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Messages - Nyzer

1141
Changing colors is easy in GraphicsGale, which preserves the palettes appropriately. I'd seriously recommend you give it a go; it's easy to learn, and doing it yourself will actually guarantee it'll get done for you, since otherwise I can practically guarantee it won't.
1142
Help! / Re: Assign abilities to Mime class ?
August 31, 2017, 11:34:03 am
I know I was able to make the Onion Knight in WotL get three abilities by setting its skillset or job type to Monster. Never tried it with the Mime, though, and it was still somewhat buggy (you could use all the abilities before Learning them, for example).

That... might be an option. Not sure I'd recommend it, but I thought it might be worth mentioning anyway.
1143
C'mon, that's simply too sensible to work.
1144
Huh. Always thought that was Xifanie's work. Whoops!
1145
QuoteAs always, gotta say wonderful mod so far. Replayed last week and this time I said no to the storyline and focused on leveling up to know every little detail from the jobs available and, it's even better when I replayed =D. But all this joy let me to think about one thing... How things are going to the re-release of Ch. 1 and the release of the Ch. 2? Do you need any kind if help?


At this point, I don't think there's much you can help with without being a very experienced FFT modder. The simple stuff is more or less all done, many of the events for Ch. 2 are done and I just did one of the Chapter 3 Mark events last week. It's the really complicated stuff like the synth system that needs to be done now. Though I'm sure Elric will quickly step in and correct me if I'm wrong here!

QuoteMy only complaints with this game is the absurd amount of grinding needed to unlock cool stuff, 10 JP per act is not enough, 15 JP would be more fair, 20 with Gained JP UP... wait... where is Gained JP UP?!?
Another complaint is the lack of equipment variety, I get it that this is just chapter 1 but some spears, polearms and status protecting rings would be nice, like charm immunity(freaking frogs fight man). Anyway I'm sure the equip variety problem will be fixed with the equip craft thing coming up so there's no point in complaining about that.


The problem with JP Boost was that it became the default, go-to Support until some time after your units reached their Job of choice and got their Support of choice. Plus, JotF is supposed to be a longer game than FFT; in FFT you needed JP Boost just to reach the end of a Job tree before the game ended (aside from excessive grinding), and that certainly won't be a problem here. That said, Xifanie has tweaked the JP gain formula for the re-release, so when that's out things should go more smoothly for you.

As for the lack of spears and status equipment, well, like you said, it is Chapter 1. You probably won't be seeing Dragoons unless you've been grinding excessively. The frog battle is an optional event for a reason, too! :P
1146
QuoteMake sure you use a clean EUR ISO, you know, the one that everyone uses for Eternal's Slowdown PPF.


:? Isn't that the one that doesn't work? I've always used USA.

QuoteIts for psx or psp?,  i hope this patch for psx.


A War of the Lions patch is not for PSX, no...
1147
They're using a palette set that exists for standard black mages in FFT, but doesn't have any color in the sprite you're using. Look at the ENTD; they'll be using Palette 2 or whatever, when lots of special units/custom sprites only have a functional Palette 0.
1148
QuoteI'll definitely look into the katana ASM hack as I'm not a huge fan of their breaking mechanic.


IIRC, giving them a different formula will also prevent weapons from breaking, at least on WotL.
1149
PSX FFT Hacking / Re: ASM Requests
August 19, 2017, 08:12:53 pm
Even if the ability to freely add in voice lines already existed, with no flaws or space limitations whatsoever, it still probably wouldn't be worth the work. Not only would the lines sound bad if they weren't voiced well, they'd sound bad if they weren't recorded well.
1150
PSX FFT Hacking / Re: Special/Guest/Enemy Jobs
August 09, 2017, 11:01:41 pm
No. It's maybe theoretically possible - but no.
1151
I think stacking Auto-Poison with Poison Heal kind of misses the point of what he was trying to say. Yeah, it probably wouldn't be all that worth it in vanilla, but in a mod where +Speed items are otherwise nonexistent, especially if Speed is kept low....

I know the "reduce Haste/Slow to 25%" mod gets a decent amount of use. An 8 speed unit would get the benefit of Haste from an item like that - and could still have Haste stacked on top of that.
1152
Mostly, Raven, I wanted a flaw because Absorb can be fairly strong, particularly if it's a mod featuring a lot of elemental weaponry. I don't think having an Absorb tied with a Weakness is too imbalanced to make people think an item is weak and not worth using. A Resist and a Weakness would be.

That's just my own opinion though, and obviously it's contextual depending on the rest of the game. In a mod that doesn't feature a lot of elemental attacks, and the few jobs that have elemental skills can cover multiple elements, then the Absorb is probably going to be a lot less useful.
1153
QuoteIf you will only ever have 1 elemental absorb on a head or body slot, then best case scenario you can absorb two elements.  This is reasonable, I think.


I'd suggest that if you have an absorb on a non-unique piece of equipment, you should also give it at least one flaw. Such as at least a weakness (preferably, not set up in a way so that you have things like Absorb: Fire/Weak: Ice on a helmet and Absorb: Ice/Weak: Fire on a chestplate), reduced stats (heavy armor with less HP than cloth of the same shop level), an initial/innate negative status, etc.

Of course, there are other ways to handle that balance. But as a quick go-to idea for someone planning to set up common encounters with elemental equipment, that'd be my first suggestion.
1154
QuoteIf someone loses their mind over ... someone else being an asshole then you don't want that person in your community.


I'd rather just not have the asshole in the community at that point.

QuoteYou need a mechanism to weed out thin-skinned types because otherwise everyone spends their time sniping at each other and backstabbing, and no time doing whatever it is your community is intended to do.


