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April 24, 2024, 12:56:26 pm

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Eternal

61
Hey guys, thanks for your responses! I'll (hopefully) address everything in this post, so if I miss something, feel free to slap me with a trout and call me on it, haha.

@Chocolatemoose:

Yeah, I wasn't feeling that previous form of Berserker either. It felt very non-organic, and I want my jobs to feel organic and smooth, even if they end up being a little unbalanced (since that can always be fixed later). War Medic should feel far more natural and mesh well with other units, hopefully giving Seeq a little more love. Doc's Code would indeed work similarly to Bulwark, and Blast Wave is kind of a filler skill for now. I ultimately want them to have an AoE skill that can knock multiple units away so that they can get closer to their allies.

On the topic of Seeq, I'm trying to come up with a new job to replace them. The tricky part is that I only have four skills to work with, since Thunder/Thundara/Thundaga/War Cry are being used by other jobs. My current thought was a Red Mage-like job, using both Thunder and Water magicks, while being able to hit hard with their axes. I haven't settled on a concept yet though, and Viking is an interesting enough job to warrant having a truly fleshed-out concept.


@Zeke:

Terrible as I know this may sound, I'm aware that it may cause a glitch, but frankly, it's a cool enough effect that I don't mind. There are bound to be some smaller issues given how much I'm changing everything, and it's not game breaking, so I'm willing to tolerate it.


@Baron Samedi:

I'm glad that I was able to inspire you! I'm eager to see your finished work, and please, if you see an idea you like feel free to use it! As a community (especially one as small as A2's modding scene), it's important that we share and work off of each others' work. That's how improvement happens!

Allow me to address each of your points individually, and then I'll give everyone an update on where things fall idea wise as of right now.

Solder: Soldiers aren't meant to be particularly interesting, since they're much akin to FFT's Squire and Knight jobs. MP Gift was mostly designed as a way to help mages early-game and for non-mage jobs with their MP woes.

Black Mage: I've been playing a lot of FFXIV lately, which is where a lot of my inspiration has come from. I agree that the Black Mage's spells all feel very same-y, and I've been wanting to change them up for a while now. Here's where the challenge stands: I still want FFTA2 GG to feel like a FF game. Removing -ra and -ga spells feels counter to that. I think what may end up happening with Black Mage is that -ra and -ga spells remain, but have slightly different effects. For example, Blizzara might deal damage to a single target with a chance of Immobilizing it. Or Fira might deal damage in a small area with a chance to inflict Oil. Something like that. The other thing to keep in mind is that many monsters use -ra and -ga spells, meaning I have to keep their styles in mind as well (namely for Flans). That's why Black Mage is a little tricky to work with.

White Mage: Much like with the Black Mage, I agree (though I'd argue White Mage doesn't suffer quite as much for it). If Cure/Cura/Curaga did change, I'd probably make a normal healing AoE spell, a large AoE, small healing spell, and a single target large healing spell that bestowed Regen. Still, that would be a later update.

Thief: Thief has been a job I've been making one rehaul to after another throughout the years it feels like. I agree that some of their skills are somewhat boring, and I like the Steal Evasion idea. Realistically, I would likely keep Mug (since it basically replaces Attack- it's free, does the same thing as Attack, and steals Gil in addition to the damage), Change Loot I to Steal Evasion (or some semblance thereof), and turn Loot II into something like Steal Speed. The reason I hesitate on that though is because they're still Thieves- stealing things is their gig. Granted, it is canon. In Revenant Wings, Vaan could steal enemy stats.

Fighter: Please see below. I'm planning a few changes with Fighter, and Air Blast is chief among those changes.

Samurai: Samurai has always been meant to be a close-and-personal job, so I'm mostly fine with their skill ranges at the moment. As for damage output, I agree that it's been something that has been very tricky to get just right. I think what may end up happening is that they'll either deal physical damage (which might be the best option, since it'll give people some much needed physical abilities), or it'll continue dealing magical damage, but will ignore the enemy's Resistance. I haven't decided which I quite prefer yet, so that may need some experimenting.

Ninja: Ninja may actually be getting a complete rehaul soon, see below. That being said, Throw will almost always be a guaranteed keep on Ninja, mostly to reference FFT. Maybe if I play around with it enough I can make Grenades into Throw-only weapons.

Necromancer: I can definitely see where people are coming from with the criticism of Necromancer. Fun fact- the initial idea with Necromancer was almost exactly what you described. Potent effects on Undead units, a slightly lesser effect on living units. The challenge is that I simply don't have description line space enough to inform the player of what those secondary effects would be. Something I learned from FFTA GG is that correct descriptions are paramount, and I don't want to sacrifice that. That being said, 4/8 of the skills can be used in any fight, regardless of if there's Undead or not. I would argue that this is just a case of using it when Undead are around and perhaps not using it when there aren't, but Tainted Love and Brainrot are pretty useful all around.

Warrior: Body Slam will likely remain, but I'm planning on possibly retooling Greased Lightning, please see below for more details.

Dragoons: Ah, Dragoons. FFTA/A2 hasn't been kind to you. Dragoons have been on my to-do list for years, but I literally haven't been able to come up with something that'll do them justice. Jump (their stat and the skill) will likely be buffed, with Jump having increased range (but dealing less damage). Each of the Breath attacks will have a different effect, etc. Please see below for more details!

