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Messages - Fantactic1316

21
I love it when a plan comes together. I was a bit worried about double Reflect Mail on those Paladins. Plus Defenders for good evasion against the Archer and high damage. Then they kept Jumping to dodge the magic. Then Raise and Revive both missing had me nervous for a bit. But with only Reraise and Phoenix Down for revival, it was only a matter of time. Nice to see the Archer using Chakra to great effect in round one, keeping the mages' MP topped off. Round two was a bit more worrisome, with uneven ground and the team spreading apart. They pulled through though. It's nice to see a win after those two embarrassing defeats in the Tourney. Good game. :D
22
I'd like Wiznaibus/Poison at 19-20%. It might actually make Wiznaibus a properly useful offensive skill for once.
23
I tend to prefer the long and drawn out fights...but that first round was epic as all hell!
24
Quote from: The Damned on May 16, 2012, 02:19:20 pm
Yeah, that really needs to be addressed. Kinda thought that Regen would reassert itself, but if it really doesn't, then the AI probably thinks that it still has Regen status on, which makes it not re-apply the status to get rid of Poison. Sigh....


It's not that the AI thinks it still has Regen, it's that Regen still can't be cast, even though they've got Poison now. Watch my recent match with Wiz. At about 4:30 my Light Robe Priest gets Kiyomori'd, then my Archer uses Masamune on her and she stays Poisoned, gaining Haste, but not Regen.
25
Eh, personally I don't think a unit should be able to negate my Light Robe unless they're packing Armor Break. Poison takes away Regen, with no hope of having it re-cast, and if it persists past death then the problem just gets even worse. But that's just me, I guess.

And ick! Flare losing reflectable? It already has higher Y values. And adding 1MA to Wizards helps too. And it's non-elemental so Reflect is basically the only really effective method of cancelling it. Just keep it at 100% success rate and that'll be enough advantage over evadable Holy.

Also, I like Gaignun's thoughts.
26
Suggestion: Equipment with Always: Regen should gain Cancel: Poison. Regen cancels Poison in other instances, but things like the Light Robe get screwed up by Poison. Regen can't override the Poison because Regen still can't be cast on the unit, even though the Poison has cancelled it out. Just a small little complaint.

On the topic of Poison, I don't like the idea of it persisting past death. It makes one simple status effectively cancel Phoenix Down, Wish, and all forms of Reraise. I'm not a fan.
27
Would it be petty of me to complain about the giant globe?

Echo, stop shooting the enemy and go on rez duty you stupid fucking Priest! Fuck!

And Victor, why the fuck are you going for 30% attacks instead of 57% Breaks? Useless fuck.

*almost kills Mime*
*Move-HP Up*
*Regen*
*double Murasame*
ME: Fuuuuck. -.-

*double Quake*
ME: Oh, fuck.

*Raise 2 misses*
ME: FUCK!

Charm, Charm, and more Charm.
ME: Fuck. Fuck! FUCK!

*deep breath*
*sigh*

Ah well. Shitty team is shitty. I'll make a better one by the time we reach Season Two. :mrgreen:
28
Quote from: Pierce on May 13, 2012, 03:27:38 pm
Did someone say Concentrate is coming back? Why... there's already Transparent...


Ew, I hope not. In addition to Transparent there are also Guns. Not to mention half a dozen magic-based ways to get around evasion if one is determined to avoid that particular bit of RNG.

And I have an off-the-wall suggestion: Could crystals heal status in addition to restoring HP and MP? If you can completely drop and crystalize a unit in an Arena match, you've earned a bit of a reward. And it'd be neat to see units recover from something like Silence or Blind and get back into a competitive match. Just a thought.
29
Suggestion: Take the vert off of Masamune and give it to Haste. Masamune would be significantly less broken at zero vert and Haste would look a bit more appealing by comparison if it had at least 1 vert.
30

That was glorious. I love a long back and forth match. Time Magic Ninja was definitely a unique unit. Female Samurais with no offensive Draw Outs seems like an odd choice, but they did win the match. And the names were great too.
31

The Lancer's not really the damage dealer. He's mostly just 400hp of distraction with a couple of mildly useful skills in the meantime. He can become a damage dealer in a long match with a lot of PA Save, but the other three units are supposed to get along fine without him.

The damage dealer is definitely Sierra the Priest (the one with Holy). And Victor the Archer sort of fills that role with Head and Armor Break. Echo does decent damage if she has high Faith targets for her Blast Gun, an attempt to turn high Faith against enemy Mages, even if they're packing a Reflect Ring. But Alpha the Lancer is pretty pitiful...PA Save was an attempt to make him slightly better, but it didn't work out as well as I'd hoped.



