Final Fantasy Hacktics

General => Archives => Topic started by: karsten on March 23, 2008, 07:38:58 am

Title: The Stone Carved decisions Topic
Post by: karsten on March 23, 2008, 07:38:58 am
Here will be posted what has been chosen to be inserted and won't be changed.

So Far:

QuoteSquire-none
Knight-Level 3 Squire
Archer-Level 3 Squire
Monk-Level 3 Knight
Thief-Level 3 Archer
Geomancer-Level 4 Monk
Lancer-Level 4 Thief
Samurai-Level 4 Knight, Level 5 Monk, Level 2 Lancer
Ninja-Level 4 Archer, Level 5 Thief, Level 2 Geomancer

Chemist-none
Priest-Level 3 Chemist
Wizard-Level 3 Chemist
Oracle-Level 3 Priest
Time Mage-Level 3 Wizard
Blue Mage-Level 4 Oracle
Summoner-Level 4 Time Mage
Red Mage-Level 3 Priest, Level 3 Wizard, Level 2 Knight

Dancer*-Level 4 Lancer, Level 4 Geomancer
Bard*-Level 4 Summoner, Level 4 Blue Mage
Mime-Level 4 Geomancer, Level 4 Lancer, level 4 Blue Mage, level 4 Summoner

*Dancer is still female only, Bard still male only

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Squire      10   100   13   075   100   100   50   100   50   080   3   3   05
Equip: ALL

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Knight      09   150   15   070   100   100   35   120   60   075   3   3   10
Equip: Sword, KnSword, Axe, Shield, Helmet, Armor, [Shoes, Gauntlet, Ring, Mantle]

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Archer      10   100   16   050   085   115   40   110   60   060   3   4   10
Equip: Crossbow, Longbow, Hat, Clothes, [Shoes, Ring, Armlet, Mantle]
Innate: Concentrate

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Monk        09   150   13   080   100   110   40   120   55   090   3   4   20
Equip: Clothes, [Shoes, Ring, Armlet, Mantle]
Innate: Martial Arts

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Thief       10   090   16   050   075   125   45   100   60   060   4   4   25
Equip: Knife, NjSword, Hat, Clothes, [Shoes, Ring, Armlet, Mantle]

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Geomancer   10   110   11   095   100   100   45   110   50   105   4   3   10
Equip: Sword, Axe, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Move on Lava, Half Earth damage

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Lancer      10   120   16   050   090   110   40   110   60   060   3   4   15
Equip: Spear, Helmet, Armor, [Shoes, Gauntlet, Ring, Mantle]
Innate: Ignore Height

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Samurai     10   075   13   090   100   100   45   125   50   100   3   3   20
Equip: Katana, Helmet, Armor, Robe, [Shoes, Gauntlet, Ring, Mantle]
Innate: Two Hands

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Ninja       12   070   16   050   080   120   50   100   60   075   4   4   30
Equip: NjSword, Flail, Hat, Clothes, [Shoes, Ring, Armlet, Mantle]
Innate: Two Swords



........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Chemist     11   080   12   075   100   100   60   075   50   090   4   3   05
Equip: Knife, Gun, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Throw Item, Maintenance

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Priest      10   090   10   120   100   110   50   090   45   105   3   3   05
Equip: Staff, Flail, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Wizard      12   075   09   120   100   100   60   070   40   130   3   3   05
Equip: Rod, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Oracle      11   080   10   110   100   100   50   090   45   110   3   3   15
Equip: Staff, Book, Stick, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Move in Water, Any Weather

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Time Mage   12   075   10   120   100   100   65   050   42   115   1   1   05
Equip: Staff, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Teleport

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Blue Mage   10   100   11   095   100   100   50   090   42   110   3   3   10
Equip: Sword, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Innate: Monster Skill, Train

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Summoner    13   070   07   150   100   090   70   050   40   120   3   3   05
Equip: Rod, Staff, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Red Mage    10   105   11   105   100   100   48   095   48   100   3   3   10
Equip: Sword, Rod, Staff, Helmet, Armor, Robe, [Shoes, Gauntlet, Ring, Armlet, Mantle]
Innate: Short Charge



.......    HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Bard        13   075   11   095   100   100   55   075   50   115   4   4   05
Equip: Harp, Hat, Clothes, Robe, [Shoes, Ring, Armlet, Mantle]
Immune: Silence

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Dancer      13   080   14   070   100   100   50   110   50   090   4   4   05
Equip: Cloth, Hat, Clothes, [Shoes, Ring, Armlet, Mantle]
Immune: Don't Move