Myrmidon: It's okay! I completely agree! Myrmidon is on the list to be completely revamped. I realized I got a little carried away with the breaking abilities and I instead want to make the Myrmidon into a new job, which will focus on the use of Shields for defense and offense. Please see below for more details! (My apologies that I keep on saying that, but Bangaa are getting a desperately needed overhaul, haha.)

Gladiator: Ultima Blade is likely going to become Llednar's Alpha, which will deal heavy damage to an adjacent target, but we'll see. There were going to be some other small changes to their skills, such as making their three elemental abilities become physical skills that also buff the user- effectively making them stronger the more blood they draw from the target.

Oracle: Oracles may be getting a Future Sight-like attack (think Pokemon- the user attacks, and the damage hits the target a little later- Cannoneers have this right now, but this would be a magical/AoE variant), but I would need to test it first.

Bishop: Bishops are going to be slightly retooled as well. Break will be becoming a powerful AoE Earth spell with a chance to inflict Immobilize (to give them something later on with Holy as well as a rare Earth option), and Pilfer will likely become Renew, to fully restore a single target's HP. This would give them a slightly better magical skillset to pair with Oracle, Templar, or Trickster.

Templars: Templars are also getting a few new tricks (geez, I didn't realize until now how many Bangaa changes were coming down the pipeline). Namely, they're going to be better at protecting themselves against magicks, will have some bloat cut (I'm looking at you, Rasp and Soul Sphere), and just become a little more interesting.

Cannoneer: I respectfully disagree with you about Cannoneer. As for there being no real magical ranged jobs, just about any mage in the world has ranged magical options, haha. I like their gimmicks, and I think Vanilla A2 did a pretty cool job with them.

Alchemist/Sage: I'm coupling these two together because, frankly, I hate them both. I don't hate their jobs necessarily, but I hate how they're basically two halves of one whole. Ideally, Sage should be the ultimate magic job, which is why they have Ultima. But then you have Alchemist, with Item innate (which I wholeheartedly agree with), who can use Flare, Meteor, etc. Those kinds of high-end spells should be better suited to Sages. The only reason Transmute has stuck around as long as it has is because I like the concept, and it's one of the few things that make Alchemists feel like Alchemists. I'm admittedly not sure what to do about them, but it's been vexing me for some time.

Scholar: I liked Vigilance and Teleport as well, but sadly, they broke the game in one way or another. Bravery and Faith are Ivalice staples though, and are great to use if you have nothing else to do (namely at the start of battle).

Animst: Oh boy, Animist. Another job that's been on the chopping block for some time. See below (again, lol).

Fusilier: With the changes to Myrmidon, I think I like where Fusilier stands right now. I promise it'll be more worth it when I can edit enemy formations!

Corsair: So, stupid me forgot to give them the ability to use Guns. That'll be changing next update.

Chocobo Knight: This will probably be revamped, so each Chocobo Knight will be far more specialized based on the Chocobo being ridden. Like you said, not too much to be done about this, but I'll certainly tinker with it.

Fencer: Fencers are getting a minor buff next update, with Shadowstick dealing damage with a chance of Slow. I'll have to look into Retreat though. It's been a minute, but I swear that worked for me when I was testing it.

Green Mage: Green Mages are going to be getting a buff, but if anything it'll be more of a stat buff. The struggle is that literally all of their skills are also used by other things, so changing them too much becomes chaotic. They'll likely end up having a higher ATK and DEF to make them more battlemage-y (is that a word?) and allow them to better enter the front lines and smash skulls.

Occultist: Another fun fact- Possess was originally supposed to consume 20% of the user's HP to control a target. Due to how the game uses Control, it ignores any other effects tied to a skill, so Possess has to be free by nature of it being Control. As for Offering, it's on my to-buff list. It'll likely end up costing a percentage of maximum HP instead of all HP.

Summoner: Summons are boring, but effective. You won't find any large AoE source of Regen or Reflect, or healing and debuff removing at the same time. I'm pretty happy with them how they are... and if you want flashy summon effects, I'd advise seeing what I have planned below.

Spellblade: No need to worry, more MP costs are being added to Spellblade, so that's already taken care of!

Ranger: Fun fact time (yet again). I originally wanted Rangers to be able to set traps in an AoE. Unfortunately (likely due to memory limits), the game only allows you to set one at a time. Truthfully, I'm enamored with Traps. The fact that you could set them in A2 (unlike FFT), blew me away when I was younger. I increased their Range in a prior update to allow you to set them at more suitable chokepoints, but I agree that they're still somewhat underwhelming. That said, they'll be staying until I can find some way to upgrade them.

Reaver: Dawnblade will probably become Shadowblade, since that's what it was in FFT: WotL. I made this job ages ago, so I must not have noticed it. They'll both be becoming Dark Elemental. Not sure how I missed that all this time, haha.

Viking: Ugh, Viking. Please see above. Tsunami is definitely getting a buff of some sort though, if it lasts.

Ravager: Ravagers actually were changed, in a way similar to the Daemon. Ravagers require the user to be Prime'd, but for them to be afflicted with Prime, they need to wait three turns and survive that long. If they do, they become Prime'd and have access to powerful physical blows. Unlike Daemon however, the Prime buff doesn't wear off upon using an attack. Therefore, they're mighty glaciers. Slow and powerful, but they can be struck down easily, and they have to re-Prime upon being revived.

Dancer: Dancer will likely be nerfed ever so slightly, but it's not a huge mark on my to-do list yet.

