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Messages - Gaignun

61
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 05, 2016, 07:10:27 am
I'm looking forward to it, gatebuster.

Quote from: Barren on September 04, 2016, 03:39:26 pmBut people also forget that since [Float is] immune to earth, not even Oil can override it


That is a good point.

Quote from: CT5Holy on September 04, 2016, 05:11:26 pm
Well, Golden Hairpin didn't change... it's that we added a crucial new option each for Dark and Holy. People are well aware how devastating max MA Holy, Dia, Shadow Shade, and Kotetsu can be. Dark Holy and new Bizen Boat gave excellent tools to Dark (high single-target damage) and Holy (high AoE damage) that they didn't have before.


I agree.  In fact, I was a bit surprised to see MA*8 in the new formula for Bizen Boat.

For the sake of argument, is anyone comfortable with the idea of turning 1/3 of MP into Three Stars, a support ability (named after its appearance in Final Fantasies VI and X) which reduces the MP cost of all spells to 1?  Even with 1/3 of MP, units with low MP pools (e.g., Archer, Paladin, Thief) still expend their entire base MP bar after three or four casts of reasonably expensive magic (e.g., Raise 2, Demi 2, Paralyze).  Consequently, these classes must nevertheless equip at least one piece of MP equipment, usually Golden Hairpin or a robe, for sustained spellcasting.  How much better would this support ability be if its application allows one to eschew MP equipment entirely?

Perhaps a little. Think of it like this: Attack UP usually boosts PA by 3~4.  This allows players to equip their units with armor other than Twist Headband and Power Sleeve while maintaining the same effective PA.  By the same token, Three Stars will allow players to equip their low-MP units with armor other than Golden Hairpin/robes.  Thus, Three Stars and Attack UP become more comparable in potency at the design stage.

Nevertheless, Three Stars has its downside in battle, and thus is yet less potent than Attack UP.  By eschewing MP equipment with Three Stars, one becomes extremely vulnerable to MP damage; for example, a single tap of a Mage Masher by a feeble Wizard will nearly burn the entire MP bar of a 19 MP Thief.  And since Three Stars does not completely remove MP cost, such MP damage can still disrupt spell casting.  This downside also applies to those scheming to pair MP Switch and Three Stars together: Block a big hit with MP Switch and you'll still lose a turn recovering lost MP, Three Stars be damned.
62
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 04, 2016, 02:23:41 pm
Merging Poison/Regen: Roger. I did not realise we would merge Regen and Refresh as well.  I have one concern: Hawk Eye and Scorpion Tail do big damage while incidentally applying Poison at a high rate.  If Poison turns into a mage killer, then something about these things might be in need of an adjustment.

Concerning Scorpion Tail, if this weapon remains unchanged, can we remove Flail access from Ninja?. When patch 1.40 reverted Scorpion Tail to 12 WP, Scorpion Tail's damage was boosted by 25% on Ninja with Attack Up.  These Ninja are hitting 40 Br units for over 300 damage without stacking a single point of PA.  Keep an eye on True Light's Ninja in the present tournament to see what I mean.

Since the Refresh flag has turned out to be an excellent method for coaxing the AI to use spells proactively, why not add it to Protect and Shell?  That way the AI will open battles with these spells as they ought to.  Wall can remain as a reactionary spell for the sake of variation.

Haste/Slow 2: Why not remove smart targeting and let the spells ocassionally backfire?  To use Slow 2, one's frontline units will require Slow immunity to avoid friendly fire.

Mages and shields: To clarify, I am suggesting we give Scholars shields in place of Time Mages.  Time Mages would receive 10 SP and become the Thieves of the magic world. Scholars would lose base MA so that they do not become Wizards with free EV.

Aegis Shield is a problem of its own.  It has been the most powerful all-purpose shield for mages ever since Venetian Shield became Swift Plate years ago.  I actually wanted to propose changes to Aegis Shield as well as Genji Shield in my previous post, but ran out of energy before writing them down.  Here they are:

Aegis Shield: 0 PEv, 25 MEv, +1 MA, Innocent immunity (partially subsumes Secular Shield)
Genji Shield: 25 PEv, 0 MEv, +1 PA, Darkness immunity

The Genji Shield change incidentally opens up the accessory slot for light armoured Grand Cross users (i.e. Squire and Geomancer).

Float: I cannot say anything at the moment about killing Float and shuffling around elemental absorptions because I am struggling to comprehend the arguments.  However, I can say that Earth elemental weapons do indeed ignore Float.  I recall seeing Earth elemental Grand Crosses hitting floating Time Mages while preparing for the present tournament.

Geomancy: Non-elemental Geomancy still pushes 150 according to its formula.  That's comparable to Draw Out.  It is mainly this non-elemental damage that I am concerned about, as there is no way to protect oneself from it other than with Shell.  Would it be agreeable if we gave all non-elemental geomancy an element and dropped their formula constants to 2?  That way geomancy fans can still deal high damage, while victims can protect themselves better with clothes, the above-proposed Elementalist movement ability, etc.
63
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 03, 2016, 12:14:48 pm
My input to the suggestion list uploaded by silentkaster on 1 September.  There are a ton of suggestions in this list, so I will break up my comments with spoiler tags.  Most comments of my own proposals are omitted.

2016.09.01 Suggestions


1. Remove C-Ev: We will need to think carefully about the ramifications of this, as all physical damage (weapons and skills) have been balanced with C-Ev in mind up until now.  The most apparent change to the meta is that all physical damage will become much more reliable. (E.g., Punch Art's Spin Fist will become at least as beastly as Chirijiraden.)  Attempting to compensate for this by boosting HP, etc. will have additional ramifications on job balancing etc.  In short, I believe this change can be done, but not frivolously.

I would also like to mention that this change will also reduce the randomized nature of matches.  Very few jobs have access to shields, so these jobs will need to equip a mantle or use Equip Shield to add P-Ev.  Assuming that the meta remains unchanged and few of these shieldless jobs do this, all physical attacks will hit these jobs with the reliability of guns.  This means we will no longer see those miraculous 5~10% dodges that allow an ailing team to overturn the state of battle.  If we're OK with this, then  go right ahead.

2. Dancer +1 PA: No opinion for now, but Lord knows this class needs something.

3. Classes lose access to innate, obsolete Movement skills: I agree.

4. Monks lose access to bags: Cautious agreement. Monks loss of access to the +2 PA bag should be done in tandem with Punch Art balancing.  I'd hate to nerf Monk's damage to oblivion.

