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April 27, 2024, 10:23:06 pm

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


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Messages - Scearcely

61
FFT: ASM'd / Re: Humanoid Classes/Abilities in ASMd
January 23, 2011, 12:37:34 am
first post, please be kind...

been following your progress closer than most philsov since you decided to remove my second most hated skillset(charge) which strangely many others seem to think is salvageable*  it's too bad about jump  :cry:

few comments/questions on ability plans:
haven't played your demo so i apologize if some of these are answered in there

----innate weapon guard/abandon removal. 

these mean that all reaction abilities are modified by brave and in all situations high brave > low brave with the sole exclusion of move-find item

everywhere I've looked brave/faith modifying are looked on as either taking unfair advantage of mechanics or full on cheating, but the conditions you've instituted encourage it to a very high level... intentional?

I'm not sure what all is possible yet, but have you considered making some reactions (100-brave)% chance of working?  my thoughts were the more defensive reactions(getting hit helps you: xxx-save, regenerator, crit-quick) being based off cowardice, and the offensive ones(getting hit hurts foe: counter flood/tackle, damage split, meatbone) basing off bravery.

squire-
everyone getting wish/cheer up or just ramza?  if just ramza, remember to add vertical 1 to it, its nigh useless without.

chemist-
fine, like the new items except shades of grey(just that i won't use it, not that its a bad idea), prices/availability will determine usefulness.  item is already a strong skillset just based off phoenix down

knight-
possible/planned to make shatter only damage if those statuses are present?  33% is a LOT otherwise

archer-
  :D charge is gone! :mrgreen:
snipe gets my vote for the killshot move's name

priest-
fine, remember there needs to be a reason to use pro/shell 2, smart targeting OR effect range increase get my vote

wizard-
are the differences between the nukes going to be so pronounced that you'd cast bolt on an ice-weak foe?
double magic is gonna be fun to play with.

monk-
are you planning on re-doing damage formulas for punch arts? without martial arts boost they tend to be incredibly weak( 10 hp chakra and 2 dmg wave fist weak)

really I'm against removing innate martial arts altogether, the martial arts/attack up martial arts/equip armor combos(what I'm assuming you're trying to avoid) are really the main reasons to be a main class monk considering the massive penalties you take from having to keep both hand slots free(shields, elemental weapons, weapon guard)

lancer-
:cry: :cry: :cry:

thief-
fine

Blue mage-
will need to play it

oracle-
love quell, nice to have a "oh god that mage WILL kill ramza next turn" move
dislike loss of foxbird,  enemy brave lowering is actually quite underrated even beyond the "chicken" status(easiest way to kill a blade grasp/autopotion foe, kill his brave til the reaction stops mattering)

mediator-
assuming my comments about reactions are not possible/desired, would like the brave- skills to be stronger.  really I wish there were statuses comparative to faith/innocent for brave.

geomancer-
not sure what you mean:
QuoteElementals - 3-way split between:

[(PA + 4) / 2] * MA
[(MA + 4) / 2] * MA
[(PA + 4) / 2] * PA


if you're asking for our opinions, "[(PA + 4) / 2] * MA" gets my vote
if you're saying each move will fall in one of those categories, I just hope you remember how rare certain elementals are(1 map in game for lava ball, really square?)

samurai-
blade grasp is overpowered with brave modifying enabled , nix it for players unless you can nerf it considerably frontal only, edge weapon only, reduced boost-25% of brave added, not sure how but it's incredibly powerful as is

ninja-
if two swords is unlearnable, not too sure about the need to cripple ninja PA, just take them off flails.  daggers/ninja swords are weak enough that just a slight-moderate PA loss should be sufficient.  put them on par with chemist before equipping attack up

berserker-
have to play it

performer-
fine

time mage-
expire requires death sentence right? then fine

summoner-
not to keen on dumb targeting summons(always seems to me that that is summoners #1 calling card, all smart targets) but i can adjust, leave them in.
recommend changing move-mp+ from wizard to here or blue mage,  little too powerful to be a starter class ability and move-hp+ is on a secondary(monk)

all in all, very much looking forward to your patch(though really just the archer changes with some ASM's would get that response from me) keep up the good work.


*charge(like jump) should have had 3 charges, a quick-weak, a moderate speed/dmg, and a slow-powerful and then some utility.  8? different charges was a huge waste.