Monsters: I like your idea in regards to this, and I'd be interested in crunching numbers with you. Numbers (MP in particular) is a tough spot of mine, so any help would be appreciated!

@Everyone:

Okay, so I've been working diligently, taking a magnifying glass to every single job and seeing what needs tweaked and what can stay. Here's what I came up with. Thoughts are of course always welcome.

Soldier:
-Rend MP would deal full MP damage to the target as well as HP damage. Previously, it only did 25% of that damage as MP.

Thief:
-Steal Gil will likely be renamed Mug, for clarity's sake.
-Loot will possibly become Steal SPD, which inflicts Slow on an adjacent target and bestows Haste on the user.
-Loot II will possibly become Steal EVD, which inflicts Evasion Down on an adjacent target and bestows Evasion Up on the user.

Archer:
-Leg Shot will deal full weapon damage. Previously, it only did 50% weapon damage. If the damage lands, it will also have a 100% chance of Rooting the target for a single turn.
-Blackout will deal full weapon damage. Previously, it only did 50% weapon damage.

Paladin:
-Parley is now Ward, which grants Invincibility and Astra to the user.
-Saint Cross now deals damage and Blinds enemies around the user.
-War Cry now inflicts Slow and Attack Down on surrounding enemies.

Fighter:
-Air Blast is now Reckoning, which debuffs the user and then deals damage based on the amount of debuffs the user has been afflicted with.

Samurai:
-Iaido abilities will now either deal physical damage, or will continue doing magical damage, but will ignore Resistance (undecided as of yet.)

Ninja:
-Ninja will be totally rehauled, focusing on increasing its Speed while nailing distant enemies with elemental magical effects until it gets close enough to kill.
1) Throw- same as Vanilla.
2) Huton- Bestows Haste on the user with a small chance to Quicken it.
3) Katon- Deals Fire damage in a small AoE with limited range, has a chance to inflict Oil.
4) Hyoton- Deals Ice damage to a single target and Roots it.
5) Raiton- Deals heavy Thunder damage to a single target.
6) Doton- Inflicts Blind and Poison to surrounding units with perfect accuracy.
7) Suiton- Deals Water damage to a single target and bestows Vanish on the user.
8) Fuuma- Deals 50% weapon damage to a distant target.

Hunter:
-Drill Shot now deals Defense-ignoring physical damage in a line in front of the user.

Warrior:
-Greased Lightning is now Omnislash, which deals two weapon strikes to a single target within range.
-Lifetap is now Mangle, which deals weapon damage to a single target with a chance to inflict Speed Down.

Dragoon:
-Jump now has 6 Range and deals 50% weapon damage with normal accuracy, no longer requires a Spear to use.
-Wyrmtamer is now Reis Wind, which bestows the user with Regen and Move Up.
-Fire Breath now has a chance to inflict Defense Down.
-Ice Breath now has a chance to inflict Immobilize.
-Thunder Breath now has a chance to inflict Slow.
-Bangaa Cry now knocks the targets back and inflicts Rooted rather than inflicting Defense Down.

Myrmidon:
-Myrmidon is now Warden, a job that focuses on balancing offense and defense with Shields, whose skills require a Shield to be used. I haven't decided on a skillset just yet, and I'd need to play around with their arsenal since they can currently only use two-handed weapons, but the basic idea is that they use Shields in an offensive capability, attacking and then immediately assuming a defensive stance.

Gladiator:
-Fire Soul is now Bloodlust, which deals damage to an adjacent enemy and bestows Focus on the user.
-Thunder Assault is now Rip and Tear, which deals damage to an adjacent enemy and bestows Attack Up on the user.
-Blizzard Tackle is now Juggulate, which deals damage to an adjacent enemy and bestows Critical Up on the user.
-Ultima Sword is now Omega, which deals 2x damage to an adjacent target.

Oracle:
-Hex now deals Dark damage and inflicts Resilience Down.
-Lubrication is now Omniscence, which deals magical damage to units in a small area next turn.

Bishop:
-Break now deals heavy Earth damage in a small AoE with a chance to inflict Immobilize.
-Pilfer is now Renew, which fully restores the target's HP.

Templar:
-Piercing Cry is now Crucible, which deals weapon damage to a target and removes all of its buffs.
-Discipline is now Aegis, which bestows Reflect, Shell, Resistance Up, and Resilience Up on the user.
-Soul Sphere is now Inquisition, which deals MP damage to surrounding units and inflicts Magick Down.
-Lifebreak is now Judgement, which deals weapon damage to a target and inflicts Silence with perfect accuracy.

Trickster:
-Mug is now Con, which attacks a target with a chance to delay its turn.

Daemon:
-Daemons move normally now, lose Innate: Teleport.
-Dark Holy deals slightly increased damage.

Fencer:
-Shadowstick now deals weapon damage with a chance to inflict Slow.

Green Mage:
-Green Mages gain increased HP, ATK, and DEF.

Occultist:
-Offering now decreases the user's HP by 90%, rather than outright killing it.

Spellblade:
-Paradigm Shift now costs 22 MP to use.
-Sanguinate now costs 24 MP to use.

Animist:
-Animist is now Evoker, which will use Summons similarly to Summoners, but their Summons will have dual effects depending on the targets. This functionality will need to be tested and I'll need to figure out descriptions, but basically, each Summon would have a different effect based on who's in the area when it's used. Each Summon would have a Light/Dark effect, based on if it hits an ally or the enemy. For example, Carbuncle may bestow Astra to allies caught in the AoE, whereas it may Dispel on enemies caught in the AoE.

