Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by dck, February 21, 2016, 09:19:33 am
Quote from: dck on August 30, 2020, 01:33:10 pmAlso, I'm open to suggestions as for what job concepts people would like to see covered/returning. I've always just done it on my own due to all the constraints but given the extra freedom it's not bad to have a few more ideas. Just writing this post was already good for getting a good overview of things to work on.
Quote from: undefinedHi!It's kinda funny that when people talk about the mod it's always in very long posts/DMs, though I always take it as the mod being fun enough to warrant that attention instead of something negative, haha!
QuoteThe issues you bring up with stats are interesting:It's hard to judge how jobs perform because weapon damage is extremely overpowered, the damage formula (which is horrendous) takes main weapon + equipment atk bonus as a total for both its damage multiplier and flat bonus. On top of any weapon, it's possible to stack 30+ atk bonus with just shop items- this yields almost 2x more damage than intended for some weapon types. Meanwhile magic just has its base ability power and additions are just that, additive. It makes focused power users match up with weapons (a little) due to sheer numbers, but hybrids fall flat because the numbers are smaller. Point of this is, stats need to be looked at when this damage formula changes to be just atk - def = dmg.
QuoteDifferent speed spots for races within their tier is cool and I don't think I ever tried it. A simple base speed of 1(Bangaa, Nu mou), 2(Hume, Viera) and 3(Moogles) wouldn't change overall turn amounts but would let plate Moogles act before plate Bangaas/Humes, for example.
QuoteNow tying this into your comments for jobs. The reason they all cover different stat niches is that when I started the mod almost everything was limited. Jobs, races, abilities, effects.That's no longer the case. With the newer options a very resourceful developer has been putting together it's possible to add unreasonably large amounts of unique jobs, abilities and more. This enables not only more custom units, but also to reintroduce any job that has been cut and to port some from A2 that would work well.I probably won't bring back some old jobs without a good idea behind them, but the potential for expanding the job pool is enough that stat growths don't need to massively define what an unit can or can't do.
QuoteWhite MonkGladiator turned monk hits hard but it doesn't really have the MP to make any use either Iron Will or most of the abilities.Question is, does it need to? I guess not because it can apply 350 base attack twice in one Fight command. That sounds like an argument for shifting some of the job's damage into the weapon itself; can't be done with the current formula but with a new one it definitely could.
QuotePaladin definitely needs a few more identity-defining abilities. Prayer and Saint Cross are cool but it could use merging Cover and Defend to make a 4th holy ability.
QuoteShaman/EleI found their offensive/MP focused growths work pretty well. They're getting more HP with the stat revision but I like being able to competently whack people in melee as well as their unique options at 0 MP. I also like that Shaman's massive range acts like an Illusionist-lite, rewarding positioning (maybe too much); Ele on the other hand needs more unique ability design since I just don't like her 0 MP abilities all being inconsistent damage spikes.
QuoteHunterHunter is in a weird spot but it needs a serious revamp rather than dying, Capture can be moved to an item, now that we can make proper Item abilities that actually use them up. As a whole though, Monsters are very dangerous and I think should have a few more counters, not less.
QuoteThe original Sage will definitely come back
Quote(without cutting Professor)
QuoteAlch is getting seriously changed to avoid overlap.
QuoteDream Walker suffered from being limited in ability slots, as it was sharing them with monsters.
QuoteRanger was... Experimental? It's not bad, but it will be flavored differently in the future.
QuoteOn the Bangaa side, I know the power based abilities have a very rough start and it will be looked at.
QuoteIt was kind of intended for Dragoons to only develop breath damage with investment, but they might become closer to tankier Shamans since they also have a good set of rather long range abilities.
QuoteGunnerThe whole meme with guns is that they're 1h weapons and thus can be dual wielded. Didn't actually make their ambidex available in current patch though!
QuoteFirebreatherE N T H U S I A S MI really like this job because a friend of mine was really pissed that I'd waste a job making it themed on one element. One run after release he actually tried it and it's his staple ever since lmao.
QuoteParagonCurrently her only change is having a higher AoE Swallowtail. I think it's ok for her to be simpler, but I really want to get a heavy armor only Viera that can stand out as something different altogether.
Quote1/2 MP! It was literally the first thing I ever had reported as OP and I never remembered to gut it in some way. It really has no room in the MP-tight battle design so something will be done.
QuoteMove away from 0 AP system to JP learning.Balance for cheaper abilities found in items that require you own the item to learn them, as well as always available but more expensive ones that you can work towards over time.
Quote from: dck on August 30, 2020, 01:33:10 pmShaman/EleI found their offensive/MP focused growths work pretty well. They're getting more HP with the stat revision but I like being able to competently whack people in melee as well as their unique options at 0 MP. I also like that Shaman's massive range acts like an Illusionist-lite, rewarding positioning (maybe too much); Ele on the other hand needs more unique ability design since I just don't like her 0 MP abilities all being inconsistent damage spikes.
Quote from: Retrogamer1987 on February 11, 2021, 02:01:11 amJust discovered this mod! Almost everything having such high MP costs scares me a bit, im curious for those who tried so far how well balanced it is. Are you able to make adequate use of all your abilities?
Quote from: Tessa on February 16, 2021, 12:52:22 amIt's pretty brutal early game, but only until level 15 or so. Gotta learn to make those abilities count!
QuoteI just would like more options at the start aside from relying solely on mages with robes and silence or disable.
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