Final Fantasy Hacktics

General => Archives => FFT+ => Topic started by: Dome on January 02, 2012, 05:27:06 am

Title: [Old] Counter Throw stone?
Post by: Dome on January 02, 2012, 05:27:06 am
What would you think about replacing counter tackle with something...at least a bit better?
Counter tackle uses the skill in the "Dash"

Quote from: RavenThe unit will counter with whatever skill is in the Dash skill slot, using that skill's range as the legal range for Counter Tackle and applying anything that skill would proc/etc as normal...it casts whatever skill is in the Dash slot on the target when Countering if it would be legal to use that skill normally on them
Title: Re: Counter Throw stone?
Post by: HebrewToYou on January 02, 2012, 11:23:21 am
I like it, although is it possible to create a "Counter Bullseye" skill instead?  Basically, it's a lightweight Hamedo that doesn't preempt an attack, but will guarantee 100% counter success rate (when triggered).  Just a thought...
Title: Re: Counter Throw stone?
Post by: Joseph Strife on January 02, 2012, 11:24:15 am
Quote from: HebrewToYou on January 02, 2012, 11:23:21 am
I like it, although is it possible to create a "Counter Bullseye" skill instead?  Basically, it's a lightweight Hamedo that doesn't preempt an attack, but will guarantee 100% counter success rate (when triggered).  Just a thought...

This, but of course it would be more expensive to learn
Title: Re: Counter Throw stone?
Post by: Dome on January 02, 2012, 11:24:41 am
Quote from: HebrewToYou on January 02, 2012, 11:23:21 am
I like it, although is it possible to create a "Counter Bullseye" skill instead?  Basically, it's a lightweight Hamedo that doesn't preempt an attack, but will guarantee 100% counter success rate (when triggered).  Just a thought...

It would cost 10 mp to "React"
Title: Re: Counter Throw stone?
Post by: Joseph Strife on January 02, 2012, 11:31:02 am
And that too, as far as i know we could not remove its MP cost for the reaction and leave it for the ability.
Title: Re: Counter Throw stone?
Post by: Dome on January 02, 2012, 11:32:28 am
There's a workaround, but I'm not sure it's worth the effort
A counter attack that always hits 100% sounds very good, and would overshadow "Counter"
Title: Re: Counter Throw stone?
Post by: Joseph Strife on January 02, 2012, 11:35:37 am
yes, it would
Title: Re: Counter Throw stone?
Post by: Eternal on January 02, 2012, 11:37:08 am
This is how I made Jinx in PW- when physically attacked, counter by landing a random debuff on the enemy. I just placed that skill over Dash's slot. :D

That aside, Counter Throw Stone seems fine.
Title: Re: Counter Throw stone?
Post by: Dome on January 02, 2012, 11:37:58 am
Maybe I could "Buff" throw stone a bit
Instead of [Random number between 1 to 3]*PA, I could make the formula 3 * PA
Title: Re: Counter Throw stone?
Post by: Joseph Strife on January 02, 2012, 11:54:34 am
That way it would be cool.
Title: Re: Counter Throw stone?
Post by: Dome on January 02, 2012, 12:00:43 pm
At least, it will do -decent- damage and will add KB at a range of 4.
Way better than counter tackle xd
Title: Re: Counter Throw stone?
Post by: Pickle Girl Fanboy on January 02, 2012, 12:31:01 pm
Is there a way to make a half-powered Fight, which ignores class, shield, and accessory evasion, and put that over Counter Dash?  Sort of a FFTA Blitz Counter, since that seems like what Hebrew and Joe were recommending.