Berserker:
-Berserker is now War Medic, with the changes planned as outlined above.

Reaver:
-Shadowblade is now Dark Elemental and consumes 18 MP.
-Duskblade is now Dark Elemental.

So yeah, that's what's on the horizon at some point in the near future. Any suggestions and feedback are welcomed as always, and I'm glad to see people are still interested in this little weird patch of mine, haha.

EDIT:

For people wondering what I have in mind for monster/special unit skills, they're more or less the same, except for some choice changes. Adelle in particular is proving to be a struggle for me, but I think I might make her skillset very high-risk, high-reward. Possibly revolving around a rotation of Astra/Reraise and having her skills be massively potent, but killing her in the process (as a way of showing that she's not used to her Heritor powers quite yet), but I'm undecided yet.

Vaan:

Trophy Hunt:         Deals weapon damage to the target and, if the attack kills the target, the user gains a piece of Lv. 4 Loot.
Shadow Stalk:         Bestows Vanish and Evasion Up on the user.
Salvage:            Disarms a trap adjacent to the user.
Life of Crime:         Damages an adjacent target with a chance to inflict Blind and Silence.
Steal:               Steals the target's items, Gil, or Loot.
Swipe:               Steals a large amount of Gil from the target.
Razor's Edge:         Bestows Accuracy Up and Critical Up on the user.
Flee:               Bestows Haste and Move Up on the user.

Penelo:

Mincing Minuet:         Deals a small amount of damage to all enemies.
Blade Dance:         Attacks an adjacent enemy twice in one attack.
Forbidden Dance:      Inflicts either Poison, Immobilize, Silence, or Blind on all enemies.
Slow Dance:            Inflicts Slow on all enemies.
Witch Hunt:            Deals a small amount of MP damage to all enemies.
Polka:               Inflicts either Attack Down or Defense Down on all enemies.
Heathen Frolic:         Inflicts either Magick Down or Resistance Down on all enemies.
Jitterbug:            Drains HP from a single unit up to four tiles away.

Hurdy:

Requiem:            Removes all fallen Undead units from battle and deals heavy damage to all remaining Undead.
Hide:               Bestows Vanish on the user.
Angelsong:            Restores a small amount of HP to all allies.
Battle Chant:         Bestows either Attack Up or Defense Up to all allies.
Magickal Refrain:      Bestows either Magick Up or Resistance Up to all allies.
Nameless Song:         Bestows either Protect, Shell, Reflect, or Regen to all allies.
Magick Ballad:         Restores a small amount of MP to all allies.
Soul Etude:            Removes most debuffs from all allies.

Adelle:

Wermut:               
Nesiaam:            
Lennart:            Deals damage in a wide line in front of the user.
Hilo:
Elpe:
Viola:               
Ljda:
Adelaide:            Bestows Quicken and Reraise to the user.

Al-Cid:

Escort:               Bestows Cover on a female unit from anywhere on the field.
Flourish:            Deals damage to a single target, damage is increased with more female allies.
Fawn:               Bestows Regen and Astra on a female unit.
Enchant:            Bestows Attack Up and Magick Up on a female ally, and Charm on a female foe.
Interrogate:         Reveals a foe's carried loot as well as all traps on the field.
Succor:               Restores HP and removes some debuffs from the user.
Impassion:            Bestows Berserk, Critical Up, Haste, and Reraise on a female unit.
Reckless Abandon:      Damages a target and inflicts Speed Down.

Illua:

Abyssal Slash:         Deals damage to units in a line and inflicts Defense Down, Resistance Down, and Resilience Down.
Time Blade:            Deals damage to an adjacent unit and inflicts Stop, Rooted, and Delay.
Saber:               Bestows Attack Up, Accuracy Up, Evasion Up, and Critical Up on the user.
Dimensional Rift:      Reduces the HP of units in a large AoE by 50% and may inflict Immobilize.
Annul:               Reduces the MP of a single target to 0.
Sheol:               Inflicts Slow and Speed Down on all enemies and Haste and Regen on all allies.
Rebirth:            Restores the user's HP by 25% and removes all debuffs.

Goblin:

Magick Hammer:         Deals MP damage to a target equal to half of its maximum HP.
Goblin Punch:         Deals damage to an adjacent target equal to the user's lost HP.
Mutilate:            Deals 50% damage to an adjacent target and restores the user's HP equal to the damage dealt.

Faerie:

White Wind:            Restores an ally's HP equal to the user's current HP.
Angel Whisper:         Restores an ally's HP and bestows Regen.
Meteorite:            Deals damage to a single target and inflicts Confuse.
Shine:               Deals Holy damage in a small AoE and inflicts Blind.
Fey Mischief:         Bestows Evasion Up to the user and adjacent allies.

Lamia:

Night:               Inflicts Sleep in a small AoE.
Poisonous Frog:         Inflicts Poison and Frog on a single target.
Kiss:               Inflicts Charm and Resilience Down on men and Confuse and Resilience Down on women.
Hand Slap:            Damages an adjacent target and inflicts Delay and Slow.
Twister:            Deals Wind damage to units in a large AoE.
Eternal Sleep:         Inflicts Sleep and Stop on a single target.
Eternal Oblivion:      Damages a single target with a chance to inflict Addle.

