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Messages - The Damned

81
FFT: Parted Ways / Re: Parted Ways 2.0 Ability Details
November 16, 2014, 04:00:27 am
(Meh. Delayed responses are fine. Yours at least had an excuse. My delayed response was just due to sloth as per usual.)

Given how much you had to read through, no one could blame you for taking a while either really. I mean, I had to look back just to see what you were replying to in some cases:

I see with regards to Heal. I haven't really played any Final Fantasy games that came from before Final Fantasy V. Good to know. It sounds quite interesting. You may a good point about Blind as well.

That said, I'll remain skeptical about it and Preach until I play it.


I'm pretty sure that Undead doesn't innately Absorb: Dark in even ARENA, hence why Cursed Ring has Absorb: Dark on it. I was merely asking because I think one of the ASM hacks floating around add that aspect to Undead innately; that or I'm confusing it with something Raven mentioned a while ago. Regardless, it's good have confirmation that you aren't using it, not that I would mind.

Similarly, I see and don't mind about Blood Oath, Putrify and Banish. Good to know.


I see. Guess I'll just have to wait to see what the mysterious mystery is like everyone else.

Oh, so ??? units being immune to the Death formula is a glitch? I thought it was just a feature. Huh. It's good to know that Dispel and Stun can't affect the bosses at least.

The Frog attack thing is...amusing and interesting. Never thought about changing Frog's attack. I'm somewhat tempted to "borrow" that. Good to know that you've made it not last past death too.

I see with regards to Bio II and Scourge, Force & Wild Tornado. I'm not particularly enamored of Star Wars, so the "Luke uses Force" thing isn't important to me.


Renaming it Thunder element is fine with me, even if it weren't already completely up to you. I just wanted clarification.

Amusingly, I finally looked into FFXIII and its abilities only about a couple of days before you replied and, yeah, Deprotect & Deshell easily look like some of the most useful abilities in the game.


I've recently faced the same temptation with regards to barriers and rejected it for lesser reasons, so I can understand you not going with that restriction.

I can see your reasons for keeping Wall. For some reason, I was just surprised to see you kept it, especially for generics.


I see about Comet, Comet II and Meteor, even if Meteor is still going to have an odd disconnect visually.

No, I meant that Reverse doesn't cancel status, which is a good thing about it, even if I still think it's problematic.

Good to know about Ultima.


I see. I expected as much about Gafgarion and Execute, though it's good to have confirmation as always. Abilities that a Dark Knight might have always end up being in a weird place in FFT patches between Gafgarion's existence and then the existence of the generic PSP-only Dark Knight class that can't really be replicated in the PSX-patches currently.


Oh, so Aim will have a cost. Good to know. I prefer that even if it will end up looking "strange" for non-projectile Aim users that move away from the target.

Good to know about Cover Fire.


Oh, so Corsair's abilities will use MP. I was thinking they wouldn't, sort of like how Gadgeteer's don't. Between that and learning about Gamble's restrictions, I'm far less worried about Corsair and can go back to be vaguely excited, which is the height of excitability for me.

Good to know about Gil Toss/Throw and Felicity.


Oh, so Eruption is meant to mostly be a joke then. I see. I'm...admittedly not sure how to feel about that, but it's only a minor issue at best, potential Confusion or Charm on the Airship aside.

Good to know about Terrain and Geomancy though.



My apologies for my own delayed response given how much of that is me just saying "good to know" or something like it, but thanks for taking the time to reply like always.
82
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 15, 2014, 06:27:29 am
(I'll answer these in order to best of my knowledge.)

Forced Two Hand weapons get no added weapon boost despite needing Two Hands. That's part of the point of forcing them in most cases and hence why Knight Swords have such massive WP and yet don't easily hit for 400+ damage most of the time.

Yes. That's why a female Samurai or Bard using Whale Whisker with Two Hands is (still) so very dangerous.

This one, I'm not sure about. I don't think Blood Sword drain does since Kagesougi isn't technically normal attack. Then again, it does use a weapon strike and I'm pretty sure that Blood Sword's HP Drain works off Jump, though Jump is atypical so.... Shrug. Someone else will have to answer this one or you could just try it out in the meantime.

Mad Science doesn't add Reflect, actually, or rather it shouldn't be if it is; I don't think it is, but I'll admit I can't remember back to the last fight with Otabo's "Man Mode Strats" team. The only actual way currently to get Reflect is through Nameless Song, which is extremely unreliable, though that's not too surprising since I'd readily argue both Song and Dance have needed to just be overhauled for a while.

As for Reflect Ring and Mirror Mail/Reflect Mail becoming Always: Reflect, I could see that possibly working without being too overpowered since basically ever mage except Oracle has would have a way to get around that. "We" could easily change a spell or two in Yin-Yang Magic besides Dispel Magic to get around Reflect if that was the case--I'd personally vote for Spell Absorb & Life Drain since they've historically gotten around Reflect and see so little use.

That said, I'm ultimately undecided to that presently.
83
FFT Arena / Re: Arena battle videos and discussion
November 15, 2014, 04:48:12 am
(I'll comment on the match silentkaster just posted later despite having watched it shortly after it got posted. Still, thanks for that silentkaster.)

So it would seem that my victory over reinoe in the match that Mammonmas and Knife Nutz had was indeed fraudulent. Well, that figures, to the point where I can't say I'm actually surprised. If someone could rerun that match, then I'd appreciate it, especially if it was on the same two maps. (It doesn't have to be, however, as I say those both give advantage to my team.)

Quote from: FFMaster on November 14, 2014, 07:37:53 am
A few clarifications on Mimes since this is the most active thread and will be seen the most.

- Mimes cannot equip Bags


Profound sadness, especially since I already feel like Mimes are currently a bit too weak even if I can understand the caution.

Still, it's good that to have it confirmed. I've already edited the Mime-post I put in the Team Balance thread.


Quote from: FFMaster on November 14, 2014, 07:37:53 am
- A few people are confused when the Mime refuses to Mimic something. From what I have seen, this is probably because of height differences. For example, the 1 panel Chakra has a height tolerance of 0. If a Mime tries to Mimic it but the panel in front is not the same height as the Mime, nothing will happen. If there are any other issues, please feel free to point them out.


That's not the type of failure we're talking about or, at least, that I'm talking about; I'm not sure whom else you're addressing it though. We've been over this before, but I don't expect you to remember since that was already at least a year ago if not more. Mimes outright fail to do something that should be valid, such as Sing or Dance or use Chakra on perfectly even ground. It just...happens sometime for reasons that surprisingly no one has yet to look into given it's been happening since vanilla; it's just a lot easier to notice in ARENA.

Quote from: FFMaster on November 14, 2014, 07:37:53 am
- Mimes can equip weapons, as long as they have the required secondary. Same with Shields. For example, a Defender wielding Mime with Awareness and Equip Heavy Blade, similar to the old Thief builds except this time, they have some armor to go with it.


I've similarly edited the post in the Team Balance thread to make language clearer that this is the case, though I'm not sure who actually had this thought.


Quote from: FFMaster on November 14, 2014, 07:37:53 amI've been overall annoyed at the problems with Mime. I can't believe I didn't test them charging a spell at all. I was tempted to give them non-charge, but that would be stupid. I'll try to fix the charging bugs, but I highly doubt that it will be possible for someone of my level.


Meh. Don't beat yourself up too much. The charging thing was weird to overlook, but there were definitely going to be some issues with the new Mime regardless of what you changed with Mime given, again, how little anyone has looked into it for some reason. "Someone of your level" is still way above most of us and most of the other people on the website, so...yeah.

Still, this is part of why I was skeptical about the idea. If I was a (more) petty person, then I'd say "I told you so". I'll instead say (that and) if worse comes to worst, then we could always just replace Mimes with Blue Mages--since I'm decently sure Mime's spot on the job wheel can be excised...somehow--as a way to try to test out monsters in ARENA.

Shrug.


P.S. While clearing up the Bag issues with regards to Mime is greatly appreciated, if you could clear up the "Is Chakra Band still supposed to be Immune: Petrify since it actually isn't in-game" issue, then I'm sure I'm not the only person who would appreciate that. Thanks.
84
FFT Arena / Re: AI Team Building Guide 2.0
November 13, 2014, 09:04:04 am
(I figure someone might as well do this and it might as well be the person who is still the wariest of Mime's worth, hence the Mime avatar and accompanying cynical text.)

I'm not exactly sure if this should go here since I vaguely remember another information thread that I don't feel like looking for right now. Regardless, comprehension information about Mime needs to go somewhere and this is stickied, so I'm just putting it here for now.

It will doubtless have to change once FFMaster answers the lingering question of whether Mimes can actually equip Bags or not. (Bagged EDIT: As of November 14th, 2014, it has been confirmed that they cannot equip Bags.)


The New Mime and You:

(I can't make that font bigger for some reason.)


With the release of the latest version of ARENA, 1.39/139, no class has changed more than Mime. In previous versions of ARENA, Mime was the class with the most HP, PA, MA and class-evasion in the game and 4 Move & Jump. Mime also had many innate characteristics with three innate RSMs of Concentrate, Counter Flood & Move-HP Up and innate immunities to Dead, Undead, Petrify & Berserk, far more than any other class had. They were given all this as compensation for also their inability to use any equipment, Secondaries, Reactions and Movements and general any inability to do anything except for a basic punch and the unique ability to Mimic most actions.*

(For those yet uninitiated to Mimes and Mimic, Mimic allows Mime to make a copy--not necessarily exact given it goes off Mime's own stats--of an ally's attack immediately after that ally ends its turn.)

As of the newest version of ARENA, this has all changed. Mime is now able to use all Secondaries, Reactions and Movements like most other classes.** Similarly, Mimes now generally have the most varied armor options in that they're able to equip all forms of head armor and body armor and accessories. This means they are the only other class besides Monk, which now has the least equipment options of any class, to be able to equip Headbands. This while still getting to keep their primary Mimic ability, which still remains exclusive to Mimes.

Of course, it's not all sunshine and rainbows--it never is in life--as logic demands that this radical change be balanced out by some type of equally radical--perhaps even mondo--sacrifice. As such, the new Mime no longer has any of the innates it once had and has greatly diminished stats, now being in a five-way tie with the classes of Wizard, Time Mage, Ninja and Scholar for second lowest HP overall; only Summoner has less HP. Mimes have at least kept their massive evasion, which they'll need, and 4 Move & Jump, but they also cannot equip any weapons except for perhaps Bags and can definitely not equip any Shields unless they use appropriate Equip Supports.***

On top of that, there are some far subtler aspects of this change, some good and some bad, which is what most of this "article" will be about:


1. Good News: Mimes cannot Mimic Mimes: This has always been the case since vanilla, but before Mimes' only possible actions were to either punch something, Mimic something or die to something. As such, it was perhaps easy to miss that Mimes didn't Mimic other Mimes' basic attacks even though Mimic allows Mimes to Mimic any other class's basic attack. With Mimes now capable of having Secondaries, it becomes a lot more necessary to state this fact: Mimes will not Mimic other allied Mimes because otherwise it would cause an infinite loop, even if there was only one Mime on a team. That drastically changing Mimes is still compatible with something that would otherwise break the game if it wasn't already kept in check is indeed good news.

