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May 16, 2024, 03:16:50 am

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Skip Sandwich

41
FFT Arena / Re: Arena battle videos and discussion
January 11, 2011, 07:36:40 pm
i'll take that slot, just gimme a bit to throw together a team
42
FFT Arena / Re: BETA 129 planned changes *DISCUSSION*
January 02, 2011, 10:23:45 pm
I approve of this compat mechanics change, for the same reasons as PX
43
FFT Arena / Re: FFT: ДЃΣΠΔ™ PPF download BETA 128
December 24, 2010, 04:12:56 pm
Just to be clear, Grand Cross is flagged as Requires-Sword, correct? Because i've never been able to use it in tests where I was equipping weird weapons to get off the wall elemental attacks, like blast guns and the like.
44
actually, unless something has changed, Concentrate would become available ONLY as a mime innate ability, rather then being removed entierly
45
I feel like mimes might be better served by having Overwhelm instead of Martial Arts as a support, they would benefit more overall, even with the loss of power for their attack command. They also still feel a little too easy to kill for a unit that is entirely reliant on others to heal itself, and they still have 1 support slot left, so why not put Unyielding in there?
46
quick call for clarification about the Awareness hack. In the arena tables it says it lets W-ev and C-ev apply to sides and back, but the description here is simply "perfect evasion from all sides" which would imply shield evasion as well, which is it?
47
FFT Arena / Re: FFT Arena: Item Discussion Thread
December 15, 2010, 06:34:39 pm
I agree with giving the ice/lightning bows a MA boost, without it, even max +MA gear female archers can only achieve 12 MA. let's compare best case scenarios

with +2 MA boost from bow
max MA gear female archer with Overwhelm - 8 PA, 6 MA, +6 MA from gear, +25% boost from Strengthen: Thunder, +20% boost from Overwhelm = 9 PA, 18 MA

Female scholar with Equip Ranged - 7 PA, 13 MA, +6 MA from gear, +25% boost from Strengthen: Thunder = 7 PA, 23 MA

without +2 MA boost from bow
female archer - 8 PA, 6 MA, +4 MA from gear, +25% boost from Strengthen: Thunder, +20% boost from Overwhelm = 9 PA, 14 MA = -4 MA from above example

female scholar - 7 PA, 13 MA, +4 MA from gear, +25% boost from Strengthen: Thunder = 7 PA, 21 MA = -2 MA from above example
48
since I love undead so much, here is another potential Ice monster in the Revenant (Skeleton)

Revenant
Always: Undead
Immune: Dead, Blind, Poison, Regen, Sleep, Don't Move, Death Sentence
Absorb: Dark, Ice
Half: Thunder, Water
Weak: Holy, Fire

Reaction: Meatbone Slash
Support: Two Swords
Movement: Any Ground, Move Underwater

Skillset - Cold Terror

Knife Hand - basic physical attack, may cancel Haste, range 1v3

Heartbreaker - Spell inflicts 75% hp damage to a unit afflicted with Charm, Dark/Ice element, range 4 area 0

Frozen Soul - deals PA+8/2 * MA ice-element damage to a single target at range, range 4, area 0

Icy Glare - lowers the brave of multiple units by 10 points each, range 3, area 1v0

5th move - ???
49
my five cents

I agree that the ubersquire job classes need attention. The progression I feel would flow best is Cadet/Mercenary/Heretic
Cadet - Wish should be unique to ramza/chapter 1 delita, Lasting Dawn has made some good points about how this ability represents in a subtle way the major split in ramza and delita's worldviews post chapter 1. ramza also needs some way of inviting enemies, perhaps invite should be a ramza unique ability as well (train and monster talk can stay on mediator though).