........   HPC...HPM...MPC..MPM...SpC...SpM...PAC..PAM...MAC..MAM.Mov..Jum..CEv
Mime        06   200   20   050   100   120   35   120   40   115   4   4   05
Equip: (nothing)
Innate: Concentrate, Martial Arts, Monster Skill
Immune: Berserk, Don't Act

QuoteBlue Magic
Goblin Punch
Choco Esuna
Self Destruct
Aqua Soul
Death Sentence
Odd Soundwave
Blow Fire
Lick
Bad Breath
Wind Soul
Mimic Titan
Choco Meteor
Thunder Breath
Magic Spirit
Giga Flare

Red Magic
Cure
Cure2
Fire
Fire2
Ice
Ice2
Bolt
Bolt2
Protect
Shell
Esuna
Poison
Regen
Raise

QuoteBattle Boots- Mv+1, PA+1
Spike Shoes- Jump+3
Germinas Boots- Mv+1, Jump+1
Rubber Shoes- Cancel: Lightning, Don't Move
Feather Boots- Always: Float, Sp+1
Sprint Shoes- Initial: Haste, Sp+1
Red Shoes - Mv+1, MA+1

Power Wrist- PA+1, Sp+1
Genji Gauntlet- PA+2, MA+2
Magic Gauntlet- MA+3
Bracer- PA+3

Reflect Ring- Always:Reflect, MA+1
Defense Ring- Cancel: Sleep, Death Sentence, Petrify
Magic Ring- Always: Faith, Cancel: Silence, Berserk
Cursed Ring- Always: Undead; PA+1, MA+1, Sp+1; Immune: Dark, Weak: Holy
Angel Ring - Initial: Reraise; Cancel: Darkness[Blind], Dead; Immune: Holy, Weak: Dark

Diamond Armlet- PA+1, MA+1, Cancel: Slow, Stop, Haste
Jade Armlet- Cancel: Wind, Water
108 Gems- Cancel: Zombie, Blood Suck, Frog, Poison; Strengthen: All elements
N-Kai Armlet- Cancel: Charm, Confusion Half: Dark
Defense Armlet- Cancel: Don't Move, Don't Act, Fire

Small Mantle- Cancel: Crystal, Treasure
Leather Mantle- P.ev 15 Half: Water, Lightning
Wizard Mantle- P.ev 10, M.ev 15, MA+1
Elf Mantle- P.ev 15, M.ev 15, Sp+1, Weak: Fire
Feather Mantle: P.ev 25, M.ev 20
Dracula Mantle: P.ev 30, M.ev 30, Always: Undead
Vanish Mantle: P.ev 30, Initial: Transparent

Chantage- Initial: Reraise. Always: Regen
Cherche- Always: Reflect, Float
Salty Rage- Always: Haste, Berserk
Setiemson- Always: Shell, PA+1

Shields          P.Ev   M.Ev    Effects
Escutcheon        10     10     Cancel: Confusion
Buckler           15     10     Cancel: Don't Act
Mythril Shield    10     15     Cancel: Berserk
Storm Shield      15      0     Absorb&Strengthen: Wind, Water
Ice Shield        15      0     Absorb&Strengthen: Ice; Half: Fire; Weak: Wind
Fire Shield       15      0     Absorb&Strengthen: Fire; Half: Ice; Weak: Water
Blast Shield      20      0     Absorb&Strengthen: Lightning; Half: Water; Weak: Fire
Platina Guard      0      0     Always: Protect; Weak: Ice
Celestial Shield  15     15     Absorb&Strengthen: Dark, Holy
Aegis Shield      10     30     MA+1
Diamond Shield    10     10     PA+1
Crystal Guard      0      0     Always: Shell
Genji Shield      30     20
Kaiser Plate      20      5     Always: Faith; Strengthen: Fire, Lightning, Ice
Venetian Shield   25     25     Half: Fire, Lightning, Ice
Magic Seal         0    100     Always: Innocent; Cancel: elements (minus Earth)
Title:
Post by: NeedsMoreNoise on March 23, 2008, 12:34:07 pm
I like the requirements much. Blue Mage is gonna be so much more fun than Mediator.
Title:
Post by: Kourama on March 24, 2008, 12:35:27 pm
I agree Blue Mage should have more requirements.
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Post by: Xifanie on March 24, 2008, 12:49:15 pm
What for? It's not like you can guest Ulmaguest after Dorter...
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Post by: VincentCraven on April 09, 2008, 07:45:34 pm
And btw, are the things in this post supposed to be items that will never be debated or are these just things we will debate after testing?
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Post by: Asmo X on April 09, 2008, 10:57:37 pm
Everything should always be up for debate. But yeah, most of this can be looked at after testing
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Post by: VincentCraven on April 09, 2008, 11:33:19 pm
I'll just use this topic as a compilation of what's been decided on then.
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Post by: NeedsMoreNoise on April 09, 2008, 11:42:53 pm
How would innate Short Charge work on a Red Mage? It could use Summon as a second command and Magic Attack Up as a support, and make any of the other Mage classes useless...
Title:
Post by: VincentCraven on April 10, 2008, 06:50:38 pm
That's one reason why I was a bit worried about giving Short Charge to Red Mage and also why I suggested higher Job Levels....