2. Good News: Mimes are now usable on Absorb: Element teams without having them sacrifice themselves: Before the newest version of ARENA, if one wanted to use a Mime on an elemental absorption team, one basically had to be resigned to the fact that said Mime was most likely going accidentally kill itself Mimicking its allies. This was a large part of the reason why Mimes were relegated to merely being back-up Singers and Dancers despite Lore's map-wide spells being Mimic-OK and female Mime having the largest MA in the game: they would inevitably kill themselves, often even if great steps were taken to try to prevent that. With access to all armors and the concurrent improvements to many accessories, however, the new Mime can now quite easily avoid this fate and in fact become a more useful team player on elemental absorption teams. If nothing else, they can now be on the same team as a Grand Cross user and Mimic Grand Cross without being forced to both damage and 100% Blind themselves if the appropriate equipment is used.

3. Good News: Mimes have equipment continuity with themselves while Mimicking: This is basically a concise way of relaying what FFMaster explained about a month ago already. As such, any errors are my own: Any equipment, including weapons, a Mime has equipped will continue to be counted towards its Mimickry of an ability, even if that ability is a weapon strike or weapon strike-related move with a different, Mimic'd weapon. This is arguably a bit of bad news in a way as well (as I could argue for any of these if I wanted, really) given the example of Mace of Zeus that FFMaster uses in the link. There's also the fact it means that when a Mime Mimics any weapon that Strengthens its own element and thus itself, that weapon will always be weaker for the Mime unless the Mime already has something to Strengthen that element.

4. Good News: Mimes can now become Immune: Silence: This is mostly important for Mimicking magic rather than casting magic of their own for reasons I'll get into just below, though Silence and MP do of course still affect Mime in that regard. To briefly clarify though, Silence was something that even the old ARENA Mime was vulnerable to even though Silence prevented them from Mimicking any of the Faith-based magic skill sets and Talk Skill if it afflicted a Mime. This was another reason why old Mimes were mostly relegated to being Mimic-Song-bots given that, for some weird reason, Song/Sing is still not vulnerable to Silence just like it wasn't in vanilla.

5. Bad News: Given Mimes still Mimic pretty much everything*, many Secondaries are actually somewhat useless on them: Despite the fact it's a rather simple step of logic, this seems to be rather key mistake that a decent amount people keep making as of late, so it needs to be pointed out. Similarly, as such, I'll "credit" formerdeathcorps for being the first person to point this out about the new Mime in this post.

To put it simply, Mimes are bad with any ability that has a CT since they will Mimic anything and everything an ally does if they can* and that interrupts & cancels Charging (and presumably) Performing. As such, while not necessarily automatically useless on a Mime, especially since they can equip Short Charge now, the following abilities and skill sets should be probably avoided on Mimes:


1. Basic Skill's "Ultima".
2. Chivalry's "Reraise".
3. Snipe's "Hawk's Eye".
4. All of White Magic excepting "Cure", "Wall" & "Dia".
5. All of Black Magic.
6. All of Time Magic.
7. All of Summon Magic.
8. Steal's "Bad Luck".
9. All of Yin Yang Magic.
10. All of Lore.
11. All of Song/Sing.
12. All of Dance.


At the end of the day, this leaves only Item, Punch Art, Talk Skill, Elemental, Jump, Draw Out & Ninjutsu/Ninjutsu skill sets completely unaffected.****


While it's not entirely impossible for a Mime to get away with being able to quicker skills, such as "Reraise" (CT 1) or "Comet" (CT 1) or "Dispel Magic" (CT 2), especially if they have Short Charge, it's still unreliable at best and a very bad idea at worst.  This is quite significant aspect for several reasons and is in no way FFMaster's fault given it's rather logical that Mimes would function this way even in their vanilla settings--it merely never came up there. Some of the significant ramifications include that the Mimicking unit gets stuck in Charging status if interrupted and that this rends a Mime rather incapable of using magic as a (reliable) revival tool.

6. Bad News: Quick "status" still makes Mimes miss Mimics: Also first reported by formerdeathcorps, I'll merely report this issue verbatim: "Last Song will be mimicked ONLY IF no other action was mimicked after last song was cast.  In other words, if last song causes any unit (including the mime) to get a turn and make an action, the mime will "forget" to mimic last song." Given that Quick is a rather weird condition--not even an actual status, really--in general, it would not be surprising if giving a Mime or possibly even anyone else on a Mime's team the Time Mage Reaction "Critical Quick" also causes a Mime to forego Mimic. No one has yet to test this to my knowledge, however, so it remains to be seen. ...Actually, now that I think about it, I think my Mammonmas team did have Critical Quick go off; I'll have to go back check that match....

7. Good News? Bad News? Ugly News?: Quickening is supposedly even more capricious on teams with Mimes: Again, I'll quote formerdeathcorps verbatim: "If your mime has MP dependent skills, you [sic] entire team will not use quickening unless the entire enemy party is asleep or charmed or death sentenced." I've seen evidence to the contrary though, so it's difficult to say how much this actually applies. Regardless, I personally wouldn't count this as "bad news" anyways since I still think Quickening needs to die in a fire, but we're degressing.

(EDIT as of 12/14/2014:) 8. Bad News: If a Mime has a weapon equipped and an ally makes a melee attack, then the Mime's weapon will disappear for the rest of the round.: There's not much more to say that than, unfortunately, except that it's not all that apparent how consistent this is and if it applies to all weapons, including ranged ones. As such, I'll offer two example matches: FFT Arena 1.39C - Shintroy (My Me II) vs. Andante49 (Small Ball) and FFT Arena 1.39c - reinoe (Fire Team) vs Andante49 (Small Ball). Both of Andante49's opponent's Mimes have their weapons disappear. (Worse News EDIT: As of December 16th, 2014 and the match Andante49 (Try Outs) vs reinoe (Samurai Seven 3), it is now seemingly confirmed that use of any physical attack that makes use of weapon, normal attack or special ability, will get rid of an ally Mime's weapon.)

(EDIT as of 03/29/2015:) 9. Good News? Bad News? Ugly News?: Mimes Still Don't Use MP When Actively Using MP-Needing Abilities: Despite the fact that Mimes will be interrupted while using slow-actions, which pretty much all use MP, any other MP-using abilities appear to not deplete MP from a Mime even if a Mime actively uses them. That said, there appear to be two restrictions, which seem to analogous to the two restrictions for MP use that vanilla monsters face: Mimes can only use an ability with MP so long as it does not surpass their total MP and despite not using MP, they cannot use any MP-using abilities on their own if their MP is at 0.

10. Good News: Mimes Can Now Still Mimiced While Berserk: While the weird revival thing is still uncertain, it would seem that Berserk no longer makes Mimes unable to Mimic. If I had to wager a guess to why this is, it's probably because FFMaster toggled Berserk to allow Berserk units to react now. I'm not entirely sure though if that's what caused it to changed. Regardless, that has changed.

11. Good News: Jump still works as a Mimic ability: As Team One's fights in the current mini-game that TrueLight is generously recording show, Jump still works fine as an ability that can be Mimicked: FFT Arena 1.39C [Minigame] - Team One vs. Team Two.

12. Good News: Two Swords will actually Mimic with Mimes: Similarly, said mini-games show that Two Swords on a Mime work both for punches and for weapon-replicable strikes, though it's (thankfullY) probably limited to weapons that actually work with Two Swords naturally: FFT Arena 1.39C [Minigame] - Team One vs. Team Three.

(Presumably, one could extrapolate that the same thing would apply to Two Hands, though that doesn't work for bare-handed strikes. Still, at least Two Hands shouldn't actually be completely useless on a Mime if true.)


So, all things considered, the majority of this is "good news", though the Secondary aspect covered under "bad news" is quite extreme important unfortunately. It's arguably the most important aspect of the new Mime really just because of how much it limits Secondaries that a Mime can actually use effectively. Still, the new Mimes, for all its issues, at least has the potential to be something else than a back-up Bard or back-up Dancer and that's always good.


In ARENA, every attack that other non-Mime generics can do is subject to Mimic unless the Mime is currently afflicted Dead, Petrify, Berserk, Frog, Stop, Sleep, Don't Act or, in the case of Faith-based magic & Talk Skill, Silence. It's also worth noting that if a Mime gets Charmed, then they will no longer Mimic their actual allies' actions and instead Mimic the actual enemies' actions for as long as they remain Charmed.

That said, Mimes will still sometimes just outright fail to Mimic actions for no apparent reason. This failure is different from a Mime attempting to Mimic and then being unable to because it has no valid target whether due to it being off of the map or having no one in the ability range. This failure is seemingly random and seemingly not predisposed to failing the Mimicking of one action over another. It has unfortunately been around since vanilla and yet I don't think anyone has ever looked into it still, though I can't imagine where one would start. Regardless, unless your luck is as horrible as mine, you'll maybe have it pop up once per every two (short) matches if you're using a Mime or two, even with as many actions as they Mimic.

Still, this is something to note if you're going to use Mime as it is one of the (many) risks of using one or more of them.


Given the current equipment constraints of Mimes that forces them to use Equip Supports if they want to equip a weapon or shield at all, Two Hands is currently an effectively worthless support on a Mime for much the same reason as it is on Monk.


Actually, with Monk, you could at least use Two Hands with a Bag if you wanted to amuse yourself like that for some reason. Meanwhile, with Mimes it's still currently unclear if they can even use Bags. If they can't, then Two Hands goes from "effectively worthless" to "entirely worthless".



(****P.S. Typing all of this reminds me that someone should probably test to see what happens if you give the new Mime Jump Secondary and then have something that it can Mimic happen. It needs to be known if that either breaks the game or if Jump status ignores even attempts to Mimic. I'd do it, but I can't.)

(Mysterious Mime Mysteries EDIT: Two interesting and unsolved mysteries with regards to Mimes capabilities have popped up:

Malroth (Slightly Derp) vs Shintroy (Buff PA) - Extremely weird Necromonicon sharing by Mimes on different teams: http://youtu.be/7lxbkphFpxw.

TrueLight (Crossroads) vs Shintroy (Triple Breath, Squared) - Some weird Reraise animation goes off in the first round after one of the Berserk mimes gets back up and presumably does...nothing. What: http://youtu.be/F0FisO-ggjE.

Whether these are ever solved, much less any soon, is itself also a mystery.)
85
FFT Arena / Re: Arena battle videos and discussion
November 12, 2014, 04:10:45 pm

(Sigh. Looks like I'll have to wait until tomorrow night to potentially try to hookup my Internet to my laptop and probably disconnect it in the process. Damn delays.)

Speaking of delays, I got way delayed from posting this by getting distracted from catching on Poccola's videos  among other things and then succumb to sleep about five hours ago after still lamenting what little Item Attribute space there is.

Anyway, belated thanks to TrueLight, CT5Holy and silentkaster; thanks also for the mini-tutorial, TrueLight. This is among the things that I should get out of the way before I potentially disconnect myself.