5. Monks lose base HP: I think Monks' HP is fine where it is, personally.

6. Monks gain innate Martial Arts at the expense of losing base PA: I disagree. This would make balancing Punch Art across the jobs even more difficult.  The innate Martial Arts modifier can be multiplied by the Attack UP modifier to boost PA by a factor of 2. No other job can compete with that.

7. Swap Summoners' and Time Mage's base HP: I am OK with this.  I think shield-toting Time Mages are a little strong at the moment, after all.  (More on Time Mages at the end of this post.)



Basic Skill

  • Reduce Concentrate's JP: I think Concentrate is fine where it is.  This will change if we remove C-Ev.

  • Make Ultima max(PA,MA)*9: OK.

  • Cheer Up (0 AoE MP healing): Sure, if the ASM hack is not too much trouble.

  • Recover (self-targeting HP healing): Don't we already have Nurse for this?  Why not just move Nurse to Basic Skill?



Black Magic

  • Boost Dark Holy to MA*15 : I disagree. I think Dark Holy is already plenty strong for an Unbrave spell.

  • Poison gains Add Sap: Worth a shot I guess. (See my suggestions at the end of this post.)



Chivalry

  • Reduce Consecration JP cost to 200 and increase accuracy : I agree with both.

  • Increase accuracy of Lay on Hands by 5%: I am still in favour of making this UnFaith for optimum synergy with its host Paladin class, but this is compromise is easier to implement, I suppose.

  • Preservation: Sounds neat. I recommend a low JP cost, as a winning team never counts on staying dead.



Elemental

  • Move Move-HP UP to Mediator: I am OK with this

  • Geomastery: Cool idea, but geomancy is in need of a nerf.  To prepare for the introduction of this ability, I strongly recommend reducing geomancy damage across the board. (More on this at the end of this post.)



Item

  • Antidote cures Sap: I am OK with this, and also strongly in favour of this if Black Magic Poison adds Sap.

  • Chrono's Tear cures Slow: Also OK.  Can we also rename this item "Chronos Tear" while we're at it?  This ain't Chrono Trigger.

  • Echo Grass cures Charm, no longer cures Sap: OK

  • Ether and Hi-Ether cure +10 MP: Absolutely in favour.

  • Maiden's Kiss cures Petrify, no longer cures Sleep: Kinda ruins the Sleeping Beauty mythos of the name, but no particular objections here.

  • Smelling Salts: I doubt the AI will heal 90 HP and 20 MP with Smelling Salts when it can heal 130 HP with X-Potion and 80 MP with Hi-Ether.  Rather, this will be used to counter Mimic Daravon teams, where units who spend a turn applying Sleep will have their efforts, as well as 90 points of previously-applied damage, negated with Smelling Salts.

  • Phoenix Pinion: Nice idea for elevating Item as a support skill set. I suppose we can debate the exact healing amount later.

  • Volatile Flask: I am cautious about the utility of this skill.  The AI will use it as it uses Wall, but it will have only half the efficacy 66% of the time, and none of the efficacy 33% of the time (i.e. when Transparent is added).  Good idea, at least.  Perhaps we can expand on it.



Jump

  • Equip Polearm gives Cloth access: Sure.



Lore

  • Rework mapwide Lore into random-fire AoE: Excellent idea.  I had completely forgotten about this proposal of Dokurider's.  Is Dokurider able to help with this hack?



Ninjutsu

  • Misogi also removes Faith and Undead: Good idea about Faith.  Undead healing is also welcome, although if expanding Undead healing is what we're after, then it would be better to put Undead healing on a skill which can target other units. (See the end of this post.)

  • Shuriken changes: Among all suggestions, I am in favour of reverting Shuriken to its form in 1.39.

  • Adding Lightning elemental ton: Sure.



Punch Art

  • Linear Punch Art damage: To clarify, I originally suggested that only Spin Fist and Earth Slash have PA*10.  Repeating Fist and present-day Aurablast would have PA*12.  However, these multipliers will need to be adjusted in accordance with patch 1.41.  For example, if we remove C-Ev or leave Monk's base PA at 13, then we will need to drop these multipliers by one or two points.  I will renew this proposal once the final form of patch 1.41 starts to materialize.

  • Stigma Magic cures Berserk/Slow: If we add Berserk/Slow healing, then we ought to remove some other status healing to avoid turning Stigma Magic into a super Esuna. Petrify, Sleep, and/or Frog come to mind.



Snipe

  • Equip Ranged gives Harp access: I'm fine with this.  Pairs nicely with Equip Polearm giving Cloth access.

  • Hawk's Eye changes: No comments for now.

  • Monkey Grip: Cute idea, but I must reserve my judgment until I consider whether this skill would open up any potentially broken combinations or extinguish any currently viable combinations. (A 16 WP Gastrafitis with a shield triumphing over any other crossbow comes to mind.)



Steal

  • Ruins: I wonder if it is possible to change these to reducing a significant amount of PA, MA, and SP, but only temporarily as if they were status ailments.

  • Piracy: Nice idea for punishing speed freaks, although I'm not sure what the skill has to do with piracy.  Double damage to Hasted units seems a little extreme, however.  If there will be such a modifier, can we reduce it to 1.25~1.50?



Summon Magic
The proposals to Bahamut and Cyclops are OK with me.  Actually, I would like add my own summon magic proposals while we're at it.  Please see the end of this post.

  • Short Charge moving to Time Magic: I respect Barren's argument, but nevertheless I find Short Charge just as useful on Summoners, as Summons have some of the highest CTs in the game (6 CT Odin? Yikes!).  Ultimately, it's a tossup. However, I would rather have 1/3 of MP moved to Time Magick over Short Charge.  While Short Charge works on both Time Mages and Summoners, 1/3 of MP is unquestionably better for Time Magic users because they do not have Carbuncle.

  • Caution: It would be nice if this reaction ability could also subsume Awareness, as both reactions are a little lackluster on their own.

  • Increase Short Charge's JP to 500: I need to disagree here.  Both Short Charge and Magic Attack UP have a place.  Among the damage magic, Magic Attack UP is a huge opportunity cost for Short Charge.  Among the status magic, of course Short Charge is more useful. However, this doesn't mean Short Charge is superior to Magic Attack UP.  Rather, Short Charge and Magic Attack UP fulfill different roles. For example, Magic Attack UP beats Short Charge when using 0-CT magic such as Draw Out, Elemental, Counter Flood, Cure 1, and Dia.



