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Complete battle rework topic.

Started by Kokojo, June 28, 2013, 11:16:29 pm


June 28, 2013, 11:16:29 pm Last Edit: June 28, 2013, 11:18:20 pm by Elric
Hello all that want to participate.

Here is the topic for suggestions on how to rework the whole combat system. Every idea is welcome and should be very analysed and debated.

In short, all skills, all classes and all battles have to be reworked. In order to make a suggestion, next post will be filled with accumulated suggestions on those fields.
I keep leaving, I keep coming back. Boomerang boy.


Generic Jobs and skills.
Squire (Can equip anything, low JP Costs)

    1)      Panic                   Low chance of hasting self.
    2)      Rush                    Uses own body as a weapon.
    3)      Throw stone             Lobs a stone to an enemy.
    4)      Last Hope               Low chance of ressurecting
    5)      Distract                Cancel: Charging   

WARRIOR (Regen Hp passively)
    1)      Blitz                   Weapon damage around self.
    2)      Blitz II                Weapon damage 2 AoE around self.
    3)      Reach                   Weapon damage two tiles away, requires a Sword.
    4)      Reach II                Weapon damage three tiles away, requires a Sword.
    5)      Aim                     Unevadeable weapon damage at weapon range.
    6)      Power Strike            Powerfull, but slow to charge.
    7)      Rend Armor              Breaks an enemy's Armor.
    8)      Rend Shield             Breaks an enemy's Shield.<
    9)      Heartbreaker       Deals % damage and inflicts confusion
ELEMENTALIST (Regens mp passively)
    1)      Inferno                 Minor Fire damage to all enemies.
    2)      Hoarfrost               Ice damage in a large AoE.
    3)      Thunderfall             Thunder damage in a small AoE, hits random tiles.
    4)      Earthquake              Earth damage to all units on the same elevation as the caster.
    5)      Gust                    Heavy Wind damage to units in a tri-shaped formation around the caster.
    6)      Soothing rain           Heals an ally MP, but not self.           
    7)      Pain                    Dark damage in a small AoE.
    8)      Smite                   Heavy Holy damage to a single unit.
THAUMATURGE (Immune to poison, don't act, don't move)
    1)      Shield                  Add: Protect
    2)      Barrier                 Add: Shell
    3)      Regenerate              Add: Regen
    4)      Levitate                Add: Float
    5)      Shade                   Add: Vanish
    6)      Piety                   Faith + 8
    7)      Courage                 Bravery +10
    8)      Swiftness               Add: Haste
MINDMASTER (Cannot be blinded, charmed or confused)
    1)      Hypochondria            Add: Poison
    2)      Paranoia                Add: Confuse
    3)      Terror                  Add: Slow
    4)      Aphony                  Add: Silence
    5)      Despair                 Add: Innocent
    6)      Fear                    Bravery -20
    7)      Loneliness              Cancel: Buffs
    8)      Stasis                  Add: Stop
    9)      Necrophobia             Add: Doom
GOLEM (Half arrows damage)
    1)      Protective Stance       Self: Protect/Defend
    2)      Warding Stance          Self: Shell/Defend
    3)      Regenerative Stance     Self: Regen/Defend
    4)      Deflecting Stance       Self: Reflect/Defend
    5)      Phalanx                 Add: Defend around self, allies only   
    6)      Revigorate              Cancel: Defend, restores 50% HP on an ally
    7)      Grapple                 Add: Don't act, Don't move.
    8)      Infuriate               Add: Berserk on enemies only
    9)      Sentinel                Self: Wall
CLERIC (Tank equips, immune to silence and death)
    1)      Cure                    Restores a moderate amount of HP to a single unit.
    2)      Major Cure              Restores a large amount of HP to a single unit.
    3)      Healing Wind            Restores a small amount of HP in a small AoE.
    4)      Mass Healing            Restores a moderate amount of HP in a small AoE.
    5)      Charge                  Restores MP on another ally.
    6)      Cleanse                 Cancel: Debuffs
    7)      Mass Cleanse            Cancel: Debuffs in a small AoE.
    8)      Raise                   Cancel: Death
    9)      Denial                  Add: Innocent

THIEF (Start Hasted)
    1)      Steal Weapon           
    2)      Steal Shield           
    3)      Steal Helmet           
    4)      Steal Armor           
    5)      Steal Acessory             
    6)      Paralysis Bomb          Adds : Don't act
    7)      Shrapnel                Adds : Don't move
    7)      Chloroform Bomb         Adds : Sleep
    8)      Smoke Screen             Adds : Blind in a AoE


I keep leaving, I keep coming back. Boomerang boy.


June 28, 2013, 11:28:01 pm #2 Last Edit: June 28, 2013, 11:49:58 pm by Elric
Classes should be separated in 3 tiers : 1 Basic class, 4 main class, 4 specialization class (each one requiring ~Job level 3 in a main class) and be easier and more intuitive to use than currently. All the while, tier 3 should be de-advantaged in some ways so that tier 2 always stays a viable option.

Classes shouldn't have more than 5-6 basic abilities and should each have 2-3 special abilities (Equip, movement, reactions, support)

I was thinking of something like:

Tier2 and 3
Chemist-> Healer
Warrior-> Brawler
Thief-> Trickster
Mage-> Sorcerer

Enemy classes only.

I keep leaving, I keep coming back. Boomerang boy.


Sorry, still working on my first playthrough.  I'm getting married in two weeks here so I won't have a ton of free time until after then.  Don't worry, I haven't forgotten about you.
  • Modding version: PSX
Put a drop of vanilla behind each ear and you'll smell like a cookie all day!


Alright, I won't forget about you too...!
I keep leaving, I keep coming back. Boomerang boy.


One problem I had with the battle system is Defense Up/MDef Up across the board. Meaning effectively:
5PA = 3PA
6PA = 4PA
7PA = 4PA
8PA = 5PA
9PA = 5PA
10PA = 6PA
11PA = 7PA

So you might gain one extra PA, but it doesn't affect your physical damage output, what's the point? If you really want to stick to low damage, just drop the raw stats of generic humans and it will do the job.

Unless of course I've got it all wrong and misremembered about it, it's been a while since I last played.
  • Modding version: PSX
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