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Messages - Fanatic

22

I figure I got about a 40% chance of winning the first round against you, Avalanche, and no chance to win any of the others. The amount of RNG blessings I need to win is... ridiculous. I loathe charm, and you've got three units to spam it with. Moreover, my samurai will only use MD if 1) a unit is charging an attack they wish to interrupt, 2) there are two units that can be affected by it, or 3) they have no other move. None of these three events are likely to happen outside of the first round. You should have no trouble killing me off, unless I knock you into sandbag or sleep/stop your guys before you start charming my team.

23
Humble request: Kill quickening. Kill it dead. Then stake it through its small dark heart, stuff holy vanilla waffers in its mouth, and then decapitate it, burn the remains, and throw them into the sun.

I... dislike... that particularly ability.
24
Sorry, originally wanted to post two matches Saturday morning and two matches Sunday morning so that there was time in between for people to watch them, but things got screwed up. So, to compliment the late Saturday matches, here is one more: Match 59!

FFT Arena Netherworld Match 59: Barren vs Eternal248

Side note: As you watch the matches, please check to make sure there is nothing off about your team or the mechanics. I recorded some matches and then saw a Life Drain that was not only Darkness Elemental, but also did not restore the caster's HP (only damaged HP). Since a previous match clued me in that Life Drain was NOT supposed to be like that, I knew something was wrong. As far as I can tell, maybe I patched a 1.3  ISO? Either way, I had to redo everything (including a search to find a clean ISO). I believe all issues were fixed, but you know what they say: Mistakes are like DUIs and mice - For every one you catch, there are four you don't.
25
Uploading more Netherworld Goodness. Might take a bit, especially the first two. Links will follow when they are uploaded. Had multiple issues, so if you see errors or have suggestions, by all means let me know ASAP.

Match 56: Skiploom188 vs Dinosaur
Match 57: Reks vs Taichi
Match 58: Dol vs St4rw4k3r
26
Something I've been wondering...

I understand the AI reserves priest spells Protect and Shell for when the unit needs healing. I would like to see that buffed. Has anyone ever played with the idea of making the spell protect, in addition to adding protect, also cure darkness (which is usually inflicted by PA based attacks)? Similarly, shell could be used to also cure a status ailment commonly inflicted by MA based attacks (don't act comes to mind, archer class aside).

Is this even doable? Would the AI be more willing to use those spells then?
27
7 hours!? Damn. Well, if anyone needs me, I'm going to be standing beside that giant elephant over there.
28
FFT Arena / Re: Stupid question.
May 08, 2012, 07:41:08 pm
Charge time... The number under CT is how many Ticks it takes to activate. Unless I'm missing something? Short Charge halves this for many abilities, but you round up.
29
So... I understand charging no longer offers a 3/2 modifier to damage. If this is so, shouldn't it be somewhere in the base mechanics section? Or am I looking in the wrong place...

30
I had some time, so I did a analysis last night of how I think my first match will go. Now to watch the first matches...


I assume that as a Mod 1 attack, Talk Skill is not subject to Fury or Faith. Please correct me if I'm wrong. That said...

First off, Pride: Awesome naming scheme. It makes this match epic.

My Team:
Each of Pride's team members is subject to a 56% Mimic Daravon from my two Samurai. This is my team's primary offensive ability (hence the Chemist's Chantage over Angel Ring)

Speed wise, my player one spot works against me: Pride's Thief will be able to mid charge my ninja's slow 2. But since we're both males, I don't have to worry about steal heart. Due to us both having low brave, his mid charge daggers ought to do about 29 hps a hit = hardly fatal, even with Climhazard.

On the other hand, my ninja, with his shortcharge, 7 space teleport and 4 range Slow 2 will likely be able to cast it on the starting area before his other two units have even got their first turn (tick 12), but after the initial haste from Mediator. Point to me there.