Wolves:

Screech:            Deals damage in a cone in front of the user with a chance to inflict Silence.
Summon Pack:         Summons allies to battle.
Fangs:               Deals damage to an adjacent target that ignores Defense and inflicts Poison.
Tackle:               Deals damage to a unit within three tiles and inflicts Rooted.
Acrobatics:            Deals damage to an adjacent target and bestows Haste on the user.
Sonic Fangs:         Deals damage to an adjacent target with a low chance to inflict Death.

Bunnies:

War Dance:            Bestows Attack Up on the user and adjacent allies.
Illude:               Inflicts Charm on a single target.
Go-Go Dance:         Bestows Haste on the user and adjacent allies.
Hip Attack:            Deals unavoidable damage to an adjacent target and may inflict Charm.

Werewolves:

Roar:               Removes all buffs from targets in a cone in front of the user.
Howl:               Bestows Attack Up and Critical Up on the user.
Slug:               Deals damage to an adjacent target that ignores Defense.
Assault:            Deals damage to an adjacent target with a chance to inflict Immobilize and bestows Focus on the user.

Antlions:

Sandstorm:            Deals Earth damage in a small AoE around the user with a chance to inflict Blind.
Gnaw:               Deals damage to an adjacent target and heals the user for the damage dealt.
Suffocate:            Inflicts Delay and Disable on an adjacent target.
Bile:               Deals damage to a target within three tiles and inflicts Defense Down.
Mucus:               Deals damage to a target within three tiles and inflicts Slow.
Saliva:               Deals damage to a target within three tiles and inflicts Speed Down.
Quicksand:            Deals damage to a target within four tiles, draws it close, and may inflict Rooted.

Adamantoises:

Limit Glove:         Deals damage to an adjacent target equal to lost HP.
Matra Magick:         Swaps a target's HP and MP.
Headbutt:            Deals damage to an adjacent target with a chance to inflict Addle.
Sonic Spin:            Deals damage to all adjacent targets with perfect accuracy.
Rain of Stone:         Deals Earth damage to units in a small AoE.
Munch:               Destroys the equipped weapon of an adjacent target.
Resonate:            Inflicts Disable on all units currently equipped with bladed weaponry.

Malboros:

Bad Breath:            Inflicts Poison, Blind, and Silence in a cone in front of the user.
Eerie Soundwave:      Inflicts Resilience Down on units around the user.
Goo:               Inflicts Immobilize on a single unit.
Malboro Song:         Bestows Regen and Accuracy Up on the user.
Putrid Breath:         Inflicts Frog, Confuse, and Disable in a cone in front of the user.
Purify:               Removes all debuffs from the user.
Honeyed Breath:         Inflicts Charm in a cone in front of the user.
Love Song:            Restores HP and bestows Defense Up on the user.
Cloying Breath:         Inflicts Slow, Sleep, and Immobilize in a cone in front of the user.

Alraunes:

Horn Blow:            Deals damage to an adjacent unit, knocks it back, and delays its turn.
Horn Drill:            Inflicts Death on an adjacent unit.            
Horn Shot:            Deals damage to a unit within four tiles.
Tomato Fang:         Deals damage to an adjacent unit and inflicts Attack Down.
Tomato Tackle:         Deals damage to an adjacent target with a small chance to Quicken the user.
Tomato Ketchup:         Inflicts Blind and Berserk on a unit within three tiles.

Cockatrices:

Stone Breath:         Deals damage in a cone in front of the user with a chance to inflict Petrify.
Fluster:            Bestows Attack Up and Resistance Up on the user.
Scurry:               Bestows Haste and Move Up on the user.
Peck:               Deals damage in a small line in front of the user with a chance to inflict Blind.
Scatter:            Bestows Evasion Up and Accuracy Up on the user.
Wake-Up Call:         Quickens an ally within six tiles.

Chocobos:

Choco Cure:            Restores HP to units around the user with a chance to bestow Regen.
Choco Esuna:         Cures all debuffs from units around the user.
Choco Ball:            Deals damage to a unit within four tiles.
Choco Meteor:         Deals damage to units in a small AoE.
Choco Beak:            Deals damage to an adjacent unit, ignoring Defense.
Choco Recharge:         Restores the MP of an adjacent unit.
Choco Guard:         Bestows Defense Up and Resistance Up on adjacent units.
Choco Barrier:         Bestows Protect and Shell on adjacent units.

Flans:

Unction:            Inflicts Oil on units in a large AoE.
Slime:               Inflicts Resistance Down and Magick Down on a target within four tiles.
Acid:               Inflicts two random debuffs on a target within four tiles.
Mambo:               Inflicts Berserk with perfect accuracy on surrounding enemies.
Syphon:               Drains MP from a target within four tiles.

Bombs:

Self-Destruct:         Damages surrounding units equal to the user's lost HP, kills the user, and inflicts Oil on damaged units.
Flame Attack:         Deals Fire damage to a target within four tiles with a chance to inflict Oil.
Spark:               Deals Fire damage to surrounding units while also healing the user.

Zombies:

Miasma:               Deals Dark damage to units in a small AoE, with a chance to Poison non-Undead units.
Drain Touch:         Deals damage to an adjacent unit and heals the user's HP equal to the damage dealt.

Ghosts:

Flash:               Inflicts Blind on all units looking at the user.
Sleep Touch:         Deals damage to an adjacent unit with a chance to inflict Sleep.
Silence Touch:         Deals MP damage to an adjacent unit with a chance to inflict Silence.
Wake the Dead:         Summons allies to battle.