Berserk was definitely a great choice. No one makes a unit that's only an attacker, so taking away the use of their skillsets is a highly crippling status.

I never really thought of Quickening as anything deadly, but that's because I could never get the AI to prioritize it. Well done.
32
Esuna and Stigma Magic have inaccurate descriptions. They both list C: Brsk, but they don't. -.-

Just thought someone might want to know.
33

Well, the match did go long. And you did live along with the success rate of Berserk. I, however, did not live by the success rate of Equipment Breaks. And I did entirely fail to force a third round...which does make me twice the fool. :oops:


And the Master Skillsets spreadsheet lists Cancel: Berserk for both Esuna and Stigma Magic.

Stigma Magic --- C: Ptrf, Chrm, Brsk, Sil, Blnd, Frog, Psn, Slp, DM, DA

Esuna --- C: Ptrf, Chrm, Brsk, Sil, Blnd, Frog, Psn, Slp, DM, DA

Is this an error in the spreadsheet or a bug in the patch?

I might've made Echo a White Magic Mediator if I'd realized. Could've had the Blast Gun innate and Refute instead of Stigma Magic. Ah well, I'll probably tweak the team a bit once the Tournament's over and then put the new one up in the Submissions thread.
34

Well, fuck.

Too much speed and too much Berserk, I never had a chance. Especially when Berserk gets combined with Poison. Shame my units are too stupid to heal Berserk and it lasts until death. If only Alpha had been closer to the Priests in Round 2, he could have Revived them.

Ah well, no use mourning what could have been. I look forward to getting my ass kicked in the loser's bracket.

Loved the music though. Nemo got me really pumped at the beginning.
35
Quote from: CT5Holy on May 10, 2012, 11:27:04 pm
Guns use the regular spell formulas, with WP as MA.


I meant using MA as MA, and the Y values from the Black Magic skillset. You would literally use, for example, Fire 1 with the Blaze Gun (60% of the time) with the formula [Dmg_F(MA*6)] as opposed to the current (according to the Master Guide) [CFa/100 * TFa/100 * Q * WP]; Q = 16 : 60% of the time...

The damage output is similar, but those two look like different formulas to me. Am I missing something?

Quote from: CT5Holy on May 10, 2012, 11:27:04 pm
Their regular attack damage is fine.


Their attack damge is fine...as it is now. If the WP is lowered, so is the damage. Raising the Y values in the current magic gun formula could offset that, while still not giving any additional power to Grand Cross/Kagesougi. If WP drops, but Y goes up by the same amount, then the melee attacks would remain close to their current damage.

And putting them on the actual spell formulas would take WP out of the equation altogether. If that were the case, I'd suggest +1 MA so that units like Archers could still use magic guns effectively if they so desired.

Quote from: CT5Holy on May 10, 2012, 11:27:04 pm
I'm pretty sure we can't do it your way,


Fair enough if you can't. Though I still think it takes the fun out of magic guns.

Quote from: CT5Holy on May 10, 2012, 11:27:04 pm
and reducing the WP means we aren't making any changes to "random spells."


I was just going off of what FDC said.

Quote from: formerdeathcorps on May 10, 2012, 08:26:43 pm
Blaze Gun (12-13 WP, Change proc to 100% Fire3)
Glacier Gun (11-12 WP, Change proc to 100% Ice3)
Blast Gun (10-11 WP, Change proc to 100% Bolt3)


And changing topics:

Quote from: Shintroy on May 11, 2012, 12:31:22 am
So how about that weapon that only deals MP damage


I think Bizen Boat and/or Mage Masher would fit that bill quite nicely (in conjunction with the removal of their Silence procs).
36
Oh, Magic Guns don't use MA...well, that sorts me out on that one.

Although it makes me like the lower WP idea even less. It might fix Grand Cross, but the Magic Guns would start to look kind of puny to anyone who uses them as an actual weapon. 100% Tier 3 does a bit for that, I suppose.

How about if all three magic guns became 13 WP (which is what the Ice Brand has, and it's kind of the obvious choice for Grand Cross on a Paladin) and the Y values are raised to make up the difference for anyone who uses the melee ability of the guns? (+1 to Blast, +2 to Glacier, +4 to Blaze) Not sure how difficult it might be to change the Y's, and especially to assign 3 different Y's where they used to all be the same, but it sounds good in theory, right? Alternatively the guns could be made to all deal the same damage if different Y values cause trouble. Just raise all of the Y's by 2 to meet in the middle. (Blast gets slightly stronger, Blaze gets slightly weaker, Glacier stays the same.)

In either of those cases, Grand Cross becomes equivalent to the best a Paladin can make of it (assuming they want to absorb it, and...why wouldn't they?) while the guns retain their effectiveness as a melee weapon without having to make any changes to the random spells.