To be honest, I don't currently remember that much about this match except that it was a lot closer than I expected. That may just be because I have really low expectations of the Berserk A.I. though. Also, while I'm not sure, I remember thinking it was possible for silentkaster's team to have won that extremely close first round if the Archer's Cover Fire had merely hit for a bit more damage. Oh well.

As it is, I'm already liking this version of Cover Fire since its formula seems a lot more moderate in its variance rather than tending towards extremes on either end, crits aside.


This match I remember a lot more clearly, though, perhaps because it sort of a comedy of errors for both sides and I remember expecting silentkaster to lose this match unlike with the above match. That's mostly because I expected for Clara to be an utter liability with Faith Rod meaning she should "easily" get murdered by Lore and Mimic'd Lores. She ended up being, however, the most useful person on silentkaster's team just because Holy is probably still still slightly overpowered even with the necessary nerf to Golden Hairpin. Everyone on Otabo's team having high-ish Faith only made it easier for Holy to OHKO anyone of them even after she lost Faith.

I had also expected silentkaster to lose simply because Otabo had more healing and he had mostly accounted for Mimic getting interrupting Charging & Performing, Clara having Raise aside. Amusingly that only actually happened in the round that Otabo won anyway. It didn't really help silentkaster that his Lancer ended up being as relatively weak as I expected, even if it helped that he didn't go down as nearly as quickly as Clara between Jump and other things. He also did help win the third round, so there is that.

Ultimately I think besides Holy, silentkaster end up winning because Mimic Lores hurting the Mime made it easier to kill her even if it did boost MA Save. Similarly, despite it being nice to see someone use Mad Science, that going off took away Quake healing.


Well, the reveal that reinoe meant to give  Pure Healer the katana Murasame instead of Masamune definitely makes more sense even if, yes, it's probable that it likely wouldn't have changed much. Still, it would have made her getting hit by Slow 2 less painful to watch since Masamune the katana is basically suicide if you don't have something with Immune: Slow, as this video readily demonstrates.

For the flaws that reinoe's team has, which are mostly understandable for being a mono-Samurai team since I've recently mentioned how much I think (male) Samurai suck, it actually held up well enough in the first round. A lot of that may have been due to getting rare usage out of Innate: Move in Water/Swim, allowing their movement to not be compressed my Thieves' Fort's intentionally limiting terrain. reinoe's team might have actually been able to win were not for the fact that he basically only has two damaging units, one of which is a suicidal guy who loses his buff when he inevitably & quickly dies and the other whom is sole AoE damage. If Seven Samurai -3 had just one more AoE damager rather than two rather ineffectual status inflicts, then he could have rather easily won at least the first round and possibly even the second. Oh well.

As it is, I'm a bit surprised and glad that the first fight with his renewed team wasn't the "obvious" match of fighting my "Unused Katana". Not that I'd mind, but it's nice to see "Continents" get a match relatively quickly, especially since it turned out to be more effective than I thought it would be.


Ugh. I expected to get my ass kicked here, if only due to that the Wizard's Flare (which is what happened) and the Short Charge Time Mage's Stop (which only slightly what happened), especially since Marche has Faith Rod. What ultimately happened, though, is that my team lost more to its own incompetence than TrueLight's competence, which is...grating, even before getting really unlucky against Stall (gods, I have created a monster).

I mean, Sekhmet Christ, Ritz, you're going to have to lose Arm Aim if you're going to be that stupid about it. I figured you were going to be trouble design-wise anyway, but I feel like an idiot for overlooking that potential priority. I should probably just take away her breaks too honestly.

Mewt, you're no better, early usefulness in the first round aside. I can't even remember why I gave you Earth Clothes in the first place; you're getting Light Robe now. Also, it's rather clear that you're going to have lose Preach. That or Finger Guard if you're going to keep trying to Preach yourself upon reviving. Good to know that the A.I. will Preach (or presumably Solution) itself upon revival if it can't heal itself though....

Monteblanc & Marche, you did well enough I suppose. I find it funny how despite both teams having Faith-adding and Charm-adding abilities, neither Faith nor Charm really changed anything for either side. I generally got luckier against Steal Heart than I tend to and by time Monteblanc got hit with Steal Heart in the first round, I had already lost.

Oh well. Back to the drawing board. Good game TrueLight.


There's not really much to say about this one given how one-sided it was. I'm disappointed that neither Chemist even bothered to use their respective Ruins, though that's hardly surprisingly between their having Quickening and no one silentkaster's team getting to do much of anything except for die. Beyond that, I'm also a bit disappointed that I didn't notice Reks had changed Severe Weather Alert from a Wind-and-Lightning-Absorb team to a Wind-and-Ice-Absorb team.

That said, it's a bit amusing to note that the particular Deep Dungeon map that was used, which I personally try not to use, tends to rarely see Longbow users in the first place and when it does, they almost get situated at the bottom. Here it didn't really change the outcome for silentkaster.


This was just a horrible match-up for Otabo's team in general, especially since he just switched out the Bard for another Mime. If he had kept the Bard in, he might have actually won the first round just because both of formerdeathcorps were acting weirdly skittish and staying back way longer than they needed to despite not really being injured between Setiemson and Auto Potion. As it was, formerdeathcorps's own Bard probably broke the record for highest amount of MA hit in around just due to all of the MA Saves that went off, so it was like watching a slow-moving yet inevitable trainwreck when those two Koutetsu went off.

The second round was arguably slightly more even despite it favoring formerdeathcorps more from the start and that initial Stop hitting half of Otabo's team. This if only because of overpowered Quake murdering the two non-Chemists on formerdeathcorps's team rather quickly. Otabo might have been able to win that round or at least have it be closer if either of the Geomancer could revive or if the Mimes had better compat. with each other so that Wish (and presumably Raise, not that it will ever go off) didn't have such iffy accuracy.


This was also a bit one-sided, surprisingly, given that High Ground is more than decent team and Strangers From The Lake haven't really changed much. Then again, they don't really need to have changed much to be effective. That team's been pretty damn dangerous since its inception and I'm not  saying that just because its debut had it kicking my lousy "Prom" team's ass extremely hard.

It's nice to see the Nether spells get used given how powerful they actually are. Similarly, as much as I try not to  "root" for or against anyone, it was rather satisfying to see Faith backfire since I feel like moving 100% Faith from Muramasa (the katana) to Spell Edge was a rather large mistake, even if previous Spell Edge was bad.



Also, I was going to answer the Mime thing an in the appropriate spoiler since I still can't put it on Youtube on the appropriate match from this computer, but Reks already answered it, so meh.
86
FFT Arena / Re: Arena battle videos and discussion
November 07, 2014, 06:14:29 pm
(I know that feeling reinoe. I need to kick my similar addiction to putting a unit with Song on my teams even when it doesn't actually help.)

Apologies for the delayed response, silentkaster. I see. That type of job must be rather annoying at times, though there are doubtless even worse jobs, even time-consumption-wise too. Still, you've my sympathies in that regad.

Thanks for the videos.


Hunh. Despite commenting on this very team of reinoe's when I posted my latest post in the team thread, I actually didn't look at it with more than cursory glance. So upon seeing that three people on the all-Ninja team had 8 Move and two of them had Weapon Break & Armor Break, I promptly cursed and resigned myself to getting my ass kicked as I expected anyway. So I was rather surprised when that didn't happen.

I think the only real reason I won, besides the mis-step on the female Ninja that silentkaster pointed out with regards to the Cure spells and the perceived mis-step by reinoe with regards to the Item Ninja, was just because the Repel Knives were on said Item Ninja. Given he kept getting occupied by other things, like throwing X-Potions on the Mime or having to revive others or heal himself, it helped that he didn't got after either of the Time Mages for the most part. Granted, it also helped that the other two male Ninjas also were generally occupied more with their Breaks on every unit but the Knight and that I got generally lucky against dodging against them. It also helped a lot that  I got two of the bigger maps in the games, which didn't render the Ninja's move moot, but made it far less easy for them to swarm a unit-one-by-one as it would on smaller maps.

Of course, a smaller map would have just played in the hands of the new Demi, so who knows if it would have gone better or worse on one. Speaking of which, I'm surprised I hit as many Demis and Demi 2s as I did given no one on Knife Nutz has high Faith save for the kunoichi, who has a bunch of M-EV. I guess getting a free Demi or Demi 2 every time that one went off--save for once when Mimic of course just failed for no discernible reason--helped on top of having Koutetsu and Muramasa and Kiyomori to help "clean up".

All and all, the team didn't do as poorly as I thought it would in general, especially since my team actually made good use of Reflect Mail for once rather than having it be something that exclusively just backfires for me like always. This despite the fact that (Magic) Song "obviously" should probably change, that I should probably just give the Mime MA Save since HP Restore hates me anyway & he might not actually be able to equip C Bag and that this team probably gets reamed by any team that can absorb Dark en masse, Comet aside.

Regardless, good game reinoe. I think Knife Nutz could be quite threatening if you switch Item Bot guy to the front, give Bathory Regen instead of the Cures like silentkaster pointed out and generally just gave both of the other two one Break each. Shrug. Just some possible suggestions.


Wow, the first round was really nerve-wrecking despite neither of these teams being mine. I'm torn between calling it a "really good back and forth" and a "comedy of errors" given how many kind of idiotic moves both teams' A.I. made at points. Even knowing how blind the A.I. is to some things doesn't make that blindness all that tolerable. I am still wondering if Arrow Guard/Projectile Guard has some subtle bit to its code that "attracts" the A.I. given how many futile shots White Death took at Red versus other targets. Meanwhile, Yellow appeared to not give much of a damn about Projectile Guard given he only missed one shot on White Death and that was after he had knocked him out the sole time White Death went down.

White Death's early and thereafter constant positioning on top of the stone arch is what eventually allowed Dokurider to win the first round, which is rather fitting given who that name is referencing. Granted, for a long time I thought Dokurider's team would lose given that Blue was easily the MVP of Shintroy's team with how easily she was soloing the other three, especially Baba Yaga, due to all the M-EV she had. If Balut and Koshchey hadn't gotten relatively fortunate with Auto Potion going off as often as it did, then Dokurider likely would have lost the first round. Hell, if Pink had miscalculated that Cure 3 so poorly and accidentally healed Baba Yaga, then the old crone would have been stuck in the death loop until Dokurider inevitably lost to Chirijiraden + Stone Gun. As it is, I'm rather surprised Baba Yaga only attempted to use Petrify when it was actually appropriate rather than focusing solely on that given that, yeah, the A.I. does prioritize Petrify as a KO status.

Despite the second round being kind of one-sided given how early Blue went down, I think Shintroy could have easily won the first round even outside of the above if Red just had some distance damage options. As it was, he was mostly stuck to being a support-only unit that was limited to being effective only if the terrain is perfectly even, which is kind of a problem.

(Also, that Yellow is still a guy and Blue is still a female admittedly still bugs me a bit, but it's neither my team nor a big deal, so meh.)


Yeah, I'm not sure about the bag thing either. I keep forgetting to directly ask FFMaster about it, though perhaps that's because subconsciously expect him to disappear into the Australian aether again.