What class will get the Revamped Counter Dash?  Because that should determine what the new ability does.  Like, if you have a Gambler, you could throw in an ability with a lot of random variables (like a Rafa/Malak/Holy Breath/Dark Whisper ability), and make it more random with Random status inflict.  Such an ability could utterly destroy the enemy, or it could just hit you every turn, for teh lulz.
Title: Re: Counter Throw stone?
Post by: Dome on January 02, 2012, 12:35:41 pm
This ability was meant to replace "Counter Tackle" so it will be a squire ability
Title: Re: Counter Throw stone?
Post by: Pickle Girl Fanboy on January 02, 2012, 01:46:44 pm
So you need something which is not excessively powerful, but which must be fairly useful for all classes derived from the Squire, for the entire game, since all of those classes will have a good chance to equip that ability.

Have you considered a defensive ability?  Something which will, upon HP damage, self-target the Squire with something that restores a minor amount of HP and removes a few common debuffs?

HP Restore = 5 to 10 % of HP
Remove: Blind, Silence, Poison
Title: Re: Counter Throw stone?
Post by: RandMuadDib on January 02, 2012, 02:30:47 pm
It might try to target the enemy with the defensive ability, making it worse than useless
Title: Re: Counter Throw stone?
Post by: Pickle Girl Fanboy on January 02, 2012, 03:04:24 pm
It's easy enough to test.  Just copy "Heal" to "Throw Stone", patch it, equip it, and test it.  Just remember that the vanilla "Heal" doesn't restore HP.  In fact, I don't think any ability allows non-faith percentage healing, plus status infliction.  Lame.
Title: Re: Counter Throw stone?
Post by: RavenOfRazgriz on January 02, 2012, 03:34:10 pm
It'll affect the enemy if the enemy is in range and a legal target, PGF.  The skill referenced by Counter Tackle will ALWAYS affect the enemy if the enemy is a legal target and in range, period.
Title: Re: Counter Throw stone?
Post by: Pickle Girl Fanboy on January 02, 2012, 03:48:04 pm
Quote from: RavenOfRazgriz on January 02, 2012, 03:34:10 pm
It'll affect the enemy if the enemy is in range and a legal target, PGF.  The skill referenced by Counter Tackle will ALWAYS affect the enemy if the enemy is a legal target and in range, period.

This was verified by testing?  Linkage, if at all possible.  Not to be a dick, but I gotta ask.
Title: Re: Counter Throw stone?
Post by: RavenOfRazgriz on January 02, 2012, 04:32:56 pm
It's verified, yes, and if you read the explanation Dome quoted from me in the OP, it's pretty clear that's how it'd work from just reading that.  I'm not going out of my way to record someone using Counter Cure on an enemy though because my recording setup is mostly atrocious and it feels like a huge waste of time.

The other thing to remember with Counter Tackle is that it uses the Countergrasp flag to determine what it can and cannot Counter, so you most likely want a physically inclined skill in that slot if it's meant to be on a generic class.
Title: Re: Counter Throw stone?
Post by: Pickle Girl Fanboy on January 02, 2012, 05:34:47 pm
Quote from: RavenOfRazgriz on January 02, 2012, 04:32:56 pm
It's verified, yes, and if you read the explanation Dome quoted from me in the OP, it's pretty clear that's how it'd work from just reading that.  I'm not going out of my way to record someone using Counter Cure on an enemy though because my recording setup is mostly atrocious and it feels like a huge waste of time.

The other thing to remember with Counter Tackle is that it uses the Countergrasp flag to determine what it can and cannot Counter, so you most likely want a physically inclined skill in that slot if it's meant to be on a generic class.

Just wanted verification, that's all.  And I'm the last person to barge into someone's thread and demand a video, since I can't even view RAM in PCSX-R, let alone make and apply a patch, and then record tests.

I'm looking at the FF+ master guide, trying to think of something useful for the Squire and all classes derived from it, which will work well against HP damage, has a bit of range to it, is not like all the other HP damage reactions, and is thematically what you'd expect from a Squire.