Mercenary - loses most of his special cadet skills, with the exception of Wish and possibly invite. in terms of magic ability, why not make ramza into a designated blue mage of sorts? with the ability to learn new spells from the various zodiac demons and a few high-tier monster types (this also serves as a lead-in explaining his ability to learn ultima from the assassins, it's a talent he always had, but didn't develop until he was on his own)

Heretic - any changes at this point are mostly stat and equipment based.

fully agree, though I also think that most battles need one designated "leader" enemy set to a higher level, with "boss" units set to even higher levels then that.

fully agree with no stipulations

again, fully agree with no stipulations

I would rather see permament brave/faith manipulation to follow a ratio of 31 points temp = 1 point permament. This would still allow you to manually adjust the brave/faith of your units, but not beyond a minimum of 30 points and a maximum of  70.
50
PSX FFT Hacking / Re: FFMaster's small ASM hacks
December 12, 2010, 05:40:07 pm
earlier on, you made an edit to critical-dependant reactions to not require critcal status, so i'm wondering, whould it be possible to edit a non-critical dependant reaction to become critical dependant? I'm thinking specifically of MP Switch, Hamedo and possibly Blade Grasp. MP Switch might actually be BETTER with such a change, since it would only activate in an emergency, allowing casters to equip it without fear of having their entire mp guage depleted after the first hit they suffer. Likewise, Hamedo and Blade Grasp I feel would be much more balanced if you had to risk death to trigger them.
51
in regards to balancing a PA * [WP + Y] version of charge with other weapons, specifically katana, why not remove the lower level charge skills completely? This would make attempting to use them in melee much more difficult, even with short charge support.
52
here's the basic armor ideas i'm currently playing with. I think they make a nice base spread of abilities for store-bought armor. Each armor type has a base form, while each unique region of ivalice also sells it's own variation to the base form that specializes in a particular ability (yes I kind of stole this idea from the now defunct Ivalice Arena project).  Another thing I was playing with was the following equipment pardigm

Clothing - Highest HP, Moderate MP, stat boosts biased towards speed/mobility (balanced to perform adequately in all areas of offense and defense)

Armor - Moderate HP, Low MP, Always: Protect, stat boosts biased towards PA (the lower HP coupled with Always: Protect just emphasizes the PA bias for armor, it's better then clothing for both PA offense and physical defense, but worse then clothing for MA offense and magical defense)

Robes - Low HP, High MP, Always: Shell, stat boosts biased towards MA (Robes have low defense overall, but are better then armor and at least equal to clothing at magical defense, and the flat best at MA offense)

