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Messages - VincentCraven

861
Archives /
October 28, 2007, 09:58:34 pm
How about this?

Yellow:
6 Move
6 Jump
Ignore Height

Black:  
6 Move
2 Jump
Walk on Water (Ninja's ability)

Red:
8 Move
2 Jump

An alternative for Black could be 4 Move and Fly.
[Edit: Teleport, Fly, and Ignore Height cannot be bought at the Human's JP store]

But seriously, movement bonus is going to be much more highly valued. People probably still will forgo the mobility that a Chocobo can give, but oh well.

I suppose it [Quickening] is too difficult to pull off without Math Skill for it to be a threat. I'm at a loss for an effective way to execute it w/o mathskill. I was thinking of a Geomancy/Chakra combination on high HP characters, but at that point, it's so complicated that I guess I'll have to leave the option open.
862
Archives /
October 28, 2007, 09:17:52 pm
I guess I just wanted to clean up the Monster Skills. It's really nothing more than that. Useless, or near useless, skills are just kinda... icky. The game really won't be affected one way or another.

Hey, if I removed move+2 and move+3, I could make Chocobos much more useful than they are now. Of course, Teleport still gets one where he wants to go, but whatever. I liked the flying mounts, but a flying mount really does overshadow all other types of mounts. Red Chocobo did have Ignore Height, but I don't think that was exploited very much. Forgot about this whole aspect. Not sure I agree about the 9 move Chocobo...

Next time you have your Ninja walk half way across the board with his 8 move, ask yourself, "Why?"

Now keep that in mind before telling me to keep move+3 or move+2. Needless to say, I recant my 7 jump Lancers.
863
Archives /
October 28, 2007, 09:02:19 pm
Spirit of Life (White Wind) definitely could use a boost. Fusion of Clam and Protect Spirit is also a nice way to make Mighty Guard. "Big Guard" (FFVII) is probably too powerful for this game, as it includes Haste.

Blood Suck has 25% chance to add: Blood Suck. I think I'd prefer Blaster too, just because if I made the enemy blood suck then he may make me blood suck on his turn.

I'll throw this set together and see how it looks in game.
864
Archives /
October 28, 2007, 08:33:19 pm
The Quickening? It doesn't require Math Skill.

[Edit: posted a little late]
865
Archives /
October 28, 2007, 07:08:31 pm
oops, I meant Critical Quick. Quick is fine.
866
Archives /
October 28, 2007, 06:23:15 pm
A few questions...

Gained Jp Up should be removed from regular units and Ramza, right?
Should Job Level Requirements be boosted like in v1.2? Should the Jp to reach each JL stay the same?

How would you guys feel if I removed abilities from the game, like Monster Skill (most can use their Monster Skill), Blade Grasp, or Quick?
867
Archives /
October 28, 2007, 06:15:52 pm
I've done research, and if I were to make Blue Magic similar to previous final fantasy games, it would look something like this:
    Poison Nail
    Goblin Punch
    Death Sentence
    Self Destruct
    Bad Breath
    Choco Esuna
    Level Blast
    Hurricane
    Drain Touch/Blood Suck
    Life Spirit
    Oink
    Wall
    Fire Breath
    Giga Flare

    MP Switch
    Gained Exp Up
I noticed that mighty guard was in every blue mage set, but wall is from White Magic. What do you guys think of this set? Also Damage>MP came up a few times.

Just throwing this out there.
868
Archives /
October 28, 2007, 03:38:26 pm
I haven't finished editing the scus_942.21 part yet either, but it should be good to go in a few days, depending on how many tests I have this upcoming week. Also, I don't know how to post files on the internet, but I can certainly e-mail it to you when I get this part done.
869
Archives /
October 28, 2007, 02:55:19 pm
Karsten:
So where did you find that Short Charge makes a berserk unit act quicker? I'm not seeing that in the BMG.

Chrona:
Blue Mage skillset is still being adjusted and may have a Choco Esuna. Odd Soundwave takes away positive status, like Dispel Magic. Giga Flare may be put in just because it looks cool, but it will be weaker on the Blue Mage than on the Behemoth character. Perhaps I'll replace Blood Suck with Drain Touch, but I'll have to see. Mutilate might be fun too.

 I don't know how to add classes to the job wheel, somebody else will have to find where I do that before it'll happen. I'm doing my best to make this noticeably different from v1.2 without going overboard. The main hindrance for release of Sigma is that it will include changes to battle (entd4.ent) and I may make some funny changes to the wrong section without knowing it.