Incidentally, the chance of slow 2 (and stop) hitting is:
Mediator: 88% (54%)
Priest: 80% (51%) Damn you Ice Shield
Dancer: 88% (54%)
Thief: 88%. (54%)

No immunities. I REALLY hope the Ninja opens with slow 2. He sometimes opens with stop though (Tick 13). Bad Ninja. I think it will depend on whether Mediator uses Masamune on those 8 speed units.

Low Brave across the board, and defense up, means my team is going to be on status mode full time, including the Samurai. I pity the host on this one.

Samurai's attack damage by target (sleeping) is:
Mediator: 141 (212)
Priest: 226  (340)
Dancer: 170 (255)
Thief: 226 (340)

Evasion will play a huge factor in how well I do. That priest is packing a shield and a mantle. I foresee many misses on her. But if she's sleeping, its a OHKO. Same with Thief.

Dancer is going to problematic. Stigma Magic is going to undue my sleep, and I fear that due to low damage projections, I'm not going to KO the dancer anytime soon. I guess I need to count on hitting her first with the Mimic Daravons. If I get her, I'm pretty sure my Ninja can neutralize Priest.

Pride's team:
Mediator will spam Kiyomori mostly, saving Blackmail for when he's out of range or needs a mid charge - but note, that only applies to Raise 2 from my Chemist. My Samurai will counter with Masamune. Many wasted actions I see. Point to Pride.

Priest:
Holy will hit the Samurai for 211 a pop. Ninja gets by with only 191, and Chemist is immune. As for paralyze, Ninja is immune (hence Rubber Shoes), But Samurais will get hit at 77% (ouch) and chemist at 62%. I had to drop bandage for fear of Petrify, and Pride might make me pay dearly for that. If Priest gets hasted, she'll go before my two Samurai, and hopefully she'll charge holy on the Ninja. And if I'm lucky, I'll have a shot at Mimic Daravon, or even refute, to block her. If the battle goes on long enough, my ninja might hit her for a silence proc. That would be sweet.

Dancer:
Death Sentence is a doubled edged sword. I have no protection, but sleep is a worse than a OHKO in many respects. We'll se how this plays out. Wiznaibus might actually end up healing the Ninja.

Thief:
Steal heart... oh how I hate it. I need to hit Pride hard enough to knock his Thief into sandbag mode early. If charm hits early, I'm in trouble. The only reason I don't use charm based teams is because of how luck based it is. You get lucky, you win big, and there is very little your opponent can do. You get a little unlucky, and you've got a unit that basically does NOTHING, and it's as if you were outnumbered from the get go.

Overall: The tone of this match will be set from the get go. I have far more raw damage than Pride (which I believe will be decisive in a long game), but he has greater status potential with both DA and Charm. If one or the other of us hits earlier with status effects, the match will end early. Otherwise, I predict each round will be 10 minutes or more.

MAPS:
Assuming I'm battle 24... I like windmill shed. MD all around. This will be a quick fight, especially if MD misses and Pride counters with Paralyze. Poeskas lake? Not so much. Paralyze will gain some power on that map, but Ignore Height will help. Peak is a clusterfuck for me. One of my Samurai will probably spend the match idling out of range, but at least the Ninja and the Other Samurai will be able to take high ground quickly. I think we might both we well suited for the maps.

31
We of the Super Tactists believe that if you offer goats to the almighty RNG, she will bless you with many reaction triggers, status hits, and critical hits. I'm sure if you offer enough goats, she might even give you a favorable bracket.
32
Like I said, I will support any solution that gets us playing. Even authoritarian decree. Damn I'm excited about this!
33
Seeding... will probably be a clusterfuck no matter how it is done. Seeding by the amount of time spent around Arena might get you the closest, but by no means is it definitely fair. Veteran users might scrap together a quick, untested team while newbies might craft their first team as a modification of an already tested and proven team. Either way, you'll get a team that performs differently than what you would expect in that circumstance.

My suggestion would be to just run the first round of the winners bracket entirely random, regardless of how you set up the byes. On the other hand, I would make an effort to pair up the initial loser battles based on 1) whether the loser forced a third round or not in the first match and 2) how long or how close the match was. That way, you could pair struggling teams off against each other in the first losers round, after we all have had a chance to see them in action.