Here's an idea:
Name: Fight Dirty OR Dirty Trick OR Payback OR Counter Clod OR Hurl Clod
What it does: It's just like throw stone, except that it (maybe) causes no HP damage.  Instead, it causes Blind, and maybe stuns the enemy (reduces their CT by a %, or a static number).  If you want to be really hardcore, you could make a custom formula which randomly chooses from a bunch of different things, depending on terrain (or not, since that's veering into the Geomancers - ahem - terrain), since the contents of the clod varies depending on whatever is near the Squire's feet.  Possible effects, organized:
*minor HP damage, depending on PA of actor.
*knockback
*blind
*reduce CT
*silence (nothing like a mouthful of mud to shut you up)
*nothing (this is the bad roll)
Description: Upon HP damage, throw a clod of dirt at the enemies face.
My thoughts: It's hilarious, very random, not terribly doable (unless one of the ASM hackers wants to do it), and just the sort of thing a newbie would do when confronted with an armored phalanx of chocobo-mounted Lancers.
Title: Re: Counter Throw stone?
Post by: Glain on January 02, 2012, 06:35:19 pm
The ability index that it uses for the counter for Counter Tackle seems to be hardcoded at 0x117318 in BATTLE.BIN (0x0093 = Dash).

EDIT: Ability ID is actually a two byte value, so it's 0x117318 (low byte) and 0x117319 (high byte). For ability 015E (Grand Cross), it would be "5E 01" starting at 0x117318. The command is: XXXX0634.
Title: Re: Counter Throw stone?
Post by: Dome on January 03, 2012, 04:47:53 am
Quote from: Glain on January 02, 2012, 06:35:19 pm
The ability index that it uses for the counter for Counter Tackle seems to be hardcoded at 0x117318 in BATTLE.BIN (0x93 = Dash).

This is good or bad?
Title: Re: Counter Throw stone?
Post by: RavenOfRazgriz on January 03, 2012, 07:47:44 am
It means you can use hex editing to make Counter Tackle call a different skill.
Title: Re: Counter Throw stone?
Post by: Glain on January 04, 2012, 10:30:46 am
Exactly. You counter with whatever ability ID is at that location in BATTLE.BIN. You can get the ability ID from the gameshark handbook or from just counting down the list in FFTPatcher and just converting the number to hex (<Nothing> is 0, the next ability is 1, etc). (Maybe we should add the IDs into FFTPatcher's list?)
Title: Re: Counter Throw stone?
Post by: Neophyte Ronin on January 27, 2012, 03:01:57 am
Trying to make Counter Tackle appealing?  Try reducing all Swords' Weapon Evasion so everyone doesn't pick Weapon Guard at first level.  Ha!  Kidding.

Working on the assumption that probational warriors tend to be overzealous, overconfident, reckless if untamed, or temperamental in some way, I have devised two possible ideas based on that assessment alone:

Idea One: Counter-Threat

The idea behind this is that Squires can be trained to shout at their opponent--a bellow fierce enough to cause aggressors to rethink their tactics and scurry off.

When dealt a direct weapon attack, subject has Br% shot at casting the new Threaten, which adds Don't Act/Disable to the Target if successful.  Ranged weapons apply if subject stands in a panel where Threaten may legally apply.  The low chance of dealing Threaten to a Target is one thing, and as an added bonus, it requires Monster Talk to function on Monster opponents.  There you go: a hit-and-miss ability useful against human targets but not monsters.  It's just as take-or-leave as the original Counter Tackle.

Variant: use the original Threaten (if it still exists in the game data), which lowers the odds of Reaction Abilities and weakens a small variety of weapon attacks.  While in Vanilla Tactics it could be game-breaking, it's not the case here, and it gives a fair shot at making melee aggressors turn Chicken if they persist.  Using Steal Courage to duplicate this idea (if the original Threaten is no more) might make it look goofy.

Either way, the odds of one happening over the other whenever it triggers gives it added unreliability, which makes it an even weaker Reaction Ability but on par with the original Counter Tackle.  Assuming Br50, the new Threaten (Don't Act) would occur 20% of the time, assuming the reacting caster survives the blow that triggers it.  A Br70 would do it 35% at the minimum, and this would improve with both Magic and Precision.  The original Threaten had a rate of (90+M), so if that is used, a Br50 unit casts it on an opponent 45% of the time, with zodiac variance affecting all outcomes.