Actually, if you are willing to test it for me, I can just give you the scus_942.21 part and you give suggestions as to which battles need to be changed. You wouldn't see any Blue Mages as enemies, but I'm sure you could find a place to put them in for the "official" release.

et al:
Bard w/ silence immunity... could work. I'll test that and see how it goes. I don't think Bard and Dancer should be fused, only because of their skillsets. I see no reason not to give Bard Move+3 and Dancer Jump+3 in their set.

Dark Knight and Onion Knight are ideas that I may consider for a much later project, because I'd have to.... add new formulas and stuff??
870
Archives /
October 28, 2007, 10:27:05 am
MP cost, negative then.
There is a possibility to have Blue Mage equip no clothes etc., but as Chrona said, Draw Out is still a problem.

Chrona: Right now I'm using philsov's game as a base, so Wizard etc. has good MA growth. I would have to vote against Talk Skill, just because it makes Blue Mage too dependent on Mediator. No secondary and be a specialty mage may work.
871
Archives /
October 28, 2007, 09:58:27 am
Arrg0: Good point on Bard. Then again, Square is quite lacking on ideas. They do have a few good ideas, like modeling off TO (or was it another tactic game?), but the whole Bard idea obviously was a lame joke.  Those Bard stats are pretty nice. My general idea is similar:
HP: lower than Wizard
MP: under 100, since Sing requires no MP
Sp: not boosted, since Bard's primary is Sing. Any reason to decrease it?
PA: definitely boosted, but no more than Priest
MA: 115 or 120, growth stays worse than all mages
Equip: Robes (how about Harp casts magic?)
 I'm guessing D&D is dungeons and dragons. Anyway, I will either boost Harps or change them all into other weapons in which case he could use something like Crossbow. Bard is definitely a defensive class, so I might make all Harps similar to the Healing Staff, adding several good status.


Karsten & Asmo X:
I don't like the idea of fusing the two classes because their roles, while related to monsters, are widely different. If I did fuse, I'd probably do away with Mediator skills almost entirely. Let's view the set, shall we?
Invitation: a unique ability, but I'm giving it to Ramza like in v1.2, unless objections arise
Persuade: Original - caused problems with Zodiac battles. v1.2 - Stop w/o cast time
Praise: If it and Cheer Up are removed, we have no more brave problem, right? Except for your main man, w/ Scream.
Threaten: Foxbird w/o cast time
Preach: I don't think high faith broke anybody, but we can add Faith
Solution: Anything lower faith? Nothing but Innocent, right?
Death Sentence: Secret Fist
Negotiate: Steal Gil w/ range
Insult: Blind Rage, Beo's Berserk
Mimic Daravon: Sleep, Beo's Sleep. We'll always remember how boring Daravon is.

The skill set wouldn't entirely be missed, though it is pretty unique with no cast time or MP cost and 3v3 range. Removal of Mediator would move skills like Negotiate to Thief, Death Sentence to... not Blue Mage, etc. Fusion only really comes in with the Monster Talk. Giving Ramza Invitation was a huge step in overshadowing Mediator.

Geomancer... water walking, maybe. The others are perfectly fine.

I much prefer the Berserk Items over the removing Mime. However, the item with innate haste should come late, or never, depending on how powerful berserk equips are. I do like the combo that makes it fit with Squire. Maybe just add a point of Speed on a couple of pieces?

I never knew Short Charge made berserk units act faster...
872
Old Project Ideas /
October 28, 2007, 12:51:36 am
Oh wow, that much harder? I'll have to try it.
873
Old Project Ideas /
October 28, 2007, 12:33:02 am
Are you playing with the phil patch as well or just your entd4?

Depending on how well of a job you did, I might forgo editing entd4 altogether. I did jazz up the intro battle...
874
Archives /
October 28, 2007, 12:25:32 am
Granted, I'm sure it's to have a decent set without using MA* X abilities. I could just have Giga Flare as is, except it won't cost too much because Giga Flare is going to be a fairly weak attack coming from a unit with ~12-15 MA. Still a pretty good ability, it's like an instant weak summon that doesn't use MP... and has no vertical tolerance.

Wait a minute... should I make these abilities use MP? I know all of you voted for Blue Mage up to this point, the only vote that wasn't for it was mine, so I'd like to hear what you had in mind for this new class.

[Edit: XD to the person who voted for original]
875
Archives /
October 28, 2007, 12:16:09 am
Geo is balanced, and I will see to it that it gets minimal attention. I think Geo is our ideal class. Still pulling for that half-earth though, mainly because... all one has to do is float to be immune.