Talk Skill

  • Drop Insult's JP cost to 200: Assuming we leave Blind Rage unchanged, this is justifiable.

  • Move Move-1 to Priests: OK

  • Increase Solution's JP cost to 200: OK.



Time Magic

  • Comet gains CM, CF flags: OK.

  • Demi 2 damage increases to 66%: Hesitantly optimistic.  This will turn Demi 2 into a ~200 damage AoE nuke with no MA-stacking required. Then again, it is less accurate than Black Magic and can never 1HKO.  Maybe this is OK?

  • Remove Float from the game: I'm scratching my head over this one.  Unless we're in need of memory space, Float is harmless on Time Magic. Float is nice; it lets me hard-counter Earth spam, gives me +1 Jump, and lets me glide over water.  I like Float. (I just like Move-MP UP better.) If we need to free up memory for new Movement skills, kill something like Fly instead.  Fly is a Teleport clone.

  • Remove Haste 2 and Slow 2: Noooo ;~; . I like these 2 AoE spells.  If you think the AI spams Haste 2 and Slow 2, wait until you see them spam Haste 1 and Slow 1.  With 1 AoE Haste/Slow, you often fail to target all relevant units in a single cast, so you waste the second turn casting the same spell again. Meanwhile, 1 AoE Slow is too terrible to be worth the turn that's spent casting it.  If you're going for a 1 AoE Slow, you might as well go for a 1 AoE Stop instead.  Why are these 2 AoE spells seen as so OP that we ought to remove them?

  • Sinkhole becomes unreflectable: OK.



White Magic

  • Nerf Cure 4: I say we reduce the multiplier or revert the CT to 3.

  • Esuna cures Berserk: I would not like Esuna to heal Berserk if Stigma Magic does as well.  One or the other, I say.

  • Esuna no longer heals Charm: Fine by me. White Magic could use some small nerfs.

  • Esuna cures Slow: We already have an AoE spell that cures Slow.  It's called Haste.

  • Nerf Holy to MA*15: Is the general consensus that Holy is still too powerful?  This spell has been getting nerfed and nerfed over the years.  I personally think Holy's position on White Magic is its biggest strength. Put it on something like Black Magic or Lore and we'll see it used much less.

  • Buff Protect and Shell: Insightful analysis by Andrew. It was originally suggested that Protect and Shell heal some HP while applying their respective buffs, but this proposal was lost in the transition to 1.40. (Actually, I am not sure how dirty a hack is required to pull this off.)  A much easier and straightforward solution would be to make Protect and Shell like Wall.  (I think I'd still use Wall over Protect and Shell, though. And that's a shame, because I love the cast animations of Protect 2 and Shell 2)

  • Raise 2 heals 99% to make Cursed Ring more viable: Even if we reduce healing from 100% to 99% undead's best safeguard from the Raise 2 nuke is, and will likely continue to be, MP Switch. At any rate, this is such a small nerf to Raise 2 that I cannot object.

  • Regen changes: This skill has finally become useable (and is, in my opinion, the single greatest change of 1.40), so I'd hate to see it nerfed. Nevertheless, in the interest of weakening White Magic, I recommend moving Regen to Lore.  (See the end of this post for a detailed argument.)



Yin Yang Magic

  • Blind Rage loses 10% accuracy: I respect Andrew's suggestion, but slashing Blind Rage's accuracy by 10% would likely consign it to oblivion. This is especially true if we also make Stigma Magic and/or Esuna cure Berserk, and also spread around Berserk immunity on caster equipment.




Interesting ideas on the whole.  My initial impressions:

  • Aquatic (M), +2 Move in water:Limited usefulness.  Not many maps have water.

  • Back attack (M), +25% physical damage from behind: No opinion at the moment.

  • Coated Weapon (S), Add Poison/Sap if target is in Critical after a (weapon?) attack: Sounds kind of weak.  Rather than play with poison, I'd equip Attack UP and kill the target outright.

  • Mirror force (R), Add Reflect when taking HP damage: A hard counter to Black Magic and Yin Yang Magic users without Dispel Magic .  Are we OK with this?

  • Elementalist (M), Reduce elemental damage by 12%: Sounds like a support ability to me.  I bet you can make some super tanky units with Elementalist and Magic Defend UP/Unyielding.

  • Null: Reflect (M), support magic pierces reflect: Great idea for incorporating Reflect Ring on magic-based teams.  My favourite RSM suggestion.

  • Requiem (R), inflict Bln/DM/Slw/Stp on attacker: Sounds sinister.  Not yet sure whether this is OP.

  • Shed (M), remove one status ailment after moving: This is definitely OP.  Unless you are getting hit by Kagesougi, you will likely be inflicted with at most one ailment per turn, so limiting the healed ailments to one per turn largely irrelevant. Why bother with Poison/Sap/Blind/DA/Berserk/Slow/Frog/Faith/Innocent protection when this skill will automatically remove them after moving? Oracles and Mediators will dump turns into casting status magic over and over on these units, while these units will charge right ahead and punch them in the face on every turn the status magic misses.

  • Vengeance (R), remove all buffs from the attacker when targeted by status magic: Cautiously optimistic about this one.




  • Increase Black Staff's proc rate to 33%: Welcome change.  We can reduce its WP as well if needs be.

  • Bow Gun, 8 WP, 0 W-EV, 33% Cast: Death: At first I thought it was 33% Add: Dead and got excited, but then saw that I misread the spell "Death" and felt sad.  This Bow Gun is pretty bad. Throwing Knife, another ranged accessory, outright kills its targets at 33% (although with a two-turn delay) and gives +15% W-EV and +1 Move as a bonus. 

  • Chaos Blade removes Refresh: Good idea.

  • Ethereal Spear inflicts Sap: OK.

  • Reduce Gambler's Axe's proc rate or WP: Is this axe OP?  I do not have enough experience with this axe to comment.

  • Gastrafitis becomes 12 WP, +2 PA, and one-handed: Nice idea. It's present form really doesn't fit with the other bows.

  • Healing Gun gains 2 range: How amusing.  I was about to suggest the very same thing!

  • Ice Brand and Thunder Blade gain +1 MA: OK. I don't think these swords are admired for their procs, anyway.