Actually, no I didn't think of that, but I did suggest the above 2 for some other reason. With MgAtk Up, Red Mage's effective MAM is 133, but hopefully power and speed are not the only things that win the game in this version. We'll have to test that out, won't we?
Title:
Post by: karsten on April 11, 2008, 02:29:02 am
Quote from: "NeedsMoreNoise"How would innate Short Charge work on a Red Mage? It could use Summon as a second command and Magic Attack Up as a support, and make any of the other Mage classes useless...

the red mage multipliers are not so hot, so you might be better up with short charge on a black mage even. anyway it's all up to test ;)
Title:
Post by: Prinygod on April 11, 2008, 04:33:15 pm
I think the knight should get some beefing up, that is unless you want him to be irrelevant. I mean a look at lancer, in the original version lancer was already better than knight. But now he has good speed multipliers and growth and ignore height? removing shield from lancer helps balance it some but still.

 For one i think Knights should have a move of 4, yes they are wearing heavy armor but they are trained to wear it. Maybe he should have innate defense up. I'm not sure if adding these will make people actually want to use them but at least they now have something differentiate from lancer and all the special classes with knight sword.
Title:
Post by: Austin on April 11, 2008, 04:43:34 pm
Knights HP and PA has been increased by quite a bit so they aren't weak anymore.
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Post by: Lydyn on April 11, 2008, 04:45:27 pm
Quote from: "Prinygod"I think the knight should get some beefing up, that is unless you want him to be irrelevant. I mean a look at lancer, in the original version lancer was already better than knight. But now he has good speed multipliers and growth and ignore height? removing shield from lancer helps balance it some but still.

 For one i think Knights should have a move of 4, yes they are wearing heavy armor but they are trained to wear it. Maybe he should have innate defense up. I'm not sure if adding these will make people actually want to use them but at least they now have something differentiate from lancer and all the special classes with knight sword.

Ignore height might be a little bit ahead of the game, but if you compared the growths, the only thing the Lancer gets more of is speed and I think MP. The knight still has more HP, PA, and MA. Just pointing that out ... giving him something extra may not hurt though.
Title:
Post by: VincentCraven on April 11, 2008, 06:35:12 pm
Perhaps I should just give Lancer 6 Jump? Lancer actually has less MP, though that is next to irrelevant in this situation.

Knight can wear shields and has the best PA. Lancer is supposed to be "better" since it takes more work to get there, but there are certain situations in which a Knight is better to use than a Lancer.
Title:
Post by: Asmo X on April 12, 2008, 12:09:19 am
I dont think anything needs to be changed there. Knight looks good.
Title:
Post by: Prinygod on April 12, 2008, 04:45:51 pm
Quote from: "Lydyn"
Quote from: "Prinygod"I think the knight should get some beefing up, that is unless you want him to be irrelevant. I mean a look at lancer, in the original version lancer was already better than knight. But now he has good speed multipliers and growth and ignore height? removing shield from lancer helps balance it some but still.

 For one i think Knights should have a move of 4, yes they are wearing heavy armor but they are trained to wear it. Maybe he should have innate defense up. I'm not sure if adding these will make people actually want to use them but at least they now have something differentiate from lancer and all the special classes with knight sword.

Ignore height might be a little bit ahead of the game, but if you compared the growths, the only thing the Lancer gets more of is speed and I think MP. The knight still has more HP, PA, and MA. Just pointing that out ... giving him something extra may not hurt though.

I did notice the change hp and pa. How ever does that realy matter when you have jump. With a 50% increase in damage and a range of 8 (with only a minor inconvenience) reduces if not nullifies the knights advantages, plus i think its well know that speed is the most important stat in the game.

Quote from: "VincentCraven"Perhaps I should just give Lancer 6 Jump? Lancer actually has less MP, though that is next to irrelevant in this situation.

Knight can wear shields and has the best PA. Lancer is supposed to be "better" since it takes more work to get there, but there are certain situations in which a Knight is better to use than a Lancer.

As far as lancer being better than knight, yes i do think they should be slightly better over all, but not to the point of obsoleting him.

