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Messages - C1REX

1
New Project Ideas / Hard Mode DLC
September 17, 2021, 06:59:55 pm
Hi,

I recently made my simplest patch ever and I'm happy with it.

The main idea was to make Hard Mode as if it would be unlockable in vanilla game or as an official DLC. Possibly little changes to make it feel official. There is few balancing changes like an official patch would do. I left 90% of broken stuff but enemies can use them as well.
The game is not very hard at all as it would never be if made by squaresoft. Definitely harder but still not hard for experienced player.

Main changes in Hard Mode

- all enemies in event battles have double of base game levels. End game fights have lvl99 enemies instead of lvl50.
- all enemies have 80-100 Brave and 80-100 faith for casters. Casters hit hard with good hit%.
- more enemies have good combination of skills like item, auto potion, counter, double sword, move hpUp, atkUP etc.
- enemies have better gear including perfumes
- human enemies have more jobs and skills unlocked.
- Move +1,2,3 and all move+1 items are removed - this makes ranged units waaay more viable and close range unit weaker.
- Calculator is replaced with dark knight with mediocre stats
- weaker jobs are much stronger now making all enemies dangerous.
- all monsters have added +10 to speed, PA and MA multiplier
- some bosses join you after battle - including the zodiac secret boss - Serpentarius


Balancing patch:
- all monsters are a bit stronger
- Charge is twice faster. Charge+20 is CT12 instead of CT35
- crossbows are stronger and with better range
- Wish skill has 3 range like other Ramza's skills.
- Ultima spell is strong now.
- Shields have better stats
- Chemist can use crossbows
- Archers are very strong now.
- Range attacks are generally much more viable now.
- knights have better shields and break skill have very high success rate and do damage. Deadly unit in close range and hard to kill.
- Priest have hit% improved and CT reduced for most skills.
- Wizard's less popular skills like frog, poison and death are vastly improved (lowered CT and higher hit%)
- Oracle hit rate is improved. Especially for HP and MP drain skills making this job a wizard version of a dark knight.
- Thief has move5 and hit rate improved. Steal heart is very strong now.
- Geomancer's skills are stronger now.
- Ninja lost initiate two swords.

Probably few other changes I don't remember.

Generally previously weak jobs are very strong now. Even mediator is as viable as ninja, lancer or monk in my opinion.

Game feels and plays like vanilla. Just a bit harder and some bosses join after battle as a new reward for playing hard mode.
2
New Project Ideas / Re: Patch Ideas Proposal Thread
September 17, 2021, 04:38:46 pm
I was thinking of a patch that would block transfer of skills between jobs except the one in the middle (support skills).
So only chemist could use items, only thief could have move+2 and only monk could have counter attack.
It would instantly make the game more difficult but also make some jobs waaay more viable (chemist) and monsters could be good companions in fights. Also only calculator could use math skills and would not be that broken. 5 chemists would be a viable team.

I have a feeling it was initially intended and combining jobs breaks the game. Also that's why humans are so much stronger than monsters.

What do you think?
3
Quote from: Xifanie on March 06, 2020, 04:00:52 pmJust make shields reduce physical/magical damage by a % instead of actual evasion.

Accessory Evasion could instead be an HP/MP restoration boost.

I would like that very much but that's beyond my capabilities.
4
Nyzer,

Thanks for your feedback. I asked the question again as it was kind of lost between so many posts with different ideas. I've also changed my wording to avoid provoking answers such as: "It's stupid - don't do it" :)

So my challenge is kind of complex and multidimensional.

1. I don't hope to make the game perfectly balanced. I don't think it's possible. I just want to shift balance to another direction and to make a twist in game's mechanics. I also want to keep some of vanilla OP broken stuff and balance them by letting enemies to use it against players.

2. My goal is to avoid 1hit KOs - especially at the endgame lvl99 with top tier weapons vs fully geared Knights and Dragoons. How to do that if there is no RNG in avoid and block? I have 3 options here: to accept evade and block as the only RNG in the game, remove it completely or give option for 100% melee or magic block. Not sure what to do. Also if I remove block then shields become useless.

