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Messages - Lucifer_zero

61
Hmm... okay about the part "no-swordskill", but still, Ramza needs something thats make his skillset have a way to attack the enemy, for now what i feel is that Ramza can be more usefull as support than as attack character.

Invite as the game is now, all same stats growth, have only one purpose: invite monsters without using train ( to tell true, it is "usefull" to if you want equips from enemie with maintance ), so why don´t call it "TAME" and be monster only ? ( and i don´t mean to necessary be Ramza skill, maybe Reis ). On second througt Train is not a dificult way to get monsters to your side, so... invite really could turn into other skill.


And about Ramza R/S/M, instead of make them change each class, making he gains more each chapters make more sense ( except by Move+1, Move+2, Move+3 ).
62
FFT: ASM'd / Re: Monsters
January 24