Deathscythes:

Ague:               Inflicts Slow in a small AoE.
Steal Thoughts:         Deals damage to an adjacent unit and restores the unit's MP equal to the damage dealt, may inflict Addle.
Deep Sleep:            Inflicts Sleep and Slow on a single target.
Shackle:            Inflicts Immobilize and Disable on a single target.

Floating Eyes:

Vampire:            Deals damage to a target within three tiles and heals the user for the damage dealt.
Supersonic Wave:      Deals damage to a target within three tiles with a chance to inflict Confuse.
Death Dive:            Deals damage to a target within three tiles equal to the user's lost HP.
Fly:               Bestows Evasion Up and Move Up on the user.

Ahrimans:

Roulette:            Inflicts Death on a random ally or enemy.
Glare:               Inflicts Petrify with perfect accuracy on an adjacent unit looking at the user.
Demonic Gaze:         Deals HP and MP damage to a unit within four tiles that is looking at the user.
Binding Circle:         Inflicts Slow and Speed Down on a single target within four tiles.
Dread:               Deals damage to an adjacent target and inflicts Attack Down.
Bewitching Glance:      Draws in and inflicts Charm with perfect accuracy on a unit within four tiles looking at the user.

Tonberries:

Knife:               Reduces an adjacent unit's HP by 90%.
Karma:               Deals damage to an adjacent unit equal to the target's number of kills multiplied by ten.
Hide:               Bestows Vanish on the user.
Voodoo:               Reduces an adjacent unit's MP to 0.
Stalk:               Chooses a target to attack next.

Dullahans:

Quake:               Deals Earth damage to units in a large AoE.
Bone Shatter:         Deals damage to an adjacent unit with a chance to inflict Disable.
Brute Strength:         Bestows Attack Up and Focus on the user.
Tri-Attack:            Reduces the HP of an adjacent unit by 50% and inflicts Slow.
Helmsplitter:         Deals damage to an adjacent unit with a chance to destroy its equipped helmet.

Behemoths:

Heave:               Deals damage to an adjacent unit with a chance to inflict Death.
Stampede:            Deals damage to units in a line in front of the user.
Sunder:               Deals damage to surrounding units with a chance to inflict Defense Down.

Dragons:

Fireball:            Deals Fire damage to a unit within three tiles.
Ice Orb:            Deals Ice damage to a unit within three tiles.
Lightning:            Deals Thunder damage to a unit within three tiles.
Expose Weakness:      Inflicts Defense Down and Resistance Down on a unit within four tiles.
Mighty Guard:         Bestows Defense Up and Resistance Up on a unit within four tiles.
Dragon Force:         Bestows Attack Up and Magick Up on a unit within four tiles.
Wyrmweave:         Fully restores the HP of an HP Critical Dragon unit.
Aeon:            Bestows Quicken on an HP Critical Dragon unit.
Wyrmheart:         Bestows Reraise on an HP Critical Dragon unit.

Yowies:

Draw In:            Draws in a target from up to six tiles away, damages it, and heals the user for the damage dealt.
Stun Crush:         Deals damage to surrounding units and inflicts Slow.
Gravity Flux:         Deals damage to all enemies with a chance to inflict Immobilize.

Rafflesias:

Seed:            Summons allies to battle.
Nectar Volley:         Inflicts Poison, Slow, and Speed Down to units in a large AoE.
Vine Lash:            Deals damage to surrounding units with a chance to inflict Delay.
Blinding Cloud:         Deals damage to units around the user and inflicts Blind with perfect accuracy.
Soporific Cloud:      Deals damage to units around the user and inflicts Sleep.
Refreshing Pollen:      Bestows Regen on all allies.

Demon Walls:

Telega:            Teleports an ally directly in front of the user and inflicts Immobilize with perfect accuracy.
Repel:            Deals tremendous damage to a unit in front of the user.
Shining Darkness:      Inflicts Petrify on a single target within six tiles.
Gravija:            Reduces the HP of units in a large AoE to 1.

Crushatrices:

Fortify:            Bestows Defense Up, Resistance Up, and Resilience Up on the user.
Beak:            Deals damage to an adjacent target.
Devour:            Deals damage to units in a small AoE in front of the user.
Territorial Marking:   Deals damage to units in a small AoE and inflicts Defense Down.
Piston Drop:         Deals damage to all enemies.

Neukhia:

Grand Cross:         Deals heavy damage to units surrounding Shining Stones and inflicts three random debuffs.
Consumption:         Deals heavy damage to units in a large AoE.
White Hole:         Deals damage to units in front of the user and inflicts Petrify.
Syphonja:            Reduces the MP of units in a large AoE to 0.
Dispelja:            Removes buffs from all enemies and inflicts Resistance Down and Resilience Down.
Apocalypse:         Inflicts Frog on units in a large AoE.
Gigadust:            Deals damage to all enemies.
Catastrophe:         Inflicts Attack Down, Magick Down, and Confuse in a large AoE.
Punishing Ray:         Deals heavy damage to a single unit within six tiles and inflicts Stop with perfect accuracy.
Charge Ray:         Charges Neukhia Wisp.
Restoration Ray:      Restores a large amount of HP to the Neukhia Core and bestows Defense Up, Resistance Up, and Reraise.
Sanctify:            Inverts the HP and MP of all enemies.
Rewind:            Activates the Shining Stones.