3. I'm not sure how to balance heavy MP cost. If I want top tier spells to use over 50% MP my only option is to start with 500-999MP at lvl1. However all monster spells cost 0MP so what about them? I can make monsters slower or more fragile maybe? Also even vanilla monsters end up with about 70 magic making them very strong with status affecting skills vs human with 20ish magic. This magic scaling disparity is a balancing challenge by itself. Especially if I want a human job with monsters skills. My only real option is to use monsters magic scaling for humans as well but then it makes mage weapons kind of pointless.Or I can just accept that monsters can use super strong skills for free for the price of other limitations. Humans will also get access to ribbon what changes everything. It might also make single status protection items useful for a change. I'm not sure.

4. I also want to completely remove Move+1,2,3 with exception of classes that normally come with it. The point is to make more strategic approach to keeping tanks in front, mage behind and archers high. This will additionally complicate spell balancing. I will probably need to reduce their range in most cases.


So far I like many of my ideas and how it changes the game. My biggest challenge is how to make oracle and status spells not too OP. I want a heavy focus on statuses but still making other classes/spells/skills viable.
5
Hi,

I'm looking for an idea how to heavily reduce or eliminate RNG factor in the game.
I understand that is a huge part of the game and not sure if possible. Maybe somebody here will give a good idea?


I want to eliminate quick save/load cheating while using super powerful spells like charm, invite, frog, death, steal weapon etc that make the hardest mods easy. I also really don't like RNG.


The game's mechanic doesn't give much option to balance RNG.
My ideas for skills like invite or death would be:

- Super long casting time. More than one or two rounds making it useless at the start
- Super heavy cost in MP but that is hard to balance as the game progresses.
- Super short range like 1 square.
- Jobs with such skills would be very vulnerable but that is also hard to balance if it's set as secondary job for a strong job. Calculator wouldn't be that bad otherwise.
- Not sure about evade and block stat. I could remove it completely and replace with extra HP or other stats.
- Spells like charm would last just one round.


Do you have any ideas?
6
PSX FFT Hacking / Charge skill on another character.
March 22, 2018, 12:21:34 pm
Hi,

I would like to swap archer's charge skill with knight. I simply swapped skill sets in the patcher. Knight can learn all charge skills but can't use them in the battle. What else I need to do to make it work?
7
This patch is for myself only at this point. I don't want to copy Jof5 - it's an amazing patch that I can play already. Probably the best balanced mod I've experienced. Now I want a different experience and if it's fail to be fun for me then it's fine.


I already increased global evade and made shields way more efficient to be a strong alternative to two sword skill. I'm OK with this rng and avoidable skills. I'm not OK with 20% hit rate for skills that win the battle.
I hate 1 HKO but that is already available in most mods. Ninja with martial arts and no swords is often a 1HKO killing machine in most mods.

The problem with Invite, Frog, charm and death is that it can too easily win the fight if you lucky. If not then you can reset the game and keep trying until you start the fight with such powerful hit.


1.3 has reduced hit rate for those skills but I still managed to cheaply win some difficult battles by keep trying to use most powerful skills early on. And resetting the battle is just a longer version of using save states. So I either cheat the game by keep trying to get invite early or the game cheat on me and I get miss 30x in a row and get the fight 1h long for no reason.


In my personal mod invite cast is 3 turns long - This makes it almost useless at the begging of the fight as it would put you at a huge disadvantage. I made similar change to Charm so my cheap tactic to start with 3 charms at the beginning isn't cheap any more.
8
Dear all,

I'm looking for ideas and maybe somebody can help me.
I keep working on my personal patch and one of the thing I hate in games in general is rng (at least in most cases).
I want to reduce hit rate/luck to minimum or even eliminate it if possible.

My question is how would you balance the most powerful skills in the game if there would be 100% hit rate?
Is it even possible to balance Frog, Death or Invite with 100% hit rate?
If you had to how would you do it for these 3 specific skills?

My idea for invite is to make CT=50 or so (with "follow target") and 1 range.
9
PSX FFT Hacking / Re: ASM Requests
March 17, 2018, 06:20:52 pm
At this point a just reduced SP growth from 100 to 200 globally. At least I reduced the problem a bit.


Is there as hack that gives generics and monsters specific value for Brave and Faith?
I would like all generics to start with 70 Brave unless specified otherwise in ENDT. Ramzas pre raw stat can be edited here but I can't find anything for others unless I manually adjust all enemies in ENDT to make sure they won't start with too low Brave.
10
PSX FFT Hacking / Re: Razele's ASM Hacks
March 17, 2018, 06:03:31 pm
I like the hack that gives Defend damage reduction.
Apologies for a noob question but how such xml would look like if I wanted 50% or 75% damage reduction?