And, yes, "The $ea$on of $$" is supposed to "The Season of Money". If it's going to screw up like that in-game though, since now that I think about it I don't think the $ appears on the name-screen, then I'll just change it to "Indian-Giver" or something.


Quote from: Barren on November 06, 2014, 06:54:00 am
Thanks silentkaster for doing the videos while I step down for a while. I figured I would take a break for doing arena matches for the time being. Just been busy and stressed with school and work. Especially work for Black Friday coming up.


You poor bastard. You also have my sympathies.

Given you're taking a break, I suppose I should really try to see if I can get things recording again on my end. Besides just sloth, I've been hesitant to try since I figure knowing my luck I'll accidentally disconnect my (overpriced) Internet for a while.

So if I disappear for weeks to months on end again, that's probably why. Still, might as well give that a try this weekend I guess.
87
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 05, 2014, 06:40:45 pm
(Basically.)

I think current Chaos Blade is still fine though. I think next change around be should be slightly weakening the new fiery Phoenix Blade and Ice Brand so that Grand Cross & Southern Cross is likely less attractive. That said, despite disagreeing with Dokurider about it earlier, I am reminded of something I wanted to say: Despite the fact that I think it's already decent enough, in light of all the other accessory buffs that I mostly agree with, I think N-Kai Armlet/Nu-Khai Armlet wouldn't be overpowered if it gained Immune: Blind in addition to what it already has.

That might just be me though.

Anyway, I'm not sure if you saw it yet or just answered silentkaster in PMs, FFMaster, but apparently Chakra Band isn't blocking Petrify like it's supposed. Unless you changed you that without putting it in the notes, which I'd personally be fine with being the case, omission aside. Still, it would be good to be certain either way.
88
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 05, 2014, 12:58:22 am
(Oh, so Bow Gun does work now? Good to know.)

Ugh. Finally finished voting.

Unfortunately, I am still not ready for how horrible tomorrow's/tonight's results will no doubt be. Go 'Murica.

Quote from: CT5Holy on November 04, 2014, 03:47:14 pm
Damned: I suppose my issue is with this statement:
which I think is wrong, since Quickening + Phoenix Blade = do nothing.


Noted. Even there I'm not saying that Quickening + Phoenix Blade = winning combination though, just that Quickening literally undermines old Phoenix Blade's sole "balancing" detriment, i.e. Always: Slow. Sure, the unit is still Slowed, can't be Hasted and needs to use Quickening twice as much as a normal unit does for half of the efficiency. However, getting back up to just a normal speed of 8 (from 16) is kind of a big deal and rather doable when you never permanently die or stay dead for more than one turn unless everyone else on your team has already been KO'd. Similarly, it's not like Phoenix Blade users didn't regularly have either Steal or Time Magic as their secondary, which respectively either brought them up to their opponent's level of speed (eventually) or quickly brought their opponents down to their level of speed easily.

I'll grant that this particular problem is the sole one from old Phoenix Blade that's become worse on the new Phoenix Blade, where only one Quickening is needed to get back to normal speed, but yeah...that's what I was getting at. Again, it had nothing to do with winning and everything to do with highlighting how tedious trying to record Phoenix Blade matches were.

Feel free to still disagree, especially since it's not like I'm trying to convince you given the old Phoenix Blade is already dead for good reasons.
89
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 04, 2014, 03:05:07 pm
(It's good to see both of you back.)

That said, CT5Holy, I said literally nothing about Phoenix Blade with regards to winning, much less having a high win-rate. So I'll readily agree that it didn't have a high win-rate, otherwise people would have been using it way more like they were with Cursed Ring, which was basically nigh-ubiquitous last revision. I was merely pointing why matches with Phoenix Blade took so damn long, especially since even in the likely event that team with Phoenix Blade lost, it still took way too damn long for them to lose an obviously lost match. After all, the A.I. has the annoying, unfortunate tendency to go after Critical units even if they have Always: Reraise.

I've said before that I don't think Phoenix Blade was actually a good weapon. It was just obnoxious and made the already selectively intelligent A.I. even dumber, basically being like another piece of armor rather than a weapon in most cases.

So, again, I'm glad it's gone and it has nothing do with it having a high win-rate since, you know, it didn't have that.
90
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 03, 2014, 11:58:41 pm
(I'm pretty sure that Berserk still is just a flat 150% to weapon attack damage regardless of what type of weapon you're using that would thus take place before Brave/Fury calculation.)

Alas, FFMaster would have to answer that if you want a definitive answer.

Anyway, though I don't have much else to say for now given Tuesday still has yet to pass us by, I'll just briefly comment on the Phoenix Blade argument I was intentionally staying out of even though it's already a done issue.

Yeah, I'm obviously using this as an excuse to procrastinate about something else.


Quote from: reinoe on October 26, 2014, 08:48:58 pm
Another legitimate complaint is that it extended matches beyond reason.  We all enjoy the videos put up but I'm sure recording a match with a Phoenix Blade user was an eye rolling experience.  While game mechanics should comprise of 90% of what is or isn't balanced, I think taking into account the time strain put on recorders was something taken into account.  Granted that's something FFMaster can speak on, but I wouldn't be surprised if recorder strain was a factor.


Quote from: formerdeathcorps on October 26, 2014, 09:14:03 pmLike I said, the main problem was that Phoenix Blade either was awsome or awful.  There was no middle ground.


Both of these things are ultimately what was wrong with Phoenix Blade, especially since the issue only got exponentially worse the more Phoenix Blades you added to a match. Matches with only one Phoenix Blade didn't drag significantly, as we saw with Celdia's team in the last tournament, though they did of course still drag a bit if Always: Reraise got a chance to kick in. However, just like with Masamune or Quickening or old Cursed Ring & Flash Hat, it's not like you should expect most people to only use one those pieces of equipment.

Matches with just two Phoenix Blade users, though, regularly dragged out to a repetitive 20-30 minutes and that's just if they were on the same side. If they were on opposing teams, then it was way too easy to end up having matches that literally would just not end, especially when combined with how overpowered Cursed Ring's guaranteed immediate resurrection was in 1.38 ARENA. We all know how many people were using Cursed Rings in that version as well.

Both those things combined with Quickening undermining Phoenix Blade's sole weakness beyond Weapon Break and the A.I.'s weirdly inconsistent inability to pay much attention to a unit when a Phoenix Blade unit would get back up is what made that "weapon" an item that I'm glad is gone.
91
FFT Arena / Re: Arena battle videos and discussion
November 03, 2014, 11:39:48 pm
(It's fine. Actually, I'm not sure why you're even apologizing.)

Real life is generally more important anything you do on the Internet, especially for strangers, and work is kinda necessary to support yourself unless you have an inheritance or won some type of lottery or other contest. Getting roped into more hours than you were supposed to work is also an issue, so just don't burn yourself out already like I was telling CT5Holy, though that counts about work too. Out of curiosity, what type of job do you do where you'd be stuck there for 12+ hours? (Note: You don't have to answer this.)

Regardless, I can wait beyond Wednesday. I'm personally in no hurry, especially since reinoe will probably kick my team's ass unless it's the Fire-Absorb one.

Thanks for the update though. Stay safe.
92
FFT Arena / Re: Arena battle videos and discussion
November 03, 2014, 03:47:51 am
(Hmmm...I kind of feel like [more of] a monster for suggesting Stall to replace Persuade after seeing how much it's been screwing up people. Of course, I could just choose to share the blame with Eternal if I wanted to....)

Thanks for the videos, Silentkaster. You did fine, especially for your first time. Trust me, a bunch of people started off far less smoothly, myself included.

Also, thanks for the offer. Yeah, I took my teams down, though they weren't supposed to be down this long. I just fell asleep at like 5:00 A.M. and didn't get around to adding anything back yet since I'm terrible at trying to decide how to fix things. I think I've decided now though, which is why they're back up.


My, Brawler is quite the lothario, obviously taking after Edgar in that regard rather than Sabin given his (very successful) heart-stealing shenanigans were directed towards women. Hell, Barren won the first round just because of him really, though Unburden helped clean up even if she never lost her item had a lot of bouts of (un)friendly fire or, er, gravity. I was surprised at how low her chances of hitting with them were even before Wall, which it's nice to see someone finally use the new verison of, instantly went off.

Still, even with Wall up, her Demi 2s were still more accurate than poor Alchemist's attempts to hit anything, much less hit anything for meaningful damage. Poor guy. All the evasion the Mediators had meant he was basically useless for anything besides being an Item-bot and killing the already wounded Singer. Then again, you could say the same thing about half of both teams given both Alchemist the Paladin & Elsa Frozen the Geomancer and Whisperer the Monk & Singer the Bard weren't all the effective. So it was more like a 2-on-2 with Anna Frozen throwing out Stops when she wasn't Stopped...or Berserked...or Disabled Don't Acted.

Speaking of Stop, that dual Stop off Reflect that hit both Mediators simultaneously towards the end of the second round was a thing of beauty. I wish I could get Reflect to work so smoothly for me. [Insert sadface here.]


Despite Leif1991's despondency, I actually think this was a more even than the above match, especially since it actually went three rounds. It just that Andante49 ended up being a lot more heavily favored in the third round than would perhaps be expected given that early Solution onto the Monk followed by the constant Earth Dragons making it impossible for the female Thief to revive anyone. That caused her A.I. to do some interesting things when it would normally be on the defense, though ironically I blame her being defensively minded and healing-oriented as the reason for things turning out so poorly in the first place since she could have killed the Monk early on after the male Thief hit him. Instead she chose to X-Potion the Time Mage, who I'm surprised was the first one die as it was. I was expecting it to be the male Thief really given he just ran ahead everyone and got in range of the almost-OHKO -tons the Monk has.



For the record, silentkaster, I'm pretty sure Chakra Band is still supposed to be preventing Petrify unless FFMaster just forgot to mention it, which is possible. Also, for the record, you should probably double check my JP totals since I tend to forget to add 250 JP just for opening classes beyond the first two.
93
FFT Arena / Re: Arena battle videos and discussion
November 02, 2014, 05:08:16 am
(So apparently "Chantage" means "blackmail" in French. Hunh.)

Thanks for the matches, TrueLight, even if mine was rather a foregone conclusion just due to Anahita. Thanks for the other match, Otabo, though I would need to watch it and all the matches on page 175 again if I was going to comment on them.

Yeah...severe disadvantage for an already obviously crappy team, I figured I would get curbstomped just due to Anahita despite Sister Abigail being vulnerable to Silence. I didn't even finish watching it since having only a 16% chance to hit the former was...yeah. No way I'm winning that; fortunately reminded myself to go back and "like" the video at least.

Hmmm...I doubt anything can be done to save the team, though I did expect it to suck; I guess here is the part where I blame formerdeathcorps despite deliberately warping what he meant. Still, I "worry" about Silencer for the same reason I worry about Bizen Boat the katana, even with the WP boost the latter got. Oh well. I can at least scrap the team for now and see if I can make something that maybe makes use of a Crossbow that isn't Hunting Bow or Poison Bow.

Anyway, gg Barren. Shame I wasn't more a challenge (as per usual).