Helms - Moderate HP, Low MP, stat boosts biased towards PA

Hats - Low HP, Moderate MP, sats boosts biased towards MA

Regional Varients

Different shops sell different versions of equipment

Igros + Gariland Magic City: grants more MP but less HP

Lionel + Zaland Fort City: Grants Extra HP but less MP

Zeltinnia + Zarghidas Trade City: Grants Extra PA but less HP/MP

Riovanes + Yardow Fort City: Grants extra Speed/Move/Jump but less HP/MP

Lesalia + Berviana Free City: Grants extra MA but less HP/MP

--------------------------------------------------------------

Full Plate: +153 HP, +51 MP, Always: Protect

Magic Plate: +102 HP, +102 MP, Always: Protect

Lion Plate: +204 HP, Always: Protect

Carabini Mail: + 102 HP, +1 PA, +1 Move, +1 Jump, Always: Protect

Crystal Armor: +102 HP, +2 PA, Always: Protect

Genji Gear: +102 HP, +1 PA, +1 MA, Always: Protect

-----------------

Black Costume: +204 HP, +102 MP

Brigadine: +255 HP, +51 MP

Wizard Outfit: +153 HP, +153 MP

Secret Clothes: +153 HP, +51 MP, +1 Speed, +1 Move, +1 Jump

Power Sleeve: +153 HP, +51 MP, +1 PA, +1 Move, +1 Jump

Judo Outfit: +153 HP, +51 MP, +1 MA, +1 Move, +1 Jump

-------------------

Silk Robe: +102 HP, +153 MP, Always: Shell

Linen Robe: +153 HP, +102 MP, Always: Shell

Wizard Robe: +51 HP, +204 MP, Always: Shell

White Robe: +51 HP, +102 MP, Always: Shell, +1 PA, +1 MA

Black Robe: +51 HP, +102 MP, Always: Shell, +2 MA

Light Robe: +51 HP, +102 MP, Always: Shell, +1 MA, +1 Move, +1 Jump


----------------------------------------------

Iron Helm: +153 HP, +51 MP

Cross Helm: +102 HP, 102 MP

Lion Helm: +204 HP

Barbuta: +102 HP, +2 PA

Genji Helm: +102 HP, +1 PA, +1 MA

Platina Helm: +102 HP, +1 Speed

-----------------------------------------------

Leather Hat: +102 HP, +102 MP

Triangle Hat: +51 HP, +153 MP

Headgear: +153 HP, +51 MP

Twist Headband: + 51 HP, +51 MP, +1 PA, +1 MA

Golden Hairpin: +51 HP, +51 MP, +2 MA

Thief Hat: +51 HP, +51 MP, +1 Speed

--------------------------------------------

of course, the hp/mp values can be tweeked up/down for the level of toughness you want for units. Mine are high because i'm slashing the stat growth of human units down to the very minimum, also, my MP values are very high because of two things, 1)i'm removing almost all forms of MP recovery and 2) MP Switch is becoming the low-tier mage job reaction ability, making up for the crappy hp modifier of robes compared to armor.
53
update tables? I want to see what this new ninja skill "Houkouton" is about
54
FFMaster
56
News / Re: Let there be democracy
November 30, 2010, 09:27:44 pm
By all means Zodaic, take all the time away you need, but I do hope that you'll come back sooner or later, even if not in as quite an active role. I've been reading over all the drama that has happened in recent days, culminating in Voldemort's SECOND Ragequit resulting in the unwaranted destruction of other people's work.

*sigh*

anyhow, for what its worth, I have always felt that your admistration of the site has been nothing short of exemplary, and I still have trust in you and your leadership.
57
just piping up again, regarding bombs. Bombs to me have always been the Gambler of monster classes, so they're a perfect opportunity to include gambler type skills in Arena.


Bomb
Absorb: Fire
Half: Wind, Ice
Cancel: Earth
Weak: Water

Reaction: Critical Quick
Support: Overwhelm
Movement: Float

Skillset - Kamikaze

Bite - basic physical attack, may inflict Oil status, range 1v3

Living Flame - Throws fire about randomly, range 0, area 2v5, hits 4 times, deals MA/2 * MA fire element damage, Flame attack effect, direct attack (should achieve a better then expected hit rate via hitting units by targeting panels directly behind them), does not target self or allies (but could still hit allies via indirect targeting, this needs testing, however)

Shrapnel - Sacrifice health to deal non-elemental damage, range 3, area 0, unevadable, deals PA * 12 damage, take 1/3 backlash damage, small bomb effect

Self Destruct - classic skill, range 0, area 2v1, shock damage + Oil/Blind/Silence status

Meltdown - self-destruct variant, focuses blast in a single direction to gain greater range and pierce through protective magic, range 5, area 5v1, linear attack, shock damage + cancel Protect/Shell/Reflect/Haste/Regen/Reraise
58
FFT Arena / Re: Map Discussion
November 29, 2010, 12:36:21 pm
I agree with philsov, 1-2-2-1-1-2-2-1 is the best arrangement
59
The presence of the ARH means that we can get really creative in assigning restrictions to the use of various abilities. For example, we can make Shuriken only useable while Throw Item is also equipped, or only usable while under Transparent status or only  usable while equipping knives or ninja swords, for example.
60
FFT Arena / Re: Arena battle videos and discussion
November 24, 2010, 09:35:32 am
@pokeytax RE: Stone Guns
i'm pretty sure what you saw there was an example of good compat + 70-70 fury + attack UP, in other words, the worst case secenario.

Maybe instead of or in addition to Initial: Petrify, they could have Always: Slow and Immune: Haste, they should probably be forced 2-hands as well