Weapons:

Primary Weapon:      Reduces the HP of all units by 90%.
Secondary Weapon:      Deals tremendous damage to units in a large AoE.
Beguile:            Inflicts Charm and Speed Down on units in a large AoE.

Miscellaneous Enemies:

Dark:            Deals light Dark damage to units in a large AoE and may inflict Blind.
Darkra:            Deals moderate Dark damage to units in a small AoE and may inflict Sleep.
Darkga:            Deals heavy Dark damage to a single target and within four tiles and may inflict Death.
Invert:            Swaps the HP and MP of a unit within three tiles.

Esper Quickenings:

Belias:            Inflicts Oil on all foes with perfect accuracy.
Mateus:            Inflicts Rooted on all foes with perfect accuracy.
Shemhazai:         Fully restores the MP of all allies.
Hashmal:            Bestows Focus on all allies.
Famfrit:            Removes all debuffs from all allies and all buffs from all enemies.
Adrammelech:         Extends the buffs and debuffs of all units on the field.
Cuchulainn:         Inflicts Poison on all foes with perfect accuracy.
Zalera:            Inflicts Resilience Down on all foes with perfect accuracy.
Chaos:            Quickens all allies.
Zeromus:            Delays the turn of all foes with perfect accuracy.
Exodus:            Deals 25% HP and MP damage to all foes with perfect accuracy.
Ultima:            Fully restores the HP of all allies.
Zodiark:            Deals Dark damage to all foes with perfect accuracy.


62
Hi there! Welcome to FFH! Unfortunately, at this point, it's very far from being complete. I have most of the job/ability changes set, items are being worked on right now. I've been most invested in FFTA/FFTA2 as well as FFT KO lately though, so this has been a rather slow burn for me.
63
FFTA/FFTA2 Hacking / Re: ffta2 job requirement data
December 22, 2017, 05:59:11 pm
That's super exciting news! Can't wait to test it out! :)
64
Thanks! I actually scrapped this idea a little bit ago because I felt it was too gimmicky and not solid enough. I also came up with this idea recently after playing FFXIV and being inspired by the White Mage's Rescue ability.

Introducing the War Medic. Replacing the Berserker, the War Medic gives Seeq a healing job that can still dole out the pain. Similar to the Moogle Hero but with less emphasis on magic and defense, the War Medic is all about getting up close to the enemy and pummeling them to death, all while being able to rescue allies in need and heal them when they need it most. Combat Clinic, Maim and Mend, Blast Wave, and Sinew are all based on Physical attack, meaning they can be boosted by Sinew (for a large, temporary boost next turn), or by Doc's Code (which grants a smaller, permanent Attack Up which can also stack with Sinew). Doc's Code allows the user to buff up and get close to the target, or run away if the situation calls for it. Berserkers will likely have reduced HP from their current pool, to make them a little less tanky.

Thoughts?

SCREAM         ->            RESCUE
Draws an ally towards the user and bestows Regen.

HONE SENSES      ->            SANCTUARY
Removes all debuffs from surrounding units.

FURORE         ->            LURE
Draws an enemy towards the user and reduces its Defense.

GROUND SHAKER   ->            COMBAT CLINIC
Restores a large amount of HP to a unit close to the user.

SMITE OF RAGE      ->            MAIM AND MEND
Damages adjacent enemies and heals adjacent allies.

INNER CALM      ->            BLAST WAVE
Deals physical damage to units in a line and knocks them back.

HELM SMASH      ->            DOC'S CODE
Makes the user invincible until their next turn and bestows Attack Up.

SMASH         ->            SINEW
Damages an adjacent enemy and bestows Focus on the user, increasing their next physical attack damage as well as Combat Clinic and Maim and Mend.
65
If you made a formation editor, we would love you forever I think, haha. Definitely need one to really continue working on my own FFTA2 mod.
66
It's been a minute, but I'm working on this again. It'll be a bit, but I'm currently looking over everything (particularly Seeq) in an attempt to make things more interesting. Here's what I came up with for a Berserker revamp. It would need to be tested, of course, but this is the basic concept I have for it. Basically, the Berserker will be very similar to FFXI's Monk job. Essentially, instead of just Berserking yourself and hoping for the best, this revamped Berserker will be all about combos and crushing things to death. (Granted, if you just want to tenderize everything with Berserk, you're more than welcome to with the updated Scream ability). The cool thing is that this job would mesh well with the other physical jobs the Seeq has, making Reavers scarier and Vikings more viable.

Example Skillchain: use Compression to deal damage to the target and inflict Focus on the user, making their next attack hurt. From there, you can chain Impact (making it hurt quite a bit more), or if the enemy isn't going to die easily, chain Final Heaven next to heavily damage and debilitate it. If you just want to nuke something, you can go from Fragmentation (to damage and Oil the target, and make your next Attack command have extra AoE) to Attack if enemies are clumped together, or to Detonation to do tremendous damage to the Oil'd target.

It's still a concept I'm perfecting, but I like where it's going. What are your thoughts?