Shintroy's newer version of this team did much better this time: they actually got to attack! They even took a round, though admittedly it was on one of the longest maps in the game, which allowed Otabo's team to effectively hang itself with all its movement given how much the Geomancer was (randomly) hitting for. That 854 to the back of the Undead Thief's head was glorious.

His team might have even been able to win the match as a whole had the axe shot on the Mediator in the first round generated enough damage to kill her or if he had gotten less unlucky against Repel Knife or Talk Skill. Repel Knife's proc chance probably needs to be slightly lowered anyway though; 33% seems like it would be still, but actually fair. Still, quite a good match, especially since I was expecting it to still be rather one-sided in Otabo's favor admittedly.


Ugh. This fight lasted twice as long as it "needed" to because of the absolutely life-affirming combination that is still Quickening & Cursed Ring despite the latter's needed nerf. reinoe might have won  round two at least if his Lancer wasn't doing such oddly low damage given how long said Lancer stayed up. As it was, the Lancer was pretty dead weight against Team Fran and the Undead Mediator wasn't much better, though for Team Fran's part, this also took so long because only the Geomancer does a significant amount of damage and she's rather limited by the Berserk A.I.

That said, I do feel rather bad that reinoe's luck finally starts to kick in during the one fight he effectively already lost.

(Also, I'm not going to lie: I totally read Otabo's team names as Futuristic Fannies the first time I looked at it. That was...yeah. [/eloquent tonight])



I still need to see if I can get recording again, though realistically, even if I stop being so damn lazy about that, I probably won't know until after Tuesday due to still needing to do absentee voting. So many damn measures to research. Ugh.

In the meantime, if I may ask a favor, then I would quite appreciate a match against reinoe so long as it's not our two Fire-absorb teams fighting. Thanks regardless.
94
FFT Arena / Re: Arena battle videos and discussion
October 28, 2014, 07:42:02 pm
(The -tons are actually PA-based, Shintroy, which is part of the only reason I lasted as long as I did given I didn't have as much range.)

Thanks for the videos, Barren. For the record, I know about Nurse making the A.I....questionable. It was just either that and chance him only getting off Balance once before fleeing for the rest of match since he has no healing otherwise or begrudingly giving him Nurse so he had Regen and at least some self-healing, which would benefit the Mime too. It's not exactly the best set-up, but at least keeps him in the game.

Speaking of which, this reminds me: my Monk on Church of the Atheists didn't have all three -tons because they're unfortunately still functionally the same and I only had JP enough for two; so I chose Meiton since my Archers can absorb that and Suiton since that's the least likely to be absorbed with the change to Defense Ring.


First and foremost, profound sadness at the continued lack of Counter Magic Ninjutsu. I am fairly certain, however, that it has transpired before; perhaps even relatively recently back in 1.38, though my memory can't be trusted. Still, Counter Magic on a Monk in general is a pretty novel idea and we got to see Counter Magic Spellbreaker, which I think I might have been an actual first.

Beyond that, this match as a whole was more even than I  thought it would be given that it took place on two maps that would I deem rather problematic. The second round may have been the most even round ever on that particular map. Dokurider's Paladin just had to Sing at the end rather than Grand Cross though--it's a shame given that Grand Cross would have caused things go to round three.

As it is, Andante49's is rather deviously set up and I'm surprised that the A.I. actually used Solution well. That may well be a first too.


Sigh. I figured I'd lose between Shell 2 likely being a bad idea, having less range and Sleep still lasting way too damn long; we should really make Sleep 40 CT or something. Honestly I'm surprised Otabo missed as many things as he did and that I won at Riovanes given his Archer started at the top of the stage and stayed up there. This was pretty close surprisingly, but unsurprisingly Counter Flood never triggered status and Critical Quick didn't trigger period since Critical only reactions hate me, so it just became kind of an exercise in inevitability especially when all of my Reactions didn't mean jack.

Still, the Mime didn't do as poorly as expected otherwise, only missing the Mime on two things and only backfiring twice and both of those things in the round that I won, so there's that at least I suppose. Also, as much as it backfired on me in this match, I'm still glad to see Reraise nerfed to not be instant. I should probably change up The Bitter End at least a bit, especially since Mystic Blade prevents him having any real offense. Every You Every Me might benefit from a bit of a change too though. Regardless, I'll let this team have one more match before I change things like with Church of the Atheists.


Hunh. Even as much as I warned Fenire that an all Mime team was basically just an exercise in masochism, he is definitely starting to give me a bit of competition as the most unlucky person around here. Secret Fist constantly triggering Dragon Spirit, which is the reason I was pushing for Death Sentence to both block Reactions and cancel Reraise? Check. Missing 80+% skills constantly? Check. Getting hit for obscene amounts of damages at relatively low odds? Check and double check between getting for increasingly large amounts of 700, 797 and then 840 at the very end as well.

Despite being such an unfortunately one-sided match, it was good to see this team of Shintroy fight again given this last team's fight against Otabo was also really one-sided, only against it.


*resists the urge to talk about how this match is evidence about Quickening's issues*

Despite the fact that I wouldn't agree that silentkaster's team is a "Really Terrible Team" in anything but name, I figured that Reks would (eventually) win this match. Neither team has damaging offensive AoE and everyone on Reks's team save for Poe was immune to the primary way that silentkaster's team wins: Death Sentence. So basically silentkaster had to rely on Charm and Berserk to win, which is what (slowly) happened in round two despite the fact that Marie had Finger Guard and they had no good way to down her otherwise. Meanwhile, while Death is still inaccurate, even with Faith status on against low Faith units, it being an outright OHKO was important, especially while the rest of Reks's team doesn't have their offense hampered against silentkaster save for Poe. I mean, sure, Ancient Sword Petrifying anyone was somewhat useless if a Monk (or Charmed Poe) was near them, but at least it briefly stopped them unlike Death Sentence activating on a unit that either had Dragon Spirit or Reraise the ability. Given I just talked about Death Sentence and Reraise statuses' wonky interaction that has sadly been that way since vanilla, however, I'm not going to rehash that.

Even though the match went on quite a while because of all those instances of Reraise for silentkaster, there really isn't much else to say beyond "congrats Reks".

Actually, I suppose I can conclude by also briefly commenting on the Petrify eliminating Death Sentence thing. That's been around since vanilla, but, yeah, it extremely rarely ever happens for one reason or another, partly because the A.I. tends to ignore Death Sentence units and partly because a player wouldn't bother Petrifying a Death Sentenced unit in most cases. I suppose it makes sense though given that Petrify is a form of KO and Death Sentence leads to KO, so Petrify is essentially fulfilling Death Sentence's only effect.

That said, this is why I think it would be fine if Petrify also canceled Reraise, but I can understand if FFMaster wouldn't want to do that. [/propaganda]


There's unfortunately nothing at all to say about the actual match since poor reinoe got steamrolled, which is a shame because I actually think his team is designed pretty well. It's just pretty impossible to come back from Mimic Daravon hitting half of your team, especially at once, since Sleep lasts too damn long still as I've already said. This is why I've been saying for a while that either Mimic Daravon or Sleep status or both needs to be nerfed in some way; Sleep the spell really did need a buff compared to Paralyze though. I like Mediator as much as the next person, but I never exactly bought the argument that Mediator needs Mimic Daravon to be an AoE to be "threatening", especially when it gets Insult and Death Sentence; sure, both of those can backfire, but it's a support class and both of those statuses are rather lethal if used properly. It's not like Blackmail or the new Stall is in an AoE since that would just as ridiculous as the current Mimic Daravon, which might be fine in an AoE if it weren't instant and basically unavoidable.

As I said, though, that's less about the match than about Balance Thread issues in general, just like how I could talk about how despite also liking Stop the spell, I don't understand why it was buffed quite as much as it was, but meh. Maybe next match Lady Luck won't hate reinoe quite as much as she has been lately regardless.




GG Otabo.

P.S. It would seem that we discovered a glitch with Defending status. I wonder if that's a Mime-only glitch though; it wouldn't surprise me if it was. Regardless, it seems reminiscent of the old Oil glitch actually....
95
FFT Arena / Re: Arena battle videos and discussion
October 28, 2014, 02:26:30 am
(I need to restart my computer before I check on up the latest videos, but I'll preemptively say "Thanks, Barren".)

In the meantime, I forgot that I made a commentary for the five matches that were on page 176. So I'll post that now:

Hunh. I thought formerdeathcorps said that Quickening wouldn't work with Mime teams outside of weird conditions, but this match proved otherwise. As such, I'll have to rescind my commentary about reinoe's match versus Dokurider's team as opposed to the core concept of the team being unworkable and amend it to say that core concept is quite annoying to watch when it works. It would just seem that Dokurider's team was a terrible match-up in general and the Chemists never bothering to do Quickening at all just compounded the problem.

Holy shit at silentkaster's horrible luck in the first round though. That may be the single most one-sided round I can remember given that silentkaster's team basically did no damage outside of the Raise 2's, which got negated by Cursed Ring's inevitable resurrection. Seeing that many status abilities miss just hurt, especially since silentkaser's team got whittled to death rather than hit by train.

The second and third rounds showed that despite Quickening, the status that most of Stop Right There! has combined with the Berserk Samurai's sheer damage kinda shut things down if it gets through. It helps that Death Sentence kinda screws over the Mimes and that Item can't cure it. Also those backfired Mimic heals on the enemy Samurai and the ally Undead only hurt reinoe more.


Wow at that first round being basically over from the very first move. Not too surprising given how powerful Charm can be, but things sure snowballed extremely quickly from there against Macrame Pants. (No, I couldn't resist making an ice pun; I'd like to think it was a nice pun.)

Macrame Pants did considerably better in the second round, in part because the Archer went down (twice) before she was able to ever able to attempt Steal Heart. She also, for some reason, ran straight into a Ramuh when she didn't have to do so, which helped lead straight to one of her deaths. After that, things went back in forth for a bit, but Mimic Summons helped (this version of) Macrame Pants get the edge as it was no doubt intended.

The third round going to Ice Absorb wasn't that surprising given that Archer has positional advantage all round, which basically allowed her to pick off whoever she wanted. I don't think she got touched all round either. Still, it wasn't a total rout even with her pseudo-invincibility. I think Macrame Pants might have been able to win if the Bard had positioned himself better so that the Mime Mimic'd a Ramuh onto the map; instead he was slightly too far to the left and so she targeted off map, failing automatically. It's a shame given the A.I. is usually pretty good about targeting Mimics and that would have definitely killed Barren's Scholar, probably allowing Macrame Pants to come back and maybe even win (provided Bard didn't get Charmed again).

Said Mime also had a bout of bad luck that led to her death between getting hit by Armor Break and then not evading the subsequently fatal Grand Cross that hit her for her exact new HP total of 176. Oh well. You win some, you lose some.


Geez this was one-sided. It's not too surprising given I'd still say that Salty Rage has issues even if it's been improved, so this was more like a 4 vs. 3 off the bat in my opinion. Still, I turned my head for just a couple of seconds to look at my laptop and then turned back to see Otabo's two Thieves had Charmed half of Shintroy's team in the first round as their first actions. Yeah....