Ultimately, a struggling team will have to face off against a superior team at some point. Rather than try to anticipate this early, I would wait until I had seen each team in action to better judge it's capabilities.

But hell, it ain't my call. Whatever the plan ends up being, I will back it 100% - We're all here to have fun anyway!

EDIT: You know, on that note, you could just post all the teams before the brackets are set and then hold a giant voting session for the teams strength (you know - scale of 1 to 10, average out the votes, etc) and then create brackets based on the results. It'd be a bit of a hassle, but that would probably be the closest thing to a "fair" (note - I do not say "true," merely "fair") assessment of the strength of each team.
34
QuoteSubmitted a team. Probably will get knocked out first round considering I only tested it against 1 team.


Unlike what I normally do, I tested my team and spent a great deal of thought on it, even down to the ideal speed for my #4 unit given his move set....

...

...So of course I will lose twice immediately and be eliminated from the tournament. I know how things go with me. The day I go straight up RNG will be the day I bring home the gold.

I seem to recall getting walloped by you, FFMaster, in the last tournament I entered (though it may have been the one with my Cheesey Monk team instead). I would love a rematch, even if the outcome does not change :)
35
I experienced an ACTUAL bug, so I thought I'd post it.

The in game help for the Chaos Blade wouldn't display. Further, when I backed out to the main formation screen after trying to see it, all text on the formation screen was really wonky, and stayed that way until I went back to the world map and re entered the formation screen. As bugs go, this is minor, but I'd thought I let you all know.
36
Geomancy is actually kinda of nice. Mathmatically, the best carrier class is the Bard, and you can set up a bard to do roughly 126 damage and still have an accessory slot free for shell, protect, 108 gems, or whatever you want to put there. You HP will be crap (250ish?), but with 40 brave, 60 faith, shell, and maybe something like counter flood, you can put up some very respectable numbers without being OHKOd.

I was actually thinking of running a team with two optimized bard/geos. I'd have to combine them with two healing units, but 126 damage counter flood would be pretty fun. Course, shell + autopotion would ruin my day, not to mention status effects can vary a bunch...

I'm with FDC on White Magic. White Magic is not OP. Utility is not OP. By that logic, Monk is OP, because Monks can 1) inflict an instant death status effect, 2) instantly cure most status ailments, 3) restore HP AND MPs to multiple units, 4) Revive dead units, 4) hit a wide area of effect, 5) strike with powerful unevadable single space attack.

I'll grant that White Magic is better at most of those things than Punchart (not status removing though). But White Magic is subject to charging, so without short charge, you run the risk of the dreaded mid charge attack. And assuming you're not rocking undead, all you have to do is slap on "cancel" or "absorb" holy, and white magic can't hurt you at all. True, you can sandbag pretty damn good with it, but if you are sandbagging, you aren't attacking. It may be counter intuitive, but from my personal (perhaps "limited") observation, a heavy sandbag team will probably lose to a team optimized for massive damage - optimized damage teams usually lose because they have team members taken out of the fight before they can let loose with all their power. This is precisely why status effect teams are so deadly - they can derail an offense from the get go.

I support things as they stand with white magic.
38
FFT Arena / Re: Arena battle videos and discussion
April 22, 2012, 06:46:05 am
Dacheat (Lightswitch Ravers) vs Dol (Annoying III)

I have been trying different configs with my mics. Audio will get better. Looks I ddin't line up Cam Studio correctly in the first vid, doh.

Three other matches are recorded, two need editing, but all three will have to wait until I get a little bit of sleep.
39
FFT Arena / Re: Arena battle videos and discussion
April 20, 2012, 09:15:29 pm
I'd like to practice up on my commentary a little this weekend (and double check to see if I have any issues making vids). If anyone wants help, just PM me a matchup you want to see, anytime this weekend, and I'll get a match done ASAP (but not until Saturday evening at the earliest).
40
Its only fair. After all, Charm cancels it, why not do the same for something that cancels Charm?