BERSERKER:

SCREAM         ->      SCREAM:         Bestows Berserk, Haste, Attack Up, and Accuracy Up to the user.               
HONE SENSES:      ->      COMPRESSION:      50% weapon damage to an adjacent target and Add: Focus on the user.
FURORE:         ->      IMPACT:         Deals two weapon strikes to the target with a chance to inflict Defense Down.
GROUND SHAKER:   ->      FINAL HEAVEN:      Deals tremendous Holy damage to an adjacent target and inflicts Blind and Berserk.
SMITE OF RAGE:   ->      FRAGMENTATION:   50% weapon damage to an adjacent target and Add: Oil with perfect accuracy, also grants Buckshot.
INNER CALM:      ->      DETONATION:      Deals Fire damage to an adjacent target with perfect accuracy, removes Oil.
HELM SMASH:      ->      TRANSFIX:      Draws an enemy closer to the target and inflicts Immobilize.
SMASH:         ->      DUEL:         Grants Counter, Evasion Up, and Critical Up to the user.
67
Yeah, Zalmo is definitely getting bashed upside the head with the nerf stick in the next update. I honestly was hoping to have it done by now before you got to him because I knew he'd be an issue. I think part of the challenge is that Zalmo is just too good all around in that fight (never thought I'd say that about Zalmo...). He can be basically invincible and drop lots of damage on you at once. Barren, I'll send you a temporary fix sometime this week so you can continue the LP. :)
68
The Lounge / Re: FFXIV: Return to Ivalice
October 10, 2017, 10:08:08 pm
So, Return to Ivalice is out. A few fun finds. Fair warning, spoilers for the raid below, so avert your eyes if you don't want to be spoiled.

So, it looks like the bosses are Mateus, Hashmal, Rofocale (yes, the unused Rofocale, more on that later), and the final boss... Algus.

Mateus and Hashmal fight similarly to their FFXII personae, with Mateus using Ice/Water abilities and the ability to choke and drown your party in toxic gas. Hashmal uses Earth abilities, Melt,

Rofocale is a centaur-like monster that was previously unused in FFT, and it was previously associated with the Sagittarius stone, held by Meliadoul. The interesting thing is that in XIV, Rofocale spams Shellbust Stab, Hellcry Punch, etc... so make of that what you will.
It's pretty cool seeing them use something unused in FFT before, much less associating it with Meliadoul. Rofocale summons a gaggle of Archaic Demons that spam Lifebreak and Dark Holy, just like the source material.

Algus... oh boy, Algus. I haven't found a video detailing the entire raid's story, but it looks like Algus gets his hands on Taurus and is transformed into a Lucavi. Fun thing is that they basically took FFT's Lucavi transformation animation and redesigned it for XIV. He becomes a many-armed swordsman with faces floating around him. Throughout the battle he uses Hellcry Punch and summons "Shades".
Basically, Algus clones that use Dark Sword abilities (like Unholy Sacrifice) from WotL.

For those wanting videos...

Mateus:



Hashmal:



Rofocale:



Algus:




I'll add more as I learn more, but this is a fun little tribute to XII and FFT, and apparently Matsuno himself was behind it. (More FFT stuff in the future, perhaps?)
69
The Lounge / FFXIV: Return to Ivalice
September 04, 2017, 10:18:18 am
Hey team, read this article and thought it was pretty cool. FFXII and FFT will be featuring prominently in a new raid in FFXIV. It'll be pretty cool to see FFT areas be fully explorable. Article here.

70
Hey Myth! I'd say you're safe to start your game. Your save is compatible between updates (you'd just need to patch a clean ISO), so your save will follow alongside you. Most of the changes being made are to the AI and trophies as well as some other things, so you're more than welcome to begin. As for the PSP version, I'm not entirely sure what I want to do with that version next. We'll see!
71
Have you done any of that yet? I'm curious to see how you were able to, since there really isn't a solid editor for that specific type of change just yet.
72
I really have no desire to -add- enemies, since I figured much like FFT it'd just break things. I'm more interested in altering existing formations and the set gear/abilities the enemies have, since many of them are lacking in equipment and abilities.
73
Zeke, have you figured out enemy formations/set equipment/skills yet? That's the next thing I'm looking to do for GG and I wanted your insight on that.
74
Bear in mind that the AI will use the Quicken move first and will use -only- the Quicken move until it's out of MP. Just something to bear in mind. :)
75
Hey team! Thanks to Record Keeper, we actually do have updated -canon- spell quotes for several abilities. I was debating putting them in for 2.7 (which thankfully is on the horizon!), but I'm really not sure how people would feel about them, since they're very WotL-ish.

Barren, thank you for your videos. They're always a pleasure to watch and they've been mighty informative.
76
Zeke, great work. This is seriously good stuff. I would warn you against adding Quicken to moves though. The AI is awful with it. I'm going to take a more extensive look at your changelog later, but the AI will continue to spam Quicken moves until they're out of MP. I learned this the hard way with my Teleport move. Seriously great work- I'm proud and happy that other folks are working on A2!
77
You would be absolutely correct! Even moreso since now (unfortunately) there have been layoffs and I'm working even more to make up for the folks who aren't around. The cool thing is that I've been really inspired lately and have been jotting down lots of ideas for fun new things. That was partially why I stopped before- I just couldn't come up with any new ideas I enjoyed. I'm glad to see people are interested in A2 though- it gives me hope that even more tools and fun mods will continue to be developed. That said, feedback is still welcome, and I look forward to continuing on this when work returns to some semblance of normalcy. :)
78
I see, good to know. I've wanted to tackle TO PSP myself at some point, so I'm very excited to see others working on it as well. If you don't mind sharing, what hex editor did you use, and did you have any documents/spreadsheets that show where all the data is located?
79
I've always been immensely interested in modding TO PSP. What resources did you use for this project? Great job!
80
I'm glad you're enjoying it! Please, let me know if you have any feedback, positive or negative. Everything helps!