Double Charm is basically what took Shintroy out in both rounds alongside getting unlucky with Don't Act on the Berserk Geomancer, who literally never got attack at all. So there's nothing else to say about this.


There's not much to say about this either given the amount of damage formerdeathcorps tend to do. It was closer than I thought it was going to be, especially since Dokurider won the first round, partly because fdc's Monks took their sweet time in dispelling Seal Evil for some reason. Even after it got dispelled, both Ninja got taken care of before they could really do anything, leaving "only" the hard-hitting Monks, whose single-targeting attack couldn't save them, especially when they were ignoring Baba Yaga.

The other two rounds, especially the third round, went far differently just because the Ninja got to stay around much, much longer and thus wreak havoc with unavoidable Cover Fire. That General Winters Army got a bit unlucky and couldn't ever dodge the Monk's -ton skills is ultimately what got them killed since they were basically in Critical status or Dead for most of the match. Baba Yaga in particular didn't even get a move off in the third round until after the round and match had already been lost.


Despite how long this took given it was a rather even match, there's really nothing much to say about the fight itself. Given how evenly matched they were, I figured that Otabo would eventually lose just because his Priest wasn't as compatible as she could be with the rest of his team. So Raise 2 and especially Haste kept missing when she could have been spending those turns on other things like Stop. As it is, I'm actually surprised she hit as many Raise 2 as she did.

Beyond that, it was a pretty amusing match between hearing CT5Holy get the vapors over how fast Speed Bomb is and the A.I. doing its usual "helpful" thing of Jumping on a Sleeping comrade to make them wake up (dead).



Quote from: Reks on October 27, 2014, 11:39:53 pm
*is somewhat waiting for Damned's eventual essay post*


...But I already did the essay that CT5Holy "wanted". It's in my last post on this same page...or on the last page since this post is apparently the start of the next one; of course it would be.

Anyway, as for your question, Andante49 already answered it for the most part, but I can confirm that Jump is still non-elemental, which is part of the reason why I'm surprised that Dokurider's I Die to Demi 2 the Lancer never tried to jump on Barren's Thief during the few times he wasn't dead during their fight. Maybe it's changed (accidentally), but I doubt it; said Thief was probably too fast and the A.I. probably was more interested in healing itself with Grand Cross given that the Lancer's Jump is only Range 2, which is the same as the Spear and Grand Cross. Still, there's no reason not to try it out.

On that note, someone should probably still test to see if Ancient Sword's Petrify proc is higher than it is supposed to be. I'd test it, but...yeah; can't.
96
FFT Arena / Re: Arena battle videos and discussion
October 27, 2014, 06:22:40 am
(Thanks for the video, CT5Holy.)

Also, challenge accepted on that essay about Magic Ruin.

You shouldn't have tempted me.

Weird how I haven't had much to say about the longer matches of late, though in this case it's at least somewhat "helped" by the fact Dokuknight the Paladin was mostly useless. Seriously, it was like a repeat of Won the Ninja from Fenire's High Ground's most recent fight, though here it might be understandable given how many OHKO Demi 2s got flung the Lancer's way (and hit despite their "only" about 70% chances of hitting). I'm still not sure if that would "excuse" her being the reason that Barren lost the first round despite the Lancer being dead for literally half of that round. I'm pretty sure it doesn't, actually.

The second and third round went much better for Barren partly because she actually was in the fray, even if she was basically just a bumbling meat shield with Reflect in the third round since she literally couldn't hit anything. She may have been effectively Blind, but, hey, at least she got used for cool Reflect shenanigans by the Chemist and Time Mage.

To me, given how great the A.I. is at using the status, the Reflected spells by Barren's team were easily the highlight of th is entire match. Everything else was just as an amusing exercise in fulfilling Dokurider's suicidal wish. I suppose it was also nice to see a Spear Grand Cross even if it didn't go off that often since I think this is only the third or fourth time ever someone used one in all of ARENA.


And though this should likely go in the Balance thread, since CT5Holy suggested it so nicely, here's six--technically only five--paragraphs on Magic Ruin if you really have time to kill:

As with the half of the skills in the current skill set of Steal that aren't Quickening (which I'd still argue needs to die), Steal Heart, Steal Accessory, probably Spellbreaker and maybe Speed Ruin, Magic Ruin is basically unusable in its current form. This isn't necessarily FFMaster's fault, as Magic Ruin has more going against it than half of the remaining unusable Steal skills. In fact, despite the A.I. being able to use Magic Ruin correctly unlike Power Ruin or Mind Ruin, Magic Ruin has even more wrong with it than either of those abilities. Indeed, a myriad amount of factors that utterly undermine Magic Ruin's viability: it's an MP damage attack; it must compete with the far superior Steal Heart, which in the same set; it is far too expensive both in terms of JP cost and risk for how inaccurate, short-ranged and self-defeating an ability it is.

Being based on MP damage is what defines Magic Ruin and thus is what is the chief problem with it. Unfortunately, MP damaging abilities are by their nature extremely difficult to balance in any mod where MP doesn't regenerate in some at least slight fashion if MP is used at all. Without a natural regenerative MP cushion to help mages escape obsolesence should or when they run out of MP, mages are naturally forced to overcompensate with MP-restorative abilities. That or turn to abilities that they don't use MP that they can actually use, such as Draw Out. As such, MP damage has the problem of either doing too little to actually matter in the face of MP Restore, Absorb Used MP, Move-MP Up, Angel Song, Carbunkle & Chakra or being overpowered by taking MP to 0 almost every time. This even though MP damage often wouldn't matter at all in cases where the target in question doesn't care about it, which is sometimes the case even for mages. Still, notice how the latter basically applies to only Bizen Boat while everything else that damages MP falls into the "nigh-useless" category, especially since every MP damaging ability save for Bizen Boat uses MP itself and thus triggers Absorb Used MP.

Furthering this is the fact that Magic Ruin can only ever deal damage in fixed percentages at Range 3...despite the fact that the only other MP-damage bounded to percentage, Spell Absorb, has greater range, accuracy, benefit and safety. Sure, they both rather needlessly trigger Counter Flood and Magic Ruin both deals more MP damage and can damage the Undead as well as work with Concentrate, but that's part of where its self-defeating nature on Thief comes in. Given the good damage and high speed that Thief still has even after the nerf Knives, with Concentrate it would be easier to just kill the likely squishy mage, since using it on a physical unit basically has no effect outside of maybe a Grand Cross unit (with no Chakra back-up), and without Concentrate, one could most likely just turn to Steal Heart since most mages are female and the majority of Thieves still tend to be male. Sure, the fact that Magic Ruin is unisex lends it some small measure of revelance perhaps, but it's clearly not enough to compensate enough to make it actually usable. This especially when has the cost of 200 JP for an effect that isn't even permanent unlike Power Ruin or Mind Ruin (or Quickening).

Really, it being in the same set as Steal Heart is the other chief problem with it. Charm is an extremely powerful status; with Invite no longer existent, it's arguably most powerful status in ARENA other than outright Dead. Magic Ruin having to compete with an unavoidable skill that has the same range, less JP cost, no MP cost, the ability to outright definitively stop spell-casting and often huge & immediately tangible tactical benefits should it land is what dooms Magic Ruin. Sure, unlike Steal Heart, units cannot be made outright immune to Magic Ruin, but they effectively can in many ways due to the amount of necessary MP-restoring abilities that exist and the extremely high chances that those abilities will show up on the unit that Magic Ruin has the most effect on. Additionally, that units can be made outright immune to Charm is arguably another benefit that Steal Heart has over Magic Ruin since at least the A.I. won't waste time trying to Steal Heart an Immune: Charm unit while it will totally Magic Ruin units that effectively obviate Magic Ruin; see: The Maintenance Paradox.

Unfortunately, on top of all that is the final crux is that there is most likely no better class that Magic Ruin could actually go to as it is now. Maybe it could go to Ninja, but that's a big if and Ninja is already most likely pilfering Thief's unused Heretic ability anyway, so there's that separate issue. Still, Magic Ruin at least wouldn't outright obviated by another skill withint the same set outside of perhaps Kagesougi still doing way too much damage for way too little cost on top of still unnecessarily causing Don't Act. So it would be an improvement, which is at least and unfortunately more than I can say about the currently seemingly non-existent ways to improve Power Ruin or Magic Ruin for A.I. use or Quickening for actually balanced use.


(TL;DR: It's because it's not Quickening. The End. ...Just kidding (mostly). It's because it's not Steal Heart, in the same set as Steal Heart and MP damaging abilities that aren't difficult-to-keep-from-being-overpowered Bizen Boat are innately somewhat self-defeating.)


I expect an A on my paper, Professor CT5Holy.

================================

More seriously, though, as far as commentary goes, you're mostly fine. I think your main problem isn't that you're boring, but rather that you're pretty clearly doing stream-of-consciousness commentary. Granted, that's what commentary usually is unless you're dubbing over the video at a later date, as I've done in text, or somehow clairvoyant. Still, it gets rather...obvious when you run out of things to say and try to fill the void even when you're not pointing it out with uncomfortable self-deprecation.

I'm not saying you can't talk if you want to talk. Just don't feel like you have to. I can't speak for anyone else, but I'm glad that people are still just taking their free time to rather constantly recording videos whether there's commentary or not. You could always take a talk break in some videos and just play music over the match like TrueLight or myself tend to do. Don't feel like you're somehow contractually obligated to entertain us and thus that things are somehow boring if you're not saying something or being "funny", which is an utterly subjective thing anyway; latter is something I both loathe and don't understand about some of the more popular "Let's Play" people with their egregiously exaggerated reactions to everything.

Shrug.
97
FFT Arena / Re: Arena battle videos and discussion
October 25, 2014, 01:24:54 am
(I still need to check up with the backlog, but I might as well comment on the three latest videos. Thanks, TrueLight and CT5Holy, especially since now I want to watch Nightmare Before Christmas again due to the former.)

No, Leif1991. Cursed Ring is actually balanced now that in you're not guaranteed to get back up 100%. You have a 50% chance of getting back up or nothing happening every turn after you hit 0 due to the  Immune: Crystal that Cursed Ring still has, which it needs since it frankly was horrible when you weren't guaranteed to get the unit back. The problem before was that FFMaster accidentally overcompensated by making the revival 100% at 0, which when combined with Quickening made Cursed Ring so overpowering and "over-centralizing" in the previous version.

You'll get back up...eventually. It may just take a while. Theoretically, you could never get back up, but I'm probably the only person whose luck is bad enough for that to ever happen to (repeatedly).


Given this was a battle of someone who has bad luck versus something has worse luck because Lady Luck loathes him, I already knew how this was going to turn out. Hell, I called the Decapitate proc, the Stop proc from Hell Ivy and not being able to hit a single Steal Heart (like always).

That Reks's team is actually better than he gives himself credit for while I expected mine to suck because I'd argue that Samurai is actually one of the worse classes also made the outcome of this rather predictable. Note that I'm saying that Samurai itself has problems, not Draw Out, which I'd actually argue is still a bit overpowered; too bad that doesn't mean anything, at least for male Samurai. Even the change to Asura the ability can't really save them unless maybe you go for suicidal max damage set-ups like the one Barren is using with the new Chirijiraden the Katana. Again, though, that's a Balance Thread issue.

