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Topics - Malroth

1
FFT Arena / Non Tournament Battle videos
August 03, 2014, 02:49:55 am
Heard some comments from people who diddn't find out about the tournament untill too late  so starting next week i'll try to run some non tournament battles for those who missed the signup or get eliminated from the tournament early as well as everyone else but newer players will get priority.
2
FFT Arena / New team in need of naming and tweeking
December 01, 2013, 01:56:25 am
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Unit 1

Female
Cancer
40 fury
70 Faith
Chemist
Black Magic
Autopotion
Magic Defend Up
Pilgrimage
Main gauche

Gold hairpin
Brigandine
Cherche

x-potion, Hi- ether, echo grass, maiden's kiss, soft, bandage, phoenix down
Frog, Death



Unit 2
Male
Pisces
70 Fury
50 Faith
Archer
Chivalry
Speed save
Attack Up
Move HP up
Stone Gun
zephyr shield
Thief hat
Brigandine
Cherche
Arm aim, Head break, Seal Evil
Transfusion

Unit 3
Female
Scorpio
50 Fury
70 Faith
Priest
Steal
Regenerator
Defense Up
Move MP up
Healing Staff

Gold Hairpin
White Robe
Magic Ring
Cure2, Raise2,Ensuna, Shell, Dia
Steal Heart, Spellbreaker

Unit 4
Female
Scorpio
40 Brave
50 Faith
Mediator
Draw Out
Meatbone Slash
Magic Attack Up
Teleport
Mythril Gun

Thief Hat
Black Costume
Cursed ring

blackmail
Biezen Bolt, Kiyomori, Masamune, Kikujimonji, Chirijiaden


3
FFT Arena / Newbies guide to the new stuff
November 16, 2013, 05:47:50 pm
Here's a Quick guide to skills, abilities and mechanics that weren't in Vanilla FFT. Anything that is sufficiently similar to its vanilla usage remains unmentioned.

Fury/Faith

All weapon attacks except spellguns scale with both your Fury and your Targets Fury, High Fury Means You hit harder and are hit harder in return.  70 Fury increases your damage dealt and taken by 5% above baseline while 40 Fury decreases weapon damage both taken and dealt by 25%

Most Magical jobs Scale off Faith in a similar manner,  70 faith is a 5% increase in magic effectiveness,   40 faith is a 25% decrease in magical effectiveness.   100 Faith is a 35% increase in magical effectiveness  and 0 faith is a 65% decrease in magical effectiveness.

Both Fury and Faith are averaged to determine Reaction% for abilities like Autopotion or Counter,  so if you're relying on those abilities for your build to work you want them both to be high
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Squire Job:
Much higher all around stats than in Vanilla, Squires are now Jacks of all trades that have better equipment choices than any other class.
Squire abilities:
Focus/Alacrity  (named differently between spreadsheet and guide)   +1 MA for duration of battle stacks with itself
Bullrush  Fury independent Heavy damaging PA based attack, slightly harms user and cancels enemy haste.
Throw Stone: Interrupts enemy casting.
Wish:  Free instant low HP revive,  averages about 85% accuracy
Yell:   Haste's 1 target 100% accuracy

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Chemist abilities:
Most items:  Cure more than one status each

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Paladin Job: 
Replaces Knight,  Higher HP MP and MA but lower PA than the old Knight Job Still a physical based job can equip Knightswords Swords Axes and Katana
Paladin Abilities:
Nurse: Heals Self 33% of max HP,  Adds Defend and Regen the AI LOVES to use this
Transfusion: Harms Self to Heal All nearby Allies
Concecration:  Kills target Undead.
Reraise:  Adds Reraise
Southern Cross:  Weapon attack in AOE in front of target.
Grand Cross:  Weapon Attack in AOE that includes user and inflicts Blind, Can heal self if using elemental absorb and an elemental Weapon
Move -1:  User has less move than normal so is less able to charge into the center of the opponent team.