So blocking the entire team of admins from doing anything and supposedly having the site under the control of a ban-happy ex-member hellbent on a childish revenge - for multiple days - is the opposite of unproductive?

I feel like your experiences are isolated from the greater whole of reality and aren't really indicative of any realistic expectations.
1155
You can balance more powerful debuffs by limiting their range, AoE, success chance, cast CT, JP cost, duration - you name it. If Blind hits the most targets, has a very high success rate, casts quickly, and lasts a long time, there's good reason to use it over Sleep, and if Sleep does all of that better than Toad/Petrify there's a reason to use it over those as well.

QuoteI don't know why you're trying to save on action abilities


Too many abilities per job just causes incredible bloat. Unless the Oracle's niche changes in some way for this patch, there's no real benefit to giving it 16 skills. There just aren't enough debuffs. You'd end up
a) taking away skills from other jobs
b) copying skills from other jobs
or c) outclassing/underclassing the skills of other jobs

Like... there's no real point to the Oracle getting Poison if the Black Mage has it. It's less jarring if both the Oracle and the Archer are the standard poisoners, as they'd be doing it differently and from different trees and all - but if you're hitting the point where you have multiple skills that just do the exact same thing within the same tree, you really should stop and consider cutting it back a bit. The idea is for jobs to be different in ways that make them worth playing, not to have players thinking "hmm, which of these three mage jobs that perform the same exact function I want should I level as?" Sure, you can give the Oracle a different kind of poison spell; changed range, added other debuffs to the same spell, yadda yadda, but then it starts getting either too unwieldy (can't get the specific effect you want) or too powerful (constantly getting that effect among others).

The only time this rule doesn't quite apply is in the case of something like the Red Mage, a job specifically designed as the jack of all trades, master of none.

And even jobs that have unique skills that don't take away from other jobs still shouldn't be looking at 16 active skills - either you've made that job too versatile, or you just have a lot of skills that you'll never use or almost never use due to them being extremely situational.
1156
That's... not at all a good prank idea. For a humorous prank, you want something memorable that's going to get laughter from everyone involved. Leaving multiple people frustrated for multiple days and involving someone with whom there's mutual desire not to be involved with only to go "it's just a prank bro rofl" isn't funny, it's just you being an asshole. You'd have the exact opposite reaction of "relieving tension".

Even if you'd argue that you'd find it funny to be on the butt end of that "joke", not everyone would. (I'd expect that most people wouldn't.) And involving people in a "prank" that they're not going to find funny is, again, just you being an asshole.
1157
The monk being a sort of jack-of-all-trades is actually kind of their series staple, and I wouldn't personally change their action skills very much. The route I'd go would be to nerf their tankiness to some degree over anything else.

If you opt to use an ASM to make weapon evasion automatic instead of requiring a reaction ability, it reduces their tankiness quite a bit compared to other jobs. You can compound this by reducing the job's own C-Ev. I wouldn't really shave off their HP, as - again - series staple, but with low evasion, they'd be more vulnerable to multiple melee attackers than plate wearers. Some of their learnable RSMs could also be shuffled elsewhere, though I'd keep First Strike - IMO, pre-emptively countering melee attacks seems very appropriate for a monk, and sacrificing the reaction slot to become an Attack tank (unless your Bravery fails you) doesn't strike me as terribly OP.

You can also put in a couple small nerfs on their ranged damage skills. Wave Fist/Aurablast can be set to Stop at Obstacle. Earth Slash/Shockwave can have its range reduced (and maybe vertical range slightly increased to compensate).

I really don't agree with the idea of the monk losing its three supportive abilities. The physical tree in the base game isn't exactly overflowing with supportive stuff, and the monk is the only one that can restore MP and revive. Its offensive skillset is already well-rounded, too - one single-target attack, one ranged attack, one AoE attack, one ranged AoE, and Doom. IMO, you should be looking at the monk's skillset as a general example of a good skillset, one to base other skillsets off of. If you ask me, the monk's skillset is one of the few up the physical tree that isn't stuck in such a situational niche that you barely use it in practice.

... I should also point out that one of the monk's arguably overpowered strengths is that their skills all have no MP or CT cost in the base game. Which kind of leans in the direction of the "OP Holy Sword" problem. Addressing that will also cause them to fall more in line with other jobs.
1158
If you scroll up on this page:

QuoteWe are still working on some things, but we hope to have both, the Re-release of Ch1, as well as Ch2, out at the same time, once that time comes :)


That still applies, though real life has hit a few people hard here.
1159
QuoteUnderstandable, but easy to prevent by ensuring a chemist doesn't have pathetic growths.  Pathetic multipliers, maybe.


I agree with this. The stat growths shouldn't cripple a character, but at the same time I don't think it really makes sense for a character that spent 80 levels as a Knight switching to a mage job suddenly and being just as efficient at it as the character that spent 80 levels as that mage job.

If you think base FFT's growths are overdone, tone them down a little, but don't axe them entirely. The argument here is essentially the same as for the Zodiac compatibility. It adds a bit of complexity to the game that it benefits from.

It's not as if FFT doesn't have an issue of jobs with too little Growth compared to others, but you can easily fix that and, for example, still keep Chemist more of an early-game support unit, by using pathetic multipliers.

As for leveling down... I don't think that's an interesting or necessary mechanic. Its only purpose really is just for relentless grinding and making specific units stupidly OP by abusing best growth jobs. Not my cup of tea.
1160
Overly high Move is another factor keeping spells obsolete in favor of mashing X to win everything just using Attack forever. 2 is definitely enough, and if you're replacing some Movement abilities through ASM I'd even knock it down to just the one.

For Performing, IIRC, the hardcoding associated with those slots just tells it which stat to affect, and how, if using the Performing formula. I've changed the formula in a PSP patch and noticed no issues.