  • Masamune 15 WP, +1 SP, 2 Range, Immune Slow, Forced 2H: So, basically a superior form of the current Masamune. The current Masamune has -1 SP, but gives back this SP through Always Haste.  In addition, it turns the next point of added SP into +2 SP.  For example, a Samurai with Masamune and Genji Helm has 10 SP. With this new version, the Samurai will also have 10 SP. However, the important difference is that with this new version the samurai can be hasted to achieve 12 SP. If we recognize and are OK with this, then I have no objections.

  • Meteor Rod procs 200 damage comet: I'm OK with this for now.  Meteor Rod is certainly in need of a buff!

  • Night Killer, 33% Add Blind & Poison: Certainly better than its current form.  I still think this weapon is weak, however.

  • Platinum Sword, Immune: Slow: Welcome change.  Will help teams cope with Slow 2. (Fingers crossed that we do not kill Slow 2.)

  • Spellgun nerfs: I am personally in favour of dropping their WP by 1 or dropping their range by 1~2, but not both.

  • Dwarven Fan, 33% Cast Quake: Could be good on Scholars!

  • El Bow, Two-Swordable Crossbow: Fun idea for extending the range of melee weapons.  However, I believe the only class that has access to both Crossbows and melee weapons is Squire.  Still fine by me.




  • Swift Plate changes: My favourite suggestion is that the shield keeps +1 SP, but gains Haste immunity.  This will curb its use on Time Mages.  Also, I would suggest we also give the shield Slow immunity since Haste will not be able to remove this ailment.

  • Chivalry shields: Wouldn't it be easier to simply put the new skills on Chivalry and let these skills be used in spite of the shield?





  • Armor adding MP: Call me old-fashioned, but I prefer clothes and robes to be solely responsible for adding MP. Paladin, Lancers, and Samurai have access to robes for providing MP. As an alternative, there is 1/3 of MP.

  • Chakra Band losing -1 SP: Although I was initially hesitant, I do not mind -1 SP on Chakra Band after seeing teams still using it in the present tournament.  If we remove -1 SP anyway, perhaps reducing its HP to 10~20 would be an appropriate trade.

  • Golden Hairpin halves Holy & Dark: I am OK with this provided we add Holy & Dark strengthening to a robe as Andrew suggests.

  • Light Robe now adds Don't Act immunity instead of Always Regen: By removing Always Regen we are forsaking Paladins.  Light Robe has always been a Paladin robe since Paladins (1) have high HP pools to leverage Regen and (2) need an MP pool to use Chivalry skills.  Light Robe in its current form will be more relevant than ever if P Bag is changed to add Always Refresh and only Always Refresh (like Rune Blade).

  • Mythril Helmet provides +1 Move: Glad someone addressed my biggest concern with armored job: Their terrible Move stat.  I am completely in favour of turning this helmet into a Green Beret for armored jobs. 

  • Robe of Lords gains Sap immunity: Welcome suggestion.

  • Bronze Armor, Init: Innocent: OK.





  • Cursed Ring provides 100% revival: Disagree with this proposal.  We had Cursed Ring like this before, and it was as OP as hell.

  • Reflect Ring turns into a PA-based ring: Don't agree with the provided arguments. Reflect Ring is right at home on casters to cover high Faith, and this strategy is punished by Summon Magic.  The inability to cast support magic on units with Reflect Ring will be deftly solved if we implement DW's proposed Null: Reflect movement ability.




  • Killing Float: I personally like Float as an additional means of nullifying Earth damage.  In exchange, we make (or at least try to make) Earth magic more powerful than average.  This adds a bit of diversity between the elements. E.g.

    • Fire is wide AoE, but weak

    • Ice is average in power and affordable

    • Lightning is powerful, but expensive

    • Wind is fast but weak

    • Water is average in power, debuffs, and pierces reflect

    • Earth is average in speed, but hits like a truck


    Owing to the potency of 1HKO strategies, players have additional options for countering Earth damage.  I suppose this is really a matter of personal opinion.

  • Merge Poison and Sap: Not necessary in my opinion.  We need some easy ailments to apply, and Poison is one of them.  Merging Poison with Sap would make the ailment more powerful than it needs to be.




And finally, the most dreaded content of all


  • Undead healing: This ailment is powerful owing to the dearth of ways to heal it.  (Currently, only Holy Water cures Undead). In the interest of turning Undead into a more manageable ailment, and also making Squires and their skill set more viable, I propose we buff Heal:

    Heal: 2 Range, 0 AoE, Cancel: Berserk, Charm, Darkness, Poison, Oil, Stop, Undead


  • Scholars, Poison, and Regen: Persisting in my pursuit of the tank mage, I propose we give Scholars access to helmets as well as armor (and optionally also Shields at the expense of 1 or so base MA; Time Mages can lose shields while receiving something else, like +1 SP).  Hat access would be removed in exchange.  Next, we move Regen and Poison to Lore. The higher HP pool provided by full armor allows Scholars to leverage Regen.  Poison tags along as the antithesis of Regen, and viola: Scholars become the masters of HoT DoTs.


  • Geomancy: I feel that Geomancy is too strong at present.  Let's list its strengths:

    • 5 range

    • 0 CT

    • 1 AoE

    • Inflicts status ailments

    • Ignores evasion

    • Ignores Brave and Faith

    • Works with Counter Flood (This last one is a big strength)


    In patch 1.40, on top of all of the above, we gave Geomancers +1 PA and MA and also boosted the constant of non-elemental geomancy by 2.  Now we have Carve Models doing over 150 evasion-piercing, non-elemental damage on and between turns.  At the very least, I suggest we drop non-elemental geomancy to pre-1.40 levels.




In the words of James Brown, "Good God!" This was a long post.
64
Sorry CT5Holy :(

I like your wind synergy, but the windmills did not get a chance to spin. I look forward to seeing your renewable energy-powered team in the matches to come.
65
Time for some numbers.  Get your numbers.

If the code area within the spoilers is ridiculously small, try viewing in a browser other than Chrome.