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Archer Job:
High PA and Speed make Archers innately suited to being glass cannons,  They can also equip Guns and shields.  Charge has been replaced with Snipe which has most of the old Knight break skills as well as Mustadio's shutdown abilities.
Archer Abilities:
Hawks Eye:  Speed based weapon attack,  Adds Oil and Poison
Cover Fire:  Highly randomized Fury independent ranged Physical attack
Execute:  Finish off critical foe
Speed Save:  Adds CT when damaged making your next turn sooner.

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Monk abilities:
Warpath:  Raises Fury by 2 when you move increasing Weapon and fist damage both you and your opponent do.

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Priest abilities:
Pilgrimage:  Raises Faith by 2 when you move increasing Spell and Spellgun damage and vunerability.

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Wizard Job:
1st tier elemental spells have an added status proc.   Water spells add elemental coverage. 
Wizard Abilities:
Nether Spells:  Uses Un-Fury in their damage calculation so they deal the most damage to and by 40 Fury units and the least to 70 Fury units.

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Time Mage Abilities:
Comet:  100 guaranteed damage at range Ignores all evasion and defenses
Sinkhole: Minor Damage but interrupts enemy spellcasting.
Balance:  Deals Damage equal to HP lost.

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Summoner Abilities:
Carbuncle:  Restores MP for all allies in Area

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Thief Job:
Now has a large variety of Status inflicting moves instead of his exclusive equipment focus. Gains The "ruin" skills from the old Knight skillset.
Thief Abilities:
Heretic: Adds Innocent to self
Quickening:  +1 speed for duration of battle
Spellbreaker:  MA based weapon attack removes positive statuses
Speed Ruin:  Adds Slow
Bad Luck: Randomly adds Stop, Deathsentence, Dead
Awareness:  All attacks have the same accuracy as attacks from the front.
Flee: +3 move when critical for easier retreating to safety.

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Mediator abilities:
Unyielding:  Reduces effects of all spells and attacks by 20%

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Ninja Abilities:
Tsumazuku:  Physical attack Removes haste
Meiton: Unfaith Dark Elemental attack
Fuuton: Unfaith Wind Elemental Attack
Suiton: Unfaith Water Elemental Attack
Kagesougi: Physical attack, 100% chance to add status
Overwhelm:  Increase all Damage Dealt by 20%

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Scholar Job:
Replaces Calculator. Very High MA while posessing better HP than other mage jobs, Scholars can equip most Mage weapons as well as swords.
Scholar abilities:
Malestrom:  Water magic affects the entire map
Shadow Shade:  Dark magic affects the entire map
Earth Dragon: Earth Magic affects the entire map.
Rime Bolt: Ice Magic Affects the entire map
Thunder Flare: Lightning magic affects the entire map.
Mad Science:  Haste, Regen, Reraise and Float 1 target
Tornado:  Large AOE wind spell
Quake: Large AOE Earth spell
Bio: Non elemental damage spell adds poison
Bio2: Non elemental damage spell adds frog
Bio 3: Dark elemental spell adds Undead
Move = 0: User cannot move from starting location.

4
Hypothetical question  musing what the results would be if the First class was free and all units had an extra 250 jp  examples would be appreciated.
5
Help! / Newbie Cant use PPF files
July 19, 2011, 02:28:30 am
I found this site on accident and was impressed enough by fft arena to immediately begin reading the tutorials in an attempt to start modding for myself. I got a copy of Epxe  and spent a couple days getting it working,  then obtained the Vanilla FFT Iso,   but when I attempted to run PPF-O-MATIC ver3  so that i could apply patches to it like the tutorial video I saw reccomended,  nothing happened the program wouldn't open and no new tasks appeared in my taskbar,  I tried searching the software companies offical site and using google search but coudn't find any refrence to the problem.

I'm running a 2G windows XP machine with japanese language support installed.

What I would Like is for someone to reccomend either another program I could use to apply the current FFT arena 1.3 patch or to tell me where I can find an already modified ISO.