Look at chemist, comes earlier and has less utility and healing potential than white mage (unless you go out of your way to stock up on elixers of course). Even so chemist has reliable healing, no mp cost, ethers and guns over white mage, so there is a good reason to use them. Same with theif, not that good of a fighter when compared to lancer but the steal command more than make up for it despite being easier to get than lancer.

Now im not saying you need to change him, after all its your patch, just it was something i noticed
Title:
Post by: Xifanie on April 12, 2008, 08:07:51 pm
Isn't it harder to move with a spear than a sword? and even in full armor? I suggest high jump, as it's their specialty, but only 2 move.

That would pretty much force you to use chocobos with them.
Title:
Post by: VincentCraven on April 12, 2008, 08:47:07 pm
If anything, I'd just give Knight the ability to Equip Spear.
Title:
Post by: Kourama on April 12, 2008, 08:51:39 pm
I don't know if that's such a great idea.. I did that on a personal patch and every knight pretty much used a spear. It was kind of annoying (since they also were able to break stuff more from further away) but I couldn't find a way to fight more knights with swords.

If you are cool with that or you can fix that, which I couldn't then great. Just thought it was something worth mentioning.
Title:
Post by: VincentCraven on April 12, 2008, 10:41:53 pm
Oh....

Well, I doubt Knight will be obsolete anyway since it is a very durable class. Don't underestimate the power of shields.
Title:
Post by: karsten on April 13, 2008, 05:06:40 am
i think knight are fine like this as lancers are... maybe we could take off ignore height from them and give 5/6jump...

remember guys that knights are supposed to be almost the only class reliable in dodging attacks...
Title:
Post by: Kourama on April 30, 2008, 09:22:19 am
I wasn't sure where to put this but I know all the Brave/Faith changing abilities were removed from the game. Was it discussed how that would affect rare items found using Move-Find Item?

I just remember that even with 10 bravery you still weren't guaranteed to get the rare item. If you guys haven't discussed it I guess the best solution would be just to make only the rare item available though Move-Find Item.
Title:
Post by: VincentCraven on May 03, 2008, 07:21:42 am
No kidding. If I am looking for a rare item and I get the not rare item, all that I'm going to do is keep resetting until I get the one I want.

So yeah, let's get rid of all the crappy finds.  Screw the guys with low brave, they will just have to deal with it.
Title:
Post by: Austin on May 03, 2008, 03:29:52 pm
How would you go about changing this? I'd like to do it too.
Title:
Post by: VincentCraven on May 04, 2008, 09:00:14 am
Oh yea, I don't think we've found that bit yet.
Title:
Post by: Prinygod on May 05, 2008, 10:34:37 pm
Do you mean that you can't change the move find items? Because if you can, all you have to do is set both the rare and the common to the same item. If not that you could always find another way to get them with only the ability to get a maximum of 1, like having to steal from a story battle for example.

On the subject of brave. Are you gona change the attack formulas that use brave. I mean before if you had a charater with a bad brave you wanted to make a monk you could just change the brave. Otherwise you will have to get a new character if you decide to wizard into a monk. Not only that but you might as well get ride of brave some how, because if you don't have to worry about move-find items there is no reason to keep around a low brave character.
Title:
Post by: VincentCraven on May 06, 2008, 06:47:09 pm
Low brave is more of a inherent downside on special characters.

And I think the problem is we just don't know where the information for changing the move-find item stuff is.
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Post by: Xifanie on May 06, 2008, 08:07:55 pm
Found that like... more than a month ago. I posted it in on of the last pages of the map topic as the treasures/trap locations are directly linked to the maps.
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Post by: VincentCraven on May 07, 2008, 06:34:26 pm
well that's good. nvm then, we can do it.
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Post by: Armorvil on May 31, 2008, 03:01:49 pm
I would suggest adding Dispel Magic to the Red Mage skillset. Dispel being able to cure the status effects Esuna can't (Slow, Stop, etc), it could become a very important spell, IMO.
Title:
Post by: karsten on June 03, 2008, 06:44:37 am
interesting idea
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Post by: VincentCraven on June 03, 2008, 08:57:41 am
Dispel Magic is an Oracle skill used to remove positive status effects from enemies.  It would be best to make a new skill altogether for that purpose.  Maybe name it Deathspell and make Deathspell2 remove ALL negative status effects?
Title:
Post by: Armorvil on June 03, 2008, 02:32:56 pm
In the Final Fantasy titles, Dispel has always been a spell that cures Slow and Stop too. In FFX, you can even cast Dispel on your characters to cure Magic Break, Power Break, Armor Break and Mind Break.

It always bothered me that Dispel Magic wouldn't cure Stop, in FFT.
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Post by: Vanya on June 03, 2008, 02:37:17 pm
Not to mention that 'deathspell' is probably the most retarded translation I've read. . . unless you're going for comedy.