On second thought, consider the first idea.

Idea Two: Infuriate (pick a good name)

I know for a fact this will be thrown out completely.  But I'm throwing it out there.  I love throwing competitions.

This delves into the good old D&D tradition with Barbarians (3.5), only here we nix the impossibility of reacting to danger to make it happen.  We're talking about going into a bloodthirsty rage, where short-tempered soldiers lose all finesse and go for the enemy's throat.

If dealt either a weapon attack or (heh-heh) HP Loss, the Unit has a Br% chance of losing his cool, adding Berserk to self.  The visual effects for the old (and long-gone?) "Scream" ability complement this perfectly.

With proper gear, support abilities, and back-up from someone with mastered Basic Skill, this might actually be fun to work with.  Heal/Salve covers Berserk now, so his buddies can rush up and calm him down before he kills himself; this zany tactic can happen in Chapter One.  The drawback is that Weapon Guard or Abandon--crucial defensive abilities for a Berserk fighter, cannot be hooked up and will not apply to this unit; other, safer methods of inducing Berserk remain in place.  The ability will have limited appeal and will only work if players prepare for said confrontations where it might happen.

Variant: staying true to Barbarian style, it adds another buff like Haste, Regen, or Transparent.  Maybe not Transparent, but certainly not Protect, Shell, or Reraise.  That's just stupid.  Maybe make it Always Berserk and possibly Add another, if the unit gets lucky.  If this happens, remember that another attack won't trigger the Reaction again (Berserk negates Br% Reaction Abilities); curing Berserk gives the character another chance to fly into a rage, another chance to gain another status effect alongside Berserk.  It's sort of a whimsical chance, rather than one set in stone, so it remains an unreliable, dicey ability you could take or leave.

Here's a few more:

Idea Three: Uncanny Dodge

Always Defending (Critical only); stops Defending upon next turn if health is restored between then and the effect.

Throw up your guard.  Constantly Defending even during a Turn, unlike Caution, while in Critical Condition.  However, Weapon Evasion can never apply, Abandon does roughly the same thing, and... yeah, it's not that great an Ability either.  That's what we're going for, right?

Idea Four: Shield Bash

Caster of avoided/guarded weapon attack in melee is subject to Shield Bash.  (Range: 1V1, Effect: one Target; Formula: [P*(P/X), Always Hits, Always Knock-Back; never works without a Shield equipped]

Where X equals a division number from two to nine (never zero) that corresponds to the equipped Shield.

The caveat goes between the Shield and your character's defense.  It's not too hot when used with certain high-evasion shields, while lighter versions can deal heavier blows.  Another issue is that you have to avoid, guard, block, or evade an oncoming melee attack for it to work, so with lighter shields, this proves difficult.  Finally, it is a Br% whenever you do avoid, so it's a dicey passive technique.  It has no effect upon opponents with Concentrate set up.

This requires an additional parameter issued to Shields.  The blow should never exceed a Dash or Bulls-Eye in terms of strength, not without getting the really good Shield (Escutcheon II, which means its division parameter is 2).  With new shields coming into the fold, often superior to previous versions, you could make earlier Shields possess good striking power (Buckler, Escutcheon) and transition to those with phenomenal striking power (Escutcheon II).



That's all I can think of.  If anything, don't nudge Throw Stone around to 3*P, since 100% Knock-Back is more than enough to have fun with.  As for other Abilities, I'd bring the cancellation chances for Dash to 100% instead of 25%; besides its limited grappling range, it is otherwise identical to Bulls-Eye and might even require a reduction in power just so you can tell one from the other.

Post-Script: Bulls-Eye with low-powered, high-range firearms is crazy funny.  Pair it with a Romanda Gun and see what I mean.