laugh.
5
"Despite forum reservations about Concentrate being out of control when it was first introduced, not a single unit is utilizing that support this season. "

..Uh, what? Both me and Dragonblade are using it...
6
Dragonblade!

(looks at team)

...Ouch. Yeah, this could be very, very bad for me. I HATE Odin. Good luck anyway! This will be fun!
7
I need to watch replays of that team in action then.

If you've got that blade on a speed 12 unit, that makes it a speed 6 unit. It takes 17 ticks for that until to get a turn if its starting from 0, or 13 ticks if it only moved or only acted. A speed 11 until will go on Tick 10 and possibly again on tick 17, and its not hard to get an average speed of 11. So unless you're singing or dancing, you're going to be getting an action with that unit only after the entire enemy team has moved twice. Unless your opponent is a heavy sand bag team, they ought to be able to wreck bloody vengeance on you by controlling game flow with that 4 on 3 (or 4 on 2) advantage.

I'll grant you that many heavy hitters on this board favor defense oriented teams, but I just can't see a team with that blade being a powerhouse.
8
And submitted!

Only one monk this time, alas. I almost submitted by status spamming move 8 team, but I thought better of it. I went a more boring traditional team.

PS: Phoenix Blade. wow. The only viable use I saw for it was on a speed 14 character who also had Balance. I must say the Thief I created in testing spammed it reliably well, and I almost went with it. Then I ran into poison. For the love of god, why doesn't that stupid sword also give immunity to poison? If you can design a team that consistently wins with that stupid weapon, I will eat my hat.
9
Hmmm...Got to do this. But research first. Yes, research. Then battle....My monks will rise again.

...

we still have those, right?
11
Happy fourth everyone!

...It can't be balance like Voldemort says. It just can't be, and it is because of the 4v4 structure and the other factors.

First up though, how do you define "balance"?
1) Balance refers to the concept that no one combination wins against all over very nearly all possible scenarios.
2) Balance refers to the concept that no one combination greatly excels over any other.

These are two very distinct concepts of balance. If I have 18 combinations that beat 50 combinations, but among those 18 each combination, each loses to 6, wins against 6, and ties 5, I have achieved the first definition of balance but not the second.

This problem is best seen in stacking. If I create a team with 4 identical units, I may be able to beat any team that does not have at least 3 units set up to counter my one build. There could be dozens of 4 identical build teams that can beat me, but yet my team might trounce the hundreds of builds that use at most only 2 identical units.

In short, what you might end up with is a game of paper rock scissors.

If you manage to achieve the second prong of balance, however, you solve the stacking problem - but now, you make the strategic choice of what units you use largely irrelevant. Things like luck will now determine matches. This might be desirable to some, but I believe most actually want a certain amount of imbalance in the game, in order to reward strategic choices.

But who knows.
14
Great match! I knew lack of revival would get me, and your team's Death Sentence spamming nailed the weak spot. You even won despite your strangely glitched 0 evade knights. I wish you luck in your future matches - you've got a very tough opponent ahead of you.
15
FFT Arena / Re: Arena battle videos and discussion
June 24, 2012, 10:31:27 pm
Not even a fight. GG as always! Thank you for the video, Otabo!

Fun battle. Status effects are so random

Status effects are just so random. I love it. If I get lucky enough, I can win battles :). Good fight, and thank you for the video Barren!
18
Where to begin?

@poison:
If I understand your position, and I will be simplifying, the reason behind the change is that before, poison sucked, and after, it will still suck, but at least now we can disrupt PD/Wish loops.

My thought is, if you are seeing a ton of PD/Wish loops, you've got bigger issues. What that suggests to me is that you have a game that favors the use of high damage single target attacks over weaker, AoE attacks, since the latter should be effective in stopping those loops. That is supposed to be the biggest virtue of large AoE attacks. I can think of several reason why AoE might not be effective at stopping those loops, but with the Black Magic update, I think you'll be addressing the biggest one.

I think we can agree that there are two major factors in evaluating the worth of a status effect: 1) the affect of the effect, and 2) how easily the effect is removed. Poison ranks very low right now because 1) there is very little use for inflicting such a tiny amount of damage, given that other actions can inflict far more and 2) poison can be removed by just about every class under the sun. Seriously, Squires, Paladins, and Samurai can cure it. I agree with you that as things stand, the only reason you would use poison was if you wanted to show off some bizarre team design and not because it is a powerful debuff.