         Primary  Secondary    Total
Squire     03        11       14  (09%)
Chemist    12        16       28  (19%)
Paladin    08        07       15  (15%)
Archer     16        06       22  (15%)
Monk       17        03       20  (14%)  Most popular primary skill set. Among secondaries, only Chakra, Stigma Magic, and Revive are known.
Priest     13        27       40  (27%)  Most popular skill set
Wizard     04        04       08  (05%)
Time Mage  12        09       21  (14%)
Summoner   02        10       12  (08%)
Thief      05        09       14  (09%)
Mediator   04        05       09  (06%)
Oracle     03        05       08  (05%)
Geomancer  10        01       11  (07%)
Lancer     08        01       09  (06%)
Samurai    05        22       27  (18%)  12 of 27 units know only Masamune
Ninja      07        02       09  (06%)
Scholar    11        03       14  (09%)
Bard       03        02       05  (03%)
Dancer     00        01       01  (01%)  Least popular skill set
Mime       05        NA       05  (03%)

Distribution of Offense
=======================
PA-based   53 (36%)  Monks comprise 30% (16 units) of all PA-based offense
MA-based   78 (53%)




The Craven
==========
40 Br        79  (53%)
40 Fa        36  (24%)
40 BrFa      13  (09%)

The Crazy
============
70 Br        50  (34%)
70 Fa        68  (46%)
70 BrFa      03  (02%)

The One-Dimensional
===================
70/40 BrFa   22  (15%)
40/70 BrFa   53  (36%)  Mages abound!




Offensive
=========
Counter             03
Counter Tackle      00
Counter Flood       09
Counter Magic       08
Meatbone Slash      01
----------------------
Total               21 (14%)

Defensive
=========
Auto Potion         19  The most popular reaction ability as usual
Damage Split        10
MP Switch           03
HP Restore          08
MP Restore          01
Absorb MP           07
Distribute          02
Regenerator         05
Dragon Spirit       08
Projectile Guard    13
Finger Guard        07
Awareness           01
Caution             03
Abandon             09
Speed Save          01
Critical Quick      01
PA Save             09  6 (66%) are equipped by Monks
MA Save             02
Brave UP            01
Faith UP            00
Piety               06
----------------------
Total              116 (78%)




Offensive
=========
Attack UP           10
Magic Attack UP     32  The most popular support ability by far
Overwhelm           01
Concentrate         17
Two Hands           01
Two Swords          03
Martial Arts        14
Luck UP             02
Desperation         00
-----------------------
Total               80 (54%)

Defensive
=========
Defense UP          03
Magic Defend UP     10
Unyielding          03
Throw Item          06
Short Charge        23
1/3 of MP           03
-----------------------
Total               50 (34%)

Equipment
=========
Equip Heavy Blade   00
Equip Polearm       01
Equip Ranged        01
Equip Light Gear    02
Equip Magegear      00
Equip Shield        11   The most popular equipment support skill
Equip Armor         05




Move-HP UP          26
Move-MP UP          33  The most popular movement ability
Move +1             10
Move -1             00
Move=0              04
Jump +1             03
Ignore Height       04
Float               03
Teleport            12
Fly                 02
Flee                00
Warpath             09
Pilgrimage          12
Maintenance         11  The biggest representation of Maintenance in FFTA tournament history




Type        Equipped    Total
================================
Knives         14      45 (31%)   None are equipped by Wizards
Ninjatou       08      19 (42%)
Swords         15      41 (36%)
Knight Swords  02      08 (25%)
Katana         05      05 (100%)
Axes           02      21 (10%)   Least popular weapon type
Rods           06      23 (26%)   All but one are Prismatic Rods
Staves         27      44 (61%)   All but 4 are Healing or Wizard Rods
Flails         04      35 (11%)   
Guns           16      33 (48%)   Spellguns account for 10 (63%) of these
Crossbows      04      20 (20%)   Most popular weapon type for Squires (2 of 3 Squires use Crossbows)
Longbows       06      22 (27%)   None are equipped by Samurai
Books          02      15 (13%)   All are used by Priests
Spears         09      09 (100%)  All 8 Lancers and 1 Monk with Equip Polearm use Spears
Poles          04      25 (16%)
Harps          01      03 (33%)
Cloth          00      00 (00%)
Bags           27     148 (18%)   Tied with staves as the most common weapon type

HOW TO READ:
  Equipped: Number equipped among the 148 units
  Total: Total number that can be equipped by the 148 units
         The percentage roughly represents the popularity of the weapon type
           E.g. Up to 45 knives can be equipped among the 148 units, but only 14 (31%) actually are.
         


Weapon             Number
=========================
Throwing Knife      00
Dual Cutters        00
Repel Knife         01
Mage Masher         01
Platina Dagger      03
Main Gauche         07
Orichalcum          02
Katar               00
Air Knife           00
Gladius             02
Toy Knife           01

Hidden Knife        01  Dramatic drop compared to previous tournaments
Ninja Knife         00
Short Edge          04
Ninja Edge          00
Spell Edge          01
Sasuke Knife        02
Iga Knife           00
Koga Knife          00

Phoenix Blade       01
Ice Brand           00
Thunder Blade       01
Coral Sword         01
Blood Sword         01
Ancient Sword       02
Sleep Sword         00
Lionheart           00
Tactician's Blade   01
Platinum Sword      03
Rune Blade          05
Shieldrender        00
Moonlight           00
Ultima Weapon       00

Defender            00
Save the Queen      00
Excalibur           00
Ragnarok            01
Chaos Blade         01

Asura Knife         00
Kotetsu Knife       00
Bizen Boat          01
Murasame            01
Heaven's Cloud      00
Kiyomori            02
Muramasa            01
Kikuichimonji       00
Masamune            00
Chirijiraden        00

Gambler's Axe       01
Giant Axe           01
Tomahawk            00

Flame Rod           00
Ice Rod             01
Thunder Rod         00
Prismatic Rod       05
Battle Rod          00
Poison Rod          00
Meteor Rod          00
Faith Rod           00

White Staff         01
Black Staff         01
Healing Staff       10  Stat-boosting staves reign supreme
Wizard Staff        13  Stat-boosting staves reign supreme
Gold Staff          00
Rainbow Staff       00
Mace of Zeus        02

Sadist's Whip       00
Spiked Futon        00
Aspergillum         00
Scorpion Tail       04

Romanda Gun         06
Stone Gun           00 !!
Blaze Gun           04
Glacier Gun         01
Blast Gun           05
Healing Gun         00

Atheist Bow         00
Crude Bow           00
Night Knight        00
Provoke Bow         00
Bow Gun             00
Atma Bow            01
Gastrafitis         03

Long Bow            00
Silver Bow          00
Ice Bow             00
Lightning Bow       03
Rain Bow            01
Windslash Bow       00
Poison Bow          00
Ultimus Bow         02