Still, good game, Reks; I just wish my team was more of a challenge. Juliet alone pretty much kicked my ass, especially since my team, like the idiots they are, never targeted her. She's basically silentkaster's "The Queen" in mage form, at least when it comes to my team.

I wonder if there's anything I can do to make Unused Katana slightly less shitty. Hmm....


Not really much to say here at all given I've already harped on about Quake (and Tornado) being overpowered still, so I'll just ask the question everyone is doubtless wondering: What the hell was up with Won the Ninja's A.I. in this match, especially in the first round?

Like...seriously, what was going on there? Did he suddenly just decide "hey, we've been getting screwed over in the past couple of fights, I'll just sit this one out and take credit if we win"? He just kind of cowered in the corner in the first round and then straight-up ran away for a bit despite just getting healed out of Critical in the second round. The...A.I. continues to vex me after all these years, especially since I don't remember him acting up this much, if at all, in the other two matches were just recorded with High Ground. Huh.


Despite how long this went on, I actually don't have much to say about this either. formerdeathcorps's team just did too much damage for Leif1991's team to keep up with on smaller maps, though I personally try not to use any of the unfinished maps as it is, especially since there's duplicates among them as shown here. The duplication made unsurprising to me that fdc would win round three, especially given how it started.

I can only imagine that formerdeathcorps's team would have easily taken the first round if Cursed Ring was still as unbalanced as it was in 1.38, especially given how unlucky Leif1991 got in round two. At least in round three it was less luck that did Leif1991 and more just Slow 2 still being slightly overpowered/too accurate.



Quote from: Reks on October 24, 2014, 12:37:22 am
Huzzah, you DID catch it!

I still need to play that game, though. I only read about that. *snip*


Oh, so it is a reference to Paper Mario. Good to know I guessed correctly. I haven't played anything from that series either. Actually, I tend not to have actually played a lot of the things I reference unfortunately, such as Blazblue or Shovel Knight or Skullgirls. The only exceptions in recent memory have been the Kingdom Hearts-themed teams even though I've long since grown disenchanted with that series and the FFT:A team that never got to fight even though I never liked that series to begin with either.

As for the other references, I just thought you avoided the Red Queen reference because silentkaster's "Protect the Queen" is arguably already a reference to her. Interesting to know about the Poe unit though.
98
FFT Arena / Re: Arena battle videos and discussion
October 23, 2014, 11:57:22 pm
(*checks out Rek's newest team*)

Hmmm...maybe I should make an Edgar Allan Poe-themed team since I don't think anyone else, even RavenofRazgriz, has ever made one surprisingly. Still, I already have one other team in mind and I hadn't wanted to make than four (so quickly).

That said, I actually quite dislike Romeo & Juliet, though that's perhaps not surprising. Stupid teenagers. Stupid love. Stupid everything. [/angst]

I'm more of a MacBeth guy and I think that might be the only other Shakespeare play I've actually read besides the above. Hunh.

Speaking of references, I'll admit that I did kind of expect your Underwhere team to a reference to Paper Mario if it's actually be a reference to anything, which apparently it is. Shrug.

*goes off to catch-up on all the videos for 139, backwards, starting with page 176*
99
FFT Arena / Re: Arena battle videos and discussion
October 23, 2014, 08:21:17 am
(...Hunh. I must have confused Divas with one of your other all-female teams then, Otabo. My apologies. Shows how I was even more out of it than usual.)

As it is, I've edited that last post and tried to proofread this one as well as one mere read-through can do.

Regardless, thanks for the videos as always, Otabo and CT5Holy. I really need to see if I can get Camtasia and my Internet working on this new laptop so I start doing videos again. That would at least make feel semi-productive and give me something to do around here other than destroy people's eyesight. Speaking of which....


Well, this went about as well as expected given my team never even once tried to really attack the Queen. At least your team lived up its name while kicking my team's ass, silentkaster. If that had happened though, I might have won given how Raise 2 would have been basically negated.

As it is, I feel rather dirty for the huge advantage I had in first round, especially since I managed to lose even with it due to lacking AoE to "clean up" or really even attack from a distance, at least with my Monk and my Lancer. That's generally what allowed Protect the Queen as a whole to build up such power and cave my face in with it, though getting Charmed never helps.

As I said though, that wasn't unexpected even ignoring my pessismism about everything. I rather expected this team to have issues against teams that don't really rely on magic to attack, which is part of why I went "overboard" to on the Gokuu Rod on Sister Sister the Lancer in addition to the two Atheist Bows. I just wanted and still want to see if 100% Innocent on another weapon is going to be as problematic for most mages as I think it might be, even with Flash Hat having changed.

As it is though, Sister Sister the Lancer is definitely the weak link in Church of the Atheists currently. Still, I think I'll keep her the same for another (lost) match or two to see how things work with Gokuu Rod. As far as potentially changing to focus on maximizing Ninjutsu damage with more than one unit, meh. That's more incidental than anything and Otabo's "Divas that Bring Double Trouble" already do the "Innocent + Ninjutsu" schitick well enough. I'll consider due to how my luck tends to suck though, so having Steal Heart on two units is just asking for (double) trouble, especially since it kept missing for me here.


This may be the best match I've ever had with someone; it certainly is in recent memory, even if I have been gone for about a year. Great game, silentkaster. I figured this team would do better against Protect the Queen than Church of the Atheists did, but I didn't expect to win, much less for the last round to be that damn close.

I also figured that I'd get screwed over on that first map given how small it is, even with damn orrery still in the way, but getting rather unlucky with hitting the Queen sure didn't help either. At least this team actually targeted her unlike with Church's issues against the Protect the Queen team and this team still did decently well until that Steal Heart hit a Wizard surprisingly enough. That same Wizard needlessly charging forward to get murdered by the Thief when she could have still fallen back for her fatal Flare just made me want to facepalm though. Sadly, that urge is common-place with the A.I.

Speaking of Steal Heart, I actually credit that missing as the Thief's second action in the second round with the chief reason for my being able to win in the second round given how toothless Nameless Dance is right now. Due to not having to worry about the Priest (not) using Esuna, my Wizards were generally able to focus on pounding silentkaster's team with AoE, which led to his male units being focused more on sandbagging than attacking me for the most part. That's basically a rather downhill scenario against the majority of teams in general, much less a team with Pilgrimage (or Warpath). Silf being unavoidable, which I feel is part of why it's really underrated even if Tornado is currently slightly overpowered, helped me finish up round two, especially since it's far faster than Flare.

Flare's still sluggish speed is part of why I thought I'd get screw over in the third round given the relatively small space and getting unlucky with Ancient Sword again; ironically, getting Petrified prevented Red Nocturne+ from taking Jump damage though. I probably only survived the initial onslaught since Red Nocturne+'s shield actually came in handy against Thieving Jester quite a bit after she got un-Stoned and their flirting at each other was generally unsuccessful, first round aside with its Don't Act-adding Silf overkill. The Squire also made a rather weird move early on after getting immediately Death Sentence'd by Secret Fist since he chose to use Heal on The Queen to rid her of Oil rather than do anything more actively constructive. He also did some questionable things later on, like not using Throw Stone as much as he could have, as did the Thief with Singing a bit too much.

After that, it was way too many back-and-forths for someone who normally has crap luck, especially since HP Restore proved that it continues to loathe me by never activating for me and since poor Axel(+) got Decapitated twice. I honestly thought I'd lose when silentkaster's entire team got back up just because Red Nocturne+ decided to get hit by Sleep at literally the worst possible time and Green Requiem+ frustatingly decided to not bother to Esuna her over Dancing. I mean, for the most part, the only reason I came back at all after that particular debacle was because I just had more AoE and got relatively lucky with avoiding status from Steal Heart & Kagesougi thereafter. I would have definitely lost had the Squire hit Don't Act (which shouldn't still be on Kagesougi anyway) on the Priest while she was charging Raise 2.

Even with the (almost inexplicable) win that was at least somewhat helped by Slow from Nameless Dance, I'm still really tempted to switch out Dance secondary for Talk Skill or Time Magic since the (needed) nerf to Oil makes that skill even more unreliable. Hmmmm.... That's another issue for the Balance thread as well I suppose.

As it is, besides a bit of luck, I think the main reason I won is because the Queen spent most of her non-revival turns uselessly casting Protect, which only means something against Axel+ on this team rather than helping to wall (heh) the Church of the Atheists as it did. So for the most part it was a 3 vs. 3 match-up with both sides having a support unit that occasionally attacked people.

Still, even as much as I wanted to smack my team on the back of their collective heads (as usual), it was an excellent match, silentkaster. Your team is quite well-made. I'll admit I'm surprised that your Squire never triggered Counter from the Queen when healing (staffing) her, but that may be my own notoriously bad luck; I suppose it's entirely possible that Healing Staff can't proc Reactions even when elemental absorb can. Hmm....

(P.S. Otabo, the Flare that got stopped by Kagesougi towards the end was targeted on The Queen the Paladin, not Royal Guard the Lancer. It would have killed her had it gone off, which is why I figured it wouldn't since Flare is still acting like it's holding the old Phoenix Blade. So slow, though I suppose it does somewhat need to be. The Tier 2 spells are arguably "meh" enough as it is without having to compete with Flare as well, but, again, Balance thread issue.)


Ouw, I hadn't realized someone was actually finally using an Iron Fan now. Interesting. As I suspected, it actually does pretty damn good damn even if it can't be used with Two Hands like Whale Whisker.

The first round ended rather quickly despite Summoner getting off Sinkhole on the poor Scholar twice, in part because the Bard went down so early and Lancer was generally on Andante49's team pretty early, in part due to Float from Feather Boots. The Don't Move Mimic backfiring (again) didn't help either given it got the Priest killed. I'm not sure if it's because of the (needed) nerf to its range, but the Blast Gun Archer actually didn't do as much as I was expecting of him. Andante49's Mime also held out longer than I thought, though that Stop on said Archer from Hell Ivy Counter Flood helped.

The Bard was a lot more useful in the second round despite against taking Iron Pole to the face for 200. He just flew forward and fatally hit the Scholar for a crit 415 like it was nothing. Gods. This is why I've been saying Spellbreaker is (understandably) overlooked. Handing out 327 damage to one unit like it's candy is something that even Draw Out Bards can't do. Calm down. It's not Halloween quite yet, Forward.

It looks like Spellbreaker was just oddly not being used last round just...because, rather than for the reason I suspected.

Anyway, the second round in general went immensely better for Andante49 despite the Scholar getting Thunder Flare off since basically of all of Andante49's crippling status hit and the Summoner and Bard mopped up. The third round mostly went the same way, with the only real differences being that Barren's team killed off the Summoner briefly and Andante49's Bard proved that he could he hit for even more damage by hitting the Lancer for 450+. It seem like either going need to stay away from that guy entirely or break his Phoenix Blade if you want to live apparently, even if you have heavy armor on.


Thank you for resisting the urge to go Pub or Graveyard of Airships, CT5Holy, as much as I like them as well. Poor Orbonne Monastery rarely gets used.