It takes a support slot and action during a fight so it should make a big difference imho.
11
PSX FFT Hacking / Re: ASM Requests
March 16, 2018, 11:37:52 am
Is there a hack that can eliminate speed growth from the game? Speed growth cause so much problems for scaling it feels almost like a bug to me.
12
Necrobump but relevant. There is a small error in the spreadsheet where PA lvl10 for males is wrong and doesn't change for some jobs like archers or monk when you edit growth and multipliers. Monk lvl10 PA is always 04 for example.
13
PSX FFT Hacking / Re: Possible to change raw stats?
March 10, 2018, 11:58:49 am
Apologies for triple post but otherwise nobody would know about update.
There is either an error in Xifanie file or I do something terribly wrong but I've managed to have the same PA/MA for males and females by creating an XML file from xml generator.

<?xml version="1.0" encoding="utf-8"?>
<Patches>

  <Patch name="Same stats for all">
    <Description>Males and Females have the same PA and MA</Description>
    <Location file="SCUS_942_21" offset="4F110">
      05
    </Location>
    <Location file="SCUS_942_21" offset="4F11B">
      05
    </Location>
  </Patch>

</Patches>


This xml works just fine for me. I'm a noob and barely managed to create it so can't tell why this one works and Xifanie file doesn't but it does look different to me.  I'm sharing this as more people may want to use it.
14
PSX FFT Hacking / Re: Possible to change raw stats?
March 10, 2018, 07:13:50 am
I've attached my xml file. Can somebody check if it's correct, please? I tried new game with only this one hack to make sure there is no conflict but I still get Females and Males with different stats when I try to get both of them the same.
15
PSX FFT Hacking / Re: Possible to change raw stats?
March 10, 2018, 02:48:23 am
I keep trying new game and I hope my males and females will have the same stats.
Other hacks  like "defend initiate all" or "equip change initiate all" seem to work fine.
16
PSX FFT Hacking / Re: Possible to change raw stats?
March 09, 2018, 09:08:02 pm
I still have problem to make it work.
I edited the file and pulled the xml file. It works just fine for math skill changing to normal skillset but my female characters still have less PA than males.

The xml file seems to be changed as it should. I tick the box for pre-raw stats change in FFT OrgASM. All is working fine but raw stats won't change. My females and males don't have the same stats as they should.

What do I do wrong?

17
I understand that jot5 is a very advanced patch. What I meant is that it feels simple to play and a lot of unnecessary stuff were cut off the game.

I wonder how the damage balancing were done.  Most enemies take much more hits to kill than in vanilla. The battle mechanics and overall balance is just fantastic.
18
Hi,

I'm working on a personal vanilla mod and one of the main features I want in there is reduced damage to keep fights much longer.

What I've done so far is I adjusted grows and multipliers so max PA is 10 for monk and 11 for Knight. Max MA is 22 for Black Mage - this is done to keep scaling better. It's similar how vanilla monsters PA and MA scaling was done.

There is no skills or items to alter PA, MA or SP in my mod. SP is also slightly reduced to keep scaling more under control.


Monk standard attack with Brave 97 and 10PA is about 150 depending on zodiac. Can be double that with dual sword.
Ninja can do maybe a little bit more but it's very unlikely to 1HKO anybody as max HP was improved for all melee jobs.



My questions is what challenges and problems I may get and what are potentially better solutions?
How Jot5 is balanced? The damage at the beginning is about the same as on my patch and it seems to stay low.
How boosting DEF for all jobs would work out?
I really like the genius level of simplicity in Jot5 and would like some of that in my personal vanilla  mod.

Many thanks.
19
PSX FFT Hacking / Skill to heal MP similar to regen.
March 04, 2018, 04:11:53 pm
Hi,

How people implemented regen version for mp recovery. How to add such skill?


Thank you :)
20
The first question is about asm patcher where you can for example tick an option for "move find item initiate for all". Does it use 1 of 4 slots from the standard patcher?

Standard patcher has an option to add 4 initiate skills for all jobs and I wonder how it works with asm patcher that have few options to apply initiate skills globally.


I also know that some skills can stack and I can have move find item and move get xp at the same time but what about reaction abilities?

Also there is a global initiate skill "weapon parry" in asm patcher. Does it work with other reaction abilities. Are there more reactions that can work with others? Catch item for example can be such one?


I will be testing all this out but moding already takes many hours a day from my life and I want to save some if somebody already know the answer.

Thanks :)