What about Move-Find Item for Thief? Geo with Move on Lava is a more harmless way to get the items hidden in the lava squares, but either way...

I would like one character to have terrain abilities. Maybe Oracle should have that instead of half lightning and water?

Okay, I'll admit it. Bard with Float is outright ridiculous. I guess after playing fe4 where bards (aka Levin, the only bard in the game) dominated the game I felt the need to make Bard in fft special. If I could merge Bard and Dancer, I might be able to get away with something, but they do have opposite skillsets.

I also have the ability to make classes immune to status effects! I won't touch that though, seeing as how I have enough problems as it is with supports.

Blue Mage and Mediator seem to be competing for the same innate abilities. Should either of them have Monster Talk or Train? I think I'm going to get rid of Monster Skill because I can simply choose the best skills for each monster to use.
876
Archives /
October 27, 2007, 11:50:51 pm
Mainly the speed growths is what I will be increasing. But only a bit.

For bard, so far I've given it equip robe, 60HPM 14HPC, and.... dunno.
"Bards are not meant to be used"? I hope you are joking.

So your saying I should try to get as much mileage out of my characters as possible without resorting to stuffing innate abilities on them? I suppose I could.

Meh, Ninjas definitely have a power decrease, but yeah, they don't really need more speed. I was more just throwing ideas around so that I could get some comments. Currently"
Thief - 120
Archer - 115
Lancer - 110
Ninja - 125

Oh, and by the way, I'm using v1.2 as my base. Because the people who agreed on that patch are the same people who contribute to this forum, I'm willing to bet that those changes would just be reinstated after a few discussions.

Maybe instead of changing the battle mechanics I should change the battles themselves. A few more Wizards with insane faith, more top tier classes like Samurai and Ninja, more Time Mages with Short Charge and enough JP to learn Meteor...
877
Archives /
October 27, 2007, 11:27:53 pm
QuoteOr I could just readjust the formula and monster stats.

AND monster stats, like I said: I know. The monsters would probably be better than Blue Mage at using the abilities, but there are a lot of issues that come with giving a human monster skills. Turn Punch is kinda glitchy. How so? 1 hit... pause... 1 hit... pause... 1 hit. I dunno why. And most abilities make the Blue Mage wield a dagger whilst using the ability even when I had an Iron fan equipped.
878
Archives /
October 27, 2007, 11:19:13 pm
>_> :roll:
879
Archives /
October 27, 2007, 10:39:32 pm
Well, you seem to want reasons for my additions, so here they are.

QuoteConcentrate on Archers is not good. It makes evasion useless... I don't agree with it.

There are plenty of units that aren't archers, hence evasion is not useless. Besides, if you want to avoid Archer shots, why not pick up Arrow Guard? Granted, I do like watching my Wizards block arrows with their rods...

QuoteFloat on Bard? Why?
Oh, just because...


But seriously, who would use a Bard after the class is mastered? No reason to do so. Perhaps Fly would suit him better...

QuoteDef Up on Mime? Why? What skill you taking off? Monster Talk/Skill?
Mimes are soft and squishy, remember? And no, Mime does not have Monster Talk.

QuoteWhy Jump 7 on Lancers?
They really should have more, shouldn't they? I mean, with all that mad jumping skill, they should have 12 Jump, but I don't think that's a viable option.

QuoteWhy Half X Element?
I'd put Any Weather innate, but Square forgot to make it useful.

QuoteSecret Hunt is not one ability that one would want to be innate, as it can destroy forever your units.
Oh yeah, that came up before. Removing that...

QuoteWhy Mg Def UP on Priests? And Def Up on Mediator?
They are defensive units...

QuoteReally, Innates are not good. They don't bring balance. Low tier classes are what they are, low tier.
So what you are saying is... innate abilities are not good because they make low tier units useful? And where would Chemist be without his innate Throw Item?

QuoteAbout Berserker, I've made one using GS only. Gave them Ability to only use Axes, wear Clothes/hats, Always Berserker and gave them a high PA (higher than any generic) and HP... then I got myself giving it martial arts (in game) and having a OHKO master... >_>
Sounds like fun. I'll see if I can't add an item to make characters like that.
880
Archives /
October 27, 2007, 10:17:40 pm
Or I could just readjust the formula and monster stats.  Giga Flare was actually decent without changes (~100 damage mid Chapter 3), but it was like Geomancy... without the status effects.