Forgive me for stating the obvious, but I think that by making death not cure poison, you and I agree that poison needs less curing. If you limit what can remove a particular status effect, you increase the power of that ability. But my problem is that the death extention makes poison more powerful by giving it an extremely limited use that is designed as  band-aid for a greater problem. And from comments from CT5Holy, even that might not work.

The more I think about it, if you want to really buff poison, you need to go further. My own suggestion of just taking Samurai of the cure list might not be enough.

No, how about only allowing 4 things to cure poison: Mediator's Refute, Paladin's Regen, Priest's Regen, and death. Prevent Squires, Chemists, Monks, and Samurai from being able to cure poison, and you definitely increase the strength of this status effect, and as an infinite status effect difficult for low faith units to get rid of, it starts looking like a more viable option against low faith tank teams.

@Masamune
As for Masamune - Yes, I can see what randomly giving haste or regen would suck. The same reason teams aren't spamming nameless song: we want predictability in our status buffs. It is too hard to plan out team tactics otherwise. That is why I didn't suggest random regen or haste, I suggested dropping regen completely. The more random an ability, the less people will use it.
19
Sorry, don't mean to interrupt, but I would like to share a few opinions of mine with you all.


I believe that PD is taking a huge hit with this planned revision. As things stand currently, PD is requires two moves to actually heal a character: the application of PD, and a second move to cure critical. The only builds I've seen use PD effectively are speed builds and builds that have a move that both heals self/allies and damages enemies. This is in contrast to Raise and Raise 2, which only require one application.

There is already a huge complication to PD revival teams, namely being the necessity of synching CT to avoid a wasted action (due to the enemy just re-killing the newly arisen unit). With poison lasting beyond death, a new complication arises - units getting a turn after being revived while poisoned, but having no instant healing ability (i.e., priests). Such a unit will die again, while probably doing nothing (as per critical A.I. behavior).

My understanding is that this is the desired result, as a means of preventing revive loops and speeding up matches. But in my opinion, this will substantially decrease the use of PD as a revival tool. Item users will now have to use THREE actions on a poisoned, dead unit - an action to revive, and action to heal, and an action to cure poison. I suspect that in response to his, many team designers will forego using PD entirely, and instead rely more on revive, raise, raise 2, and reraise, all of which only require TWO actions.

Further, I see this change as entirely unnecessary. Poison RIGHT NOW does two things - it potentially turns 2HKOs into 1HKOs, and it makes the A.I. waste a turn removing it. Due to the AWESOME nature of Masamune, a vast majority of teams are rocking this ability and curing poison with regen while simultaneously adding a second, enormously beneficial status effect. If you removed the regen status from Masamune, poison would instantly become more vicious because it would require a move that serves no other purpose other than to remove a status effect. Alternatively, more people might use abilities that induce regen, like the White Magic ability of the same name. Either way, the threat of poison would grow even as lesser used abilities likewise increase.



Even decreasing the range of Masamune, I'm probably going to favor it over haste because 1) it is 100%, 2) it is instant, and 3) it also adds regen. The upgrade to poison will make me even MORE inclined to use it, because unlike the Time Mage spell, the Samurai ability also removes poison. If you find nerfing Masamune unacceptable, I would suggest that in lieu of removing regen from Masamune, you strengthen the spell Haste so that it can compete. My suggestion would be to raise the constant to the max value so that it hits even on 40 faith units. Thus, Time Mages will still need higher faith to take advantage of debuffs, but users looking to spam haste can still rock a low faith Time Mage... which is sort of like those who use Samurai with just Masamune.



A final idea of mine is to REALLY buff Time Magic by making give the same treatment to slow as haste (namely making the constant so high the effect is near always at 100%). Slow, of course, would also have to be subject to M-Evasion. This way, 40 faith units can still get slowed 100% of the time so long as they aren't also using evasion gear.



You all did an excellent job on Arena. MA and PA shifts, even when close to 4 or 5 points, are generally difficult to pull off and even then do not completely lead to domination. On the other hand, shifts of Speed, Brave, and Faith can dramatically change the outcome of matches... and you've gone and made them 100%! Quickening is bad enough, but at least it requires an action and MP. A free 100% increase in Brave is just plain overpowering and will quickly become abused. Don't do it, for the love of god.