Third alternative, give the guns the regular spell formulas...but then they might be too strong??
37
Suggestion: Magic Guns +1 MA

Also, as I'm here, not a fan of them becoming only Tier 3 spells. And if they do, they should definitely become subject to M-Ev and Reflect.
38
Well, if we're in the spirit of amping up for matches that aren't here yet...


I've managed to resist the urge to run test matches of my team against his, but on paper...I'd say it's about 50/50. Ultimately, I'd say his team will live and die by the success rate of Berserk. My team will live and die by the success rate of Equipment Breaks. My team's complete shit without their skillsets, whereas high defense won't be much help if Wiz's units are fighting at their base HP. If he can get at least two units down at once, or the right two berserked at once, then I'm out. Darkness is a mild hindrance, but easily remedied. The same for Poison. I've got Stigma Magic, Esuna, and Regen, three ways to beat Poison, two ways to beat Darkness...and only one unit that would be negatively affected by Darkness. Kiyomori will only hold water in combination with Insult. Once my units are Berserked, they won't heal Poison and Darkness, so they'll peristently try to attack at low accuracy and slowly die of Poison. It's a sound strategy if everything connects on enough units at once.

There doesn't appear to be a lot of damage on Wiz's team. The Thieves will deal concentrated damage and are packing a weapon that factors in speed, but it also factors in Fury, PA, and WP. It would take two speed to increase the damage on a Ninja Sword, Quickening would need to be used twice. As opposed to other weapons that work straight from PA, which could increase their damage more quickly with a skill like Accumulate. Although there is the simple fact of the speed itself, which will offer more turns in addition to occasional power boosts. The thought of those Thieves playing high speed rez-bots is a bit frightening. However, they are packing Phoenix Down which is just not going to fly against my team. Any one of my units can easily put down a newly PD'd unit. Alpha has the most limitations in terms of range and being subject to evasion, but even he could put down a PD'd unit. The other three will have an easy time from 6-8 range, with offensive skills that aren't subject to evasion. If a rez loop starts up, I'll have a definite advantage.

If a rez loop starts up...and it might not. My team deals low to moderate damage against average units. Against tanks like these it will be even lower. The Blast Gun against 40 Faith combined with Shell/Unyielding will only be minimally useful. Alpha has shit for PA and Victor's Romanda Gun won't do much good against 40 Fury combined with Defense Up/Unyielding. Sierra has Holy, but notably Short Charge in place of Magic Attack Up and only 60 Faith, as opposed to 70. Put that against high M-Def and it all spells trouble for me. Add to that the Poison, potential Berserk, Blind, and high speed Thieves dealing speed-based damage (that bypasses all of my evasion gear) and out-turning the entire battlefield. Big trouble.

If there's one thing I feel sure of though, it's that this match will go long. And a long round suits my team just fine. Alpha's likely to take low damage from any melee attacks, which will hopefully trigger a lot of PA Save. As Alpha's PA goes up, the enemy's equipment goes down with support from Victor, attacking from 8 range and hopefully avoiding all the Insult/Kiyomori spam. Echo and Sierra can offer support on offense or defense pretty flexibly. This is sure to be a nail-biter for me, but Wiz at 40 Fury is going to have a difficult time out-damaging the healing on my team.

Which is why I predict that he'll live and die by the success rate of Berserk...by the ability to take away my healing. Even one Berserk proc could be enough for Wiz to take the match if the AI capitalizes properly. Maybe I'm being too generous to myself in predicting a 50/50 match...it's possible that I'm a bit biased. And I haven't seen Wiz's team play yet, so I could easily be missing some factors of how well his team fits together. Maybe I'll just get steamrolled in 5 minutes. I hope that my team can at least force a third round though, or else I'm going to feel very foolish.


If anyone needs me, I'll be sacrificing goats to the Goddess of the RNG.
39

W00T!

Good game though. Lot of good Charms in round 1. Can't believe Echo used the Blast Gun to break Charm on the other high Faith unit, but I suppose that's better than if Sierra had started using good/best compat Holy on Victor and Alpha. Then Alpha loses his armor in round 2. Craziness. All the Raise 2 really had me worried for a bit, but good luck that it missed. That was really exciting to watch.
40

I really liked the Mime team. Saw them on the list and immediately spotted Asura and Summon as good choices for Mimic. I've been playing with Mimes a bit too and it's a lot of work trying to make units that work well with them. Shame to see them go down so quick. I hope they do well in the Netherworld. I'm always intrigued by a good Mime team.



Romanda Gun + Equipment Breaks = Run as far as you like, you'll never escape. Now to try to fight at your base HP! Love it!