Lamia Harp          01
Bloody Strings      00
Fairy Harp          00

Necronomicon        01
Monster Dict        01
Papyrus Plate       00
Madlemgen           00

Vaulting Lance      01
Javelin             00
Demon Spear         02
Heavy Spear         00
Ethereal Spear      00
Holy Lance          01
Obelisk             04
Dragon Whisker      01

Iron Fan            00
Gokuu Rod           01
Ivory Rod           02
Octagon Rod         00
Whale Whisker       01

C Bag               06  All are used by Geomancers, Bards, and Wizards (i.e., units without access to Wizard Staff)
FS Bag              09  All are used by Monks
H Bag               10
P Bag               02

Persia              00
Cashmere            00
Ryozan Silk         00




Flame Shield        02
Ice Shield          00
Gold Shield         02
Wyvern Shield       00
Dewdrop Shield      02
Round Shield        02
Platina Shield      01
Diamond Shield      03
Genji Shield        05
Aegis Shield        13  Most popular shield.  Six are used by Geomancers.
Swift Plate         08
Kaiser Plate        02
Crystal Shield      03
Secular Shield      02
Escutcheon II       09




Barbuta             00
Circlet             02
Genji Helmet        00
Mythril Helmet      02
Platina Helmet      02
Gold Helmet         07
Diamond Helmet      09  Most popular helmet
Crystal Helmet      03
Cross Helmet        02
Grand Helmet        02

Twist Headband      00 !!
Triangle Hat        09
Holy Miter          17
Thief Hat           17
Green Beret         06
Flash Hat           12
Golden Hairpin      18
Black Hood          22  Most popular hat

Focus Band          04
Choice Band         10  Most popular headband
Chakra Band         04




Carabini Mail       03
Platina Armor       01
Genji Armor         01
Gold Armor          04
Diamond Armor       09  Most popular armor
Crystal Armor       07
Reflect Mail        01
Maximilian          01

Power Sleeve        13
Wizard Outfit       08
Secret Clothes      14  Most popular shirt
Black Costume       10
Santa Outfit        03
Rubber Costume      05
Earth Clothes       08
Brigandine          12

Robe of Lords       01
Silk Robe           03
Linen Robe          07
Wizard Robe         13  Most popular robe
Chameleon Robe      02
White Robe          11
Black Robe          06
Light Robe          05




Stat Boosters       27 (18%)
============================
Combat Boots        04
Germinas Boots      05
Sprint Shoes        10
Hyper Wrist         00
Iron Boots          02
Bracer              02
Magic Gauntlet      04

Evasion Boosters    28 (19%)
============================
Wizard Mantle       06
Dracula Mantle      05
Small Mantle        00
Vanish Mantle       02
Feather Mantle      02
Leather Mantle      05
Elf Mantle          02
Power Wrist         01
Genji Gauntlet      05

Element/Status Boosters   77 (52%)
============================
Defense Armlet      08
Jade Armlet         06
Defense Ring        17  Most popular accessory
Sandstorm Treks     01
Diamond Armlet      12  Second most popular accessory
Feather Boots       03
Chantage            01
Magic Ring          09
N-Kai Armlet        03
Cursed Ring         04  Half (2) cover their fire weakness
Reflect Ring        03
Angel Ring          00
108 Gems            10

Perfumes            16 (11%)
============================
Cherche             08
Setiemson           06
Salty Rage          02




             Defense               | Offense
     Wpn Shl Hea Bod Acc    Tot    |
Dea   --  05  10  06  00  21 (14%) |   8.8  Consecration comprises 7.0 (80%) of this total
Und   --  --  04  07  04  15 (10%) |   5.4
Ptf   --  --  00  04  06  10 (07%) |  11.4  Seal Evil comprises 9.0 (79%) of this total
Bln   --  --  11  --  02  13 (09%) |   4.7
Oil   00  --  02  04  17  23 (16%) |   5.1
Bsk   04  --  10  09  20  39 (26%) |   1.4
Frg   --  --  11  --  06  17 (11%) |   1.0
Psn   02  --  02  14  19  35 (24%) |   9.5
Sap   05  --  02  --  10  12 (08%) |   0.8
Slw   --  --  04  07  22  33 (22%) |  18.6
Stp   --  --  06  --  11  17 (11%) |  15.5
Fth   --  02  02  --  --  04 (03%) |   2.0
Ict   --  02  09  --  --  11 (07%) |   2.0
Chm   --  --  04  07  12  23 (16%) |  15.0
Slp   --  --  17  --  18  35 (24%) |  12.0
DM    00  --  --  09  11  20 (14%) |   6.4
DA    00  --  13  --  14  27 (18%) |  17.9

Defense total percentages assume units do not have multiple pieces of equipment that block the same ailment.
"Offense" is a weighted sum representing the number of units capable of inflicting the ailment.
 
How Offense is calculated:
  For each skill or weapon
    Offense = S*N
  where
    S = Success rate of skill or weapon (100% for status magic, e.g. Paralyze)
    N = Number of units that use this skill or weapon
  E.g. For Short Edge (50% Add: Oil)
         Offense = (0.5)*(4)
                 = 2.0

Status Healing by Skill
============================
Heal            11
Yell            02
Antidote        13  Least popular status healing item
Chronos Tear    23
Echo Grass      20
Maiden's Kiss   23
Soft            22
Holy Water      22
Bandage         26  All but two Item users (26/28) knows Bandage
Nurse           05
Stigma Magic    19  All but one Punch Art user (19/20) knows Stigma Magic
Regen           10
Esuna           36  All but four White Magic users (36/40) knows Esuna
Quickening      04
Haste           08
Haste 2         10
Refute          01
Misogi          06
Masamune        22
Mad Science     02

Status Healing by Ailment
================================
Und   023  Least likely ailment to be healed
Bln   086
Oil   034
Ptf   078
Bsk   032
Frg   062
Psn   128  Most likely ailment to be healed
Sap   090
Slw   049
Stp   035
Fth   001
Ict   001
Chm   067
Slp   079
DM    088
DA    082

CAUTION: The above numbers represent the total number of SKILLS that heal the ailment,
         not the total number of UNIQUE UNITS that heal the ailment.