As for the actual match, even though I figured it would work given that formerdeathcorps has obviously been looking into how equipment & Secondaries affect the new Mime, I was surprised to see that Mimes can indeed still Mimic while Berserk. I was also surprised to see that the Monks didn't try to "helpfully" cure them of Initial: Berserk with Stigma Magic; I wonder if it's because of they're Mimes and thus have no abilities to lose in the A.I.'s eyes. Of course, that happened accidentally anyway in the first round after Ancient Sword went off on the first swing. The first round was just a clusterfuck of bad luck for formerdeathcorps in general between various crits on himself and hard-hitting Mimics on himself as well as the Monks dying at the same time, one to a crit and another to Counter Decapitate proc of all things.

The second round went a lot better for formerdeathcorps's team in general, with less backfiring and a great start as far as Battle Song's (still too high for my tastes) hit rate was concerned. Ironically, he ultimately ended up losing this time just because his team got too spread out, which is the exact opposite reason, horrible bout of luck aside, that he lost the first round. For looking rather straightforward and being utterly hampered by verticals, Berserk A.I. and Don't Act, Darkness/Blind & Don't Move and having two Mimes & two sets of clones, formerdeathcorps is indeed a lot more fun than I expected. This even though Mimes continue to occasionally just outright not Mimic things, though I think it only happened once in this match in the first round.


It looks like I can leave testing the new Chirijiraden the Katana to Barren given there's no way I'm touching that thing currently. Still, it's good to see someone (else, who isn't me) using it. Also nice to see random.org get some on-screen acknowledgement, even if it was a bit by accident.

Unsurprisingly, Chirijiraden the Katana was more helpful without Berserk, especially given that it seemed to be weirdly doing the same damage without Berserk as with it. Hunh.... Actually, it may just because the only unit Mad Samurai hit while Berserk in round first was the Cherche-wearing Geomancer unlike in round two where the only unit he hit was the Paladin without Cherche, whom he hit for about 140 more HP damage.

Regardless, this match lasted a lot longer than I expected given how unlucky Eternal got in the second round despite the early, seemingly commanding lead he had from all of the Mimed Grand Crosses flying around killing people. Ironically, I'd say it was the very first Mimed Grand Cross that screwed him over somewhat significantly due to it Blinding the Bard. Despite hitting often even while Blind, the Bard ultimately missed when he needed to hit, especially since Barren's team has (much) better revival, and only got healed of it when he died...while Undead; I frankly surprised he got back up given how downhill Eternal's luck was going by that point.

Speaking of which, despite Barren's Paladin basically becoming nigh-useless after a certain point in the second round due to no MP, it was really the Geomancer missing Revive twice in a row on the Mime and then just giving up on the poor guy that ultimately doomed Eternal. I'm not sure if he could have won had the Mime gotten back up, but it would have likely have been closer than it ended up being. As it was, despite being a rather protacted battle, Barren's Oracle generally had free reign to ressurect and then zombify everyone since she never really got damaged.



All that said, it was only when silentkaster fought formerdeathcorps that I finally noticed how silentkaster's Thief is actually using Thief's innate Flee rather effectively since the Thief has no choice but to run off and Sing rather than healing himself out of Critical and then moving less far away. Quite an interesting set-up there.

That said, I've also finally noticed how lucky said Thief has been getting with Ancient Sword. As such, I'm beginning to wonder if its proc rate is accidentally bigger than it's supposed to be (now). It wouldn't be the first time it happened after all and it would be rather...worrying this time given how powerful Petrify can be (when it comes with damage).
100
FFT Arena / Re: Arena battle videos and discussion
October 22, 2014, 03:55:53 pm
(Belated 365 Survival Day, Barren. As a lazy e-gift to you, since it is an unusual word, I will impart to you this knowledge: Since English is a totally sensible scavenger from other languages with such obvious linguistic cues in its alphabet for unusual words, the "cra" in "Macrame" is pronounced "kruh" rather than "kraw": "MAC-ruh-may".

...Sometimes I wonder what would be weirder about certain English words: if they were spelled how they were pronounced or if they were pronounced how they were spelled.)

That said, thanks for doing videos like always and I legitimately hope you've enjoyed this week so far. I'll comment on my match with silentkaster next time, though belated GG to him; I'll probably do it tomorrow or if/whenever I wake up next given how long I've been up.

In the meanwhile, I'll comment on the eight other matches currently posted after Barren's latest Pokemon video to get those out of the way since I need to catch up in general. I probably should watch Otabo vs. Anima Zero again because I can't really much in detail that happened from three days ago--damn crappy memory.


There's really nothing much to say here between Severe Weather Alert still being a more than decent team despite not changing much, if at all, in the past year and Fenire just getting really, really unlucky this entire match. I mean, geez, he's giving me a run for my unlucky money in this match.


This was a horribly lopsided match-up even before the (rather obvious) realization that reinoe's team might as well only have 3 units given Mimes can't mime Mimes. On top of that, this match was basically already recorded when formerdeathcorps "broke the news" about Quickening not working on Mime teams suddenly unless even more specific conditions are met. As such, reinoe's current concept for this team is literally unworkable at present, especially since it basically no offense against any team or unit that absorbs Dark, which is decent amount of them still even with the needed Cursed Ring nerf.


I guess I can see why Barren was so surprised this wasn't at all close, but luck, especially with Charm, can easily have that effect. I mean, formerdeathcorps would likely have lost in Colliery had that first Charm not hit given his team oddly lacks anyway to cure the Undead Time Mage of Silence. Charm caused the Geomancer to heal that away alongside Charm and then get stabbed to death as thanks. Shintroy's not-male Blue Ranger also couldn't dodge Draw Out worth a damn despite all the M-EV she had; formerdeathcorps's Bard literally did over 1000 HP worth of damage with that Chirijiraden in the second round. Yeah. Not being able to dodge high damage and Dual Cutter procs that keep going off tends to result in getting killed and units die when they are killed, so....


I'll be honest and say that I remember this fight the least of all nine that I've watched recently. I just remember being 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. I vaguely remember Otabo's Archer having a rather marked map advantage on the second map and poor Anima Zero's team getting rushed down before they really could get much started, but I don't remember specifics. Sigh. I should really watch this again I suppose.


I spy an Earth Absorb team. It's a shame that Titan is still so outclassed that it has no place even on an Earth team as a likely strengthened attack, especially with Quake (and Tornado) still so powerful.

Not really much to say about this match beyond that rather match-neutral commentary unfortunately since Dol's team had basically had no resurrection and was trying to do too many random things at once. It is at least nice see someone try to use Ultima and Houkouton and Ice Bow though.


I honestly think the new Masamune the Katana is better on Knights than on Samurai if only because, as TrueLight's set-up shows, you get Zephyr Shield/Swift Plate to offset one point of reduced Speed. This unlike Samurai who have to either use Sprint Shoes to get back to 8 Speed or use Equip Shield to use Swift Plate even though that undermines innate Double-Grip Two Hands and eats up at least 500 JP. But, anyway, I'll save that for the Balance thread as well.

Damn. There was hell of a lot Flare going off in this match; I'm so tempted to make a pun right now. It's so good to see it back to (arguable) usability, though the Spell Edge adding Faith sure helps.

Speaking of things that help, oddly, despite still losing the first round decisively, Fenire's team was somewhat helped by being stuck in a corner just because TrueLight's team doesn't really having any damaging AoE. Fenire's team was also helped by not getting quite as hideously unlucky as it did when it fought Reks, though Charm status still kicked its ass as Charm is wont to do if it lands on a unit that can't heal itself of Charm.

Speaking of Charm, gods, there was so much of it in just the second round due to Fenire's Thief and TrueLight's Thief constantly Flirting with each other. Fenire generally got a hell of lot more of a break when it came to status rather than getting steamrolled by it as Macrame Pants had in the last three rounds it fought. The still absurdly overpowered Decapitate proc going off on the TrueLight's Paladin also helped.

Of course, Macrame Pants's luck then immediately tanked again with Mimic Daravon basically hitting everyone and Faith on the Wizard from Spell Edge backfiring in the third round. It might not have backfired as much if the Mediator had slightly more MA or was a different class with higher MA given how close she was to killing the Wizard with Shiva. I can't even blame the other issue with the team that Barren kept harping on--Fenire's Paladin having Cure spells without the MA to back them up--given the female Paladin didn't even try to heal anyone else but herself in three round.


Funny how Reks is the one with the Earth-based team despite Leif1991's team's name; doubly amusing to me how both rounds took place on the two of the only four icy/snowy maps in the game. It's a shame that Reks team couldn't get anything going since it's actually pretty decent, but Leif1991's team was just a bad match-up between the (severe) speed advantage, Comet not caring about Innocent and the Time Mage having Projectile Guard (actually work when it mattered).

That said, as good (read: possibly overpowered) as Atheist Bow is, it seems a bit...odd to have on the same team as a Scholar, especially one that wants to use a map-wide spell to pick off the injured. Maybe another Longbow or even a Silencer and a shield if the Chemist is supposed to be breaking armor anyway? Shrug.


Good to see you back (?) Andante49; I can't remember if you were around when the latest tournament started up. Funny how we both used the same armor for our Mimes for completely different purposes. Long Bow is an interesting idea, especially with Execute, that actually ended up working out well even if Spellbreaker didn't go off once for reasons that I suspect that I know. The self-targeting Shell Mimic was also interesting to see, even if it didn't get around Reflect and the accidental Don't Move Mimic onto the Bard in the second round was rather amusing.

As for the match-up in general, it was kind of weird. Neither side's ultimate plan of attack really worked out between neither Spellbreaker going off nor Houkouton doing that much surprisingly. So the match as a whole basically came down to Faith-based magic, surprisingly, and Andante49's team simply had more AoE and more instances of it between Odin, Slow 2, Magic Song and Mimic. This versus Dol's Wizard being the only real source of offense despite Dol's Time Mage also having Slow 2 as well as much-improved-despite-already-being-good Stop.



Fret not, Dol. Most of us have had slumps at one time or another. Not that you can't take time off, especially in frustration at the feeling of (the A.I.'s) ineptitude. Gods know I have.

Still, try not to beat yourself up too much about it.


Quote from: Fenire on October 22, 2014, 03:07:06 am
That is what I thought. This means that with the ability to equip mimes with abilities in 1.39c one could make and all mime team. Challenge accepted!


And now you're trying to give me a run for my masochistic money as well. [/yes, everything is about me]

As bad an idea as this seems in concept, oddly it does basically solve every problem that formerdeathcorps found--okay, maybe not the weird Quickening thing; it's impossible to tell about that one without testing it. So, ironically, it's maybe the most sound idea for using the current version of Mime as more than one unit on team. Hunh.

I still think they should have innate access to Shields or something, but that's something to bring up in Balance thread, so I'll wait until later to talk about that issue and others.



P.S. I'm currently verging on being up 23~ hours, so my proofreading skills are probably (even) worse than usual. I'll go over this again when either I've undergone the illusion of resting or finished sleeping, whichever comes first.

Coherence EDIT: With that now done, I can only say that I'm surprised I didn't make more typos.