Elemental Resistance (Rs)
=============================
      Fr Ic Lt Wn Wt Er Hy Dk
Ab    20 09 26 04 09 22 12 20
Nu    00 00 00 02 06 03 05 00
Hv    11 11 11 12 12 12 00 00
-----------------------------
Rs(%) 17 10 21 08 14 21 11 14

Explanation:
  Resistance represents the average resistance toward an element.  It is given by
    Rs = [(Ab+Nu)+0.5(Hv)] / n
  where
    Rs: resistance of a given element
    Ab: number of units that absorb the element
    Nu: number of units that null the element
    Hv: number of units that halve the element
    n:  number of units in total (here 148)

  Rs ranges between 0% and 100%.  A value of 0% means no unit resists the
  element, so the element is always effective for offense.  A value of 100%
  means every unit completely resists (absorbs or nulls) the element, so the
  element is completely ineffective for offense.

Elemental Offense
=============================
      Fr Ic Lt Wn Wt Er Hy Dk
Units 12 11 17 05 10 18 30 17
-----------------------------
Of(%) 08 07 11 03 07 12 20 11
Rs(%) 17 10 21 08 14 21 11 14

  Of(%) represents the percentage of units wielding at least one skill or weapon of the indicated element.
  Elemental resistance (%) from above is reproduced for ease of comparison.
  If Re(%) > Of(%), then resistance of that element is overrepresented.
  If Re(%) < Of(%), then resistance of that element is underrepresented.
    E.g. Holy resistance is underrepresented.
        (20% of units use the Holy element for offense, but Holy is resisted only 11% of the time.) 




      1st 2nd
Black  09  04
Blue   05  10
Red    06  04
Green  05  03
White  05  03
Yellow 03  07
Purple 00  02  Skiploom and Vigilanti
Brown  04  04




The War of the Magi
  • Magic is the most represented type of offense. 53% of units use magic-based skills.

  • Only 24% of units have 40 Fa, whereas 46% of units have 70 Fa. Of these 70 Fa units, 78% have 40 Br.

  • 37% of units equip either Magic Attack UP or Short Charge as a support ability.


The Era of the Monk
  • Monks comprise the lion's share of physical offense; 30% of physical damage dealers are Monks.


The Era of the Time Mage

  • Catapulted from one of the least popular jobs to one of the most popular (e.g., only 3% of units were Time Mages in Season 2, but 8% of units are Time Mages here in Season 5.)

PA/MA Stacking
  • Weapons, armor, and accessories that add PA, MA, and SP are the most popular choices in their respective categories. This is especially obvious among Staves: Of the 27 staves in use, 23 are either Healing Staff (+1 SP) or Wizard Staff (+2 MA).

What Ails You?
  • The most represented status ailments are Slow (18.6), Don't Act (17.9), Stop (15.5), and Charm (15.0)

  • The least represented status ailments are Sap (0.8), Frog (1.0), and Berserk (1.4).

  • The most represented status protections are Berserk (26%), Poison (24%), Sleep (24%), and Slow (22%).

  • Berserk is by far the most overrepresented status protection: 39 units (26%) are immune to Berserk, but only 3 units inflict Berserk, two of which do so inefficiently using Salamander (20% Add: Berserk).

  • Stop is the most underrepresented status protection: 19 units inflict Stop, but only 17 units (11%) are immune to Stop.

Elements of Surprise
  • Holy is by far the most represented element. 30 units (20%) are capable of Holy elemental offense.

  • Wind is by far the least represented element. Only 5 units (3%) are capable of Wind elemental offense.

  • Lightning and Earth are the two most resisted elements. 17% of units either absorb or nullify at least one of these two elements. An additional 8% of units halve at least one of these two elements.

66
FFT Arena / Re: FFT Arena Season 5 Registration
August 29, 2016, 04:05:37 am
Oh, I did not know that Challonge has Swiss tournaments.  I am having a look at it, and it seems we can even award points for each win of a match.   Challonge should do nicely.

Double-post: I won't be able to make it to the evening discussion due to time-zone differences, but let me know if I can contribute in some way.  I can do everything other than record matches.
67
FFT Arena / Re: FFT Arena Season 5 Registration
August 29, 2016, 02:41:30 am
We could also apportion matches to each of the hosts at the beggining of each round, wait for the hosts to upload their videos, perform matchmaking for the next round, then repeat the process.  This would lighten the burden on any one host, but add some delay between rounds as we wait for every host to finish his or her matches.

In addition, do we have a matchmaking algorithm prepared?  We have more than 32 contestants, so we will need a method for efficiently and fairly pairing players with similar win/loss ratios.
68
FFT Arena / Re: FFT Arena Season 5 Registration
August 28, 2016, 12:36:34 pm
I am willing to be contestant #30.  Did my PMs reach your inbox, Barren?
69
FFT Arena / Re: FFT Arena Season 5 Registration
August 26, 2016, 05:54:06 am
Has somebody volunteered to organize the pairings for each round?
70
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 24, 2016, 01:20:07 am
My input:

Ultima formula change
I think Ultima is fine right now, but among the proposed formula I prefer max(PA/MA)*9 with a Matk UP modifier over PA*9 with an Atk UP modifier.  Don't forget that Ultima pierces evasion.  If Ultima becomes modified by Attack UP, then monks would gain access to a 5 Range 1 AoE Repeating Fist skill while also remaining equally capable of using their native skills.


Cure 4 formula changing to max(PA,MA)*15
I am usually in favour of increased variety. It is for this very reason that I would like to raise a dissenting opinion.  This would indeed open up White Magic to PA jobs, but it would relegate Item to even a more niche role.  White Magic (and particularly Cure 4) has been getting buffed and buffed over the years, whereas Item has remained unchanged.

Hear me out. In their present forms, Cure 4 is a supercharged X-Potion, Raise is a supercharged Phoenix Down, and Esuna is an AoE form of Antidote, Maiden's Kiss, Soft, and Bandage rolled into one.  These three skills are all yours for the low cost of 500 JP.  As a bonus, by purchasing these skills, we will also give you, for a small extra fee, Regen to cover your MP maintenance needs and Wall to watch yo' head.

Meanwhile, for a higher price of 800 JP, you can choose Item and settle for inferior forms of Cure 4, Raise, and Esuna.  In addition, to mimic the cast range of White Magic you will need to surrender an additional 250 JP and your support skill slot for Throw Item unless you are a Chemist, and you will have no means of applying Regen, Refresh, Protect, and Shell.

Long story short, White Magic is already superior to Item as a support skill set.  Item is typically chosen over White Magic only for curing Berserk and Undead, healing with PA jobs, and supporting ultra-low BrFa teams.  Moving this healing role over to White Magic feels like stealing from the poor and giving to the rich.


71
FFT Arena / Re: The "TTT": Trash Talkin' Thread
August 22, 2016, 10:40:07 pm
I hate having to deal with trash.

Combustibles, cans, glass, polyethylene terephthalate, plastics other than polyethylene terephthalate, and cardboard are all disposed separately.  I don't produce enough trash living on my own to dispose of any of these types of trash in a regular manner, so I have food waste rotting away in my combustibles trash bag and trash bags of every other type filling up my limited closet space.

Then there's gutter trash.  I have to put on blue boxing gloves and perform corkscrew blows to get rid of that kind of trash. 
72
FFT Arena / Re: Arena battle videos and discussion
August 20, 2016, 10:37:49 pm
Quote from: Otabo on August 14, 2016, 06:05:06 pm
What in the world did you guys do to Solution to get the AI to use it like that, though? I mean, I already knew it would use it to interrupt charging (sometimes) back in 1.39, but now AI's using it on both enemy AND ally? That is very interesting.


It looks like the AI uses it best when the enemy team is casting spells.  It uses Solution on either the friendly target or the enemy caster to mitigate damage.  So, you might have the most mileage with either an 8 SP unit in the fourth position, or a very fast unit who cycles through the turn order as the match progresses.
73
FFT Arena / Re: FFT Arena 1.40 ASMs
August 20, 2016, 12:31:41 am
You figured out the issue with Abandon?  What was the problem in the end?
74
FFT Arena / Re: Team Design Tool
August 19, 2016, 06:49:47 am
Version 1.05 is released.
75
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 19, 2016, 04:27:32 am
Quote from: Andrew on August 18, 2016, 04:36:15 pm
I just tested the -tons in both 1.40a and 1.39c, and they are physical evade in both patches.  So, I guess that them being magic evade was just another old master guide error.  I'll update the spreadsheet image now.


You're right, Andrew.  They were PEV-based in 1.39.  I think I reported it back then, too, then subsequently forgot about it.

Quote from: CT5Holy on August 18, 2016, 06:23:01 pm
The original intent for the -tons was to be M-Evadable though =/


Indeed  ):
76
FFT Arena / Re: FFT Arena Season 5 Registration
August 17, 2016, 10:17:32 pm
Hi Mudvayne,

The thread to which the spreadsheet was uploaded was unstickied because the spreadsheet is not yet updated to reflect the changes of latest patch.  You can find the thread here.

I am currently in the process of updating this spreadsheet.  It should be released in a few days.
77
FFT Arena / Re: Official names for MP poison and regen
August 16, 2016, 07:40:43 pm
The accumulation of results has stalled for over a week, so I will take the liberty of closing the poll now.

By a large margin, the winners are
  • Refresh for MP Regen

  • Sap for MP Poison


Accordingly, I will use Refresh and Sap in the team design tool.

Quote from: Argy on August 05, 2016, 11:22:58 am
Will there be changes to the item.bin file to reflect the changes?


This change is out of my power, but it certainly is possible.
78
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 15, 2016, 08:50:38 pm
Ah, so MP Regen trips the AI into becoming a Yell bot? What status effect did MP Regen replace, by the way?  Also, could Yell spam be avoided if we give Yell HP Regen, as originally intended?

I am glad to hear you share my thoughts on Blind Rage. Like Silence, Blind is one of those status effects that cripples an entire type of unit (i.e., melee units), lasts forever, and is impossible to cure efficiently, since the AI prioritizes almost everything over curing Blind, including attacking with those Blinded units.  Before, the only way to reliably apply Blind was with Kiyomori, which also adds Poison.  The AI cures Poison well, so both ailments were usually healed together.  Now, Oracles can apply Blind with both Douse and Blind Rage.  In the case of Blind Rage, the AI can heal Berserk and only Berserk with Echo Grass, but will leave Blind be.

In a word, I think Blind Rage is currently OP. In the upcoming tournament, all melee units who face Yin Yang magicians and do not have Blind protection are going to be in real trouble.

My proposal would be to remove Add: Blind from Blind Rage.  Having one skill on Yin Yang magic add Blind is enough.  I think Douse is a great skill; it takes over Hawk's Eye, and most importantly the AI actually uses it. It is fine if Blind Rage is outclassed by Insult on average; in exchange, Blind Rage is affected by the Faith buff (which is now much easier to apply), sister skill Paralyze outclasses Blackmail, etc.

Edit: I notice in testing that Ninjutsu tons are now affected by P-EV.  Could this be corrected in the next patch?
79
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 15, 2016, 05:47:48 pm
Linear Punch Art!  As linear as FFXIII.

Were any arguments made for the Yell, Douse, and Blind Rage changes?
80
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 13, 2016, 02:44:54 pm

Quote from: silentkaster on August 12, 2016, 12:56:24 pm
The top class on the male side is 10 PA that can use the platinum sword without a support. On the female side who can use Rainbow Staff, it's 11 MA. With the 2H, 2S support or Samurai with Equip Magegear, this weapon can wreak havoc. But I guess the platinum sword could too on a correctly designed unit.


Well, it's certainly possible to get high damage with Rainbow Staff if you sacrifice your support skill slot.  That's not overpowered.  People trade the extra damage of Rainbow Staff for the use of other support skills, the range of a longbow, bonus PA/MA/SP, and reliable status procs all the time.  However, I don't foresee many people trading up the extra damage for... far less reliable damage.

Quote from: silentkaster on August 12, 2016, 12:56:24 pm
I disagree. These [Punch Art] skills can be built and played with...but I suppose that's really not here or there.


Maybe it's because I've been away for awhile, but in my 5+ years of experience with FFTA I've never seen a successful team use the top four skills of Punch Art for primary offense on anything but a Monk or Dancer.  I would love to be shown it can be done.


Would somebody care to give an account for following changes in 1.40a?  These must have been debated on Discord, because they were not discussed anywhere on the forums as far as I can tell.

QuoteBASIC SKILL
- Yell: Lost MP Regen, 0 MP

YIN YANG MAGIC
- Blind --> "Douse": 4 range, 0 AoE, 4 CT, 12 MP, Hit_F(MA+65)%, M-Ev, reflectable, Adds: Darkness and Oil, CF and CM, 150 JP
- Blind Rage: Gained Darkness, 4 CT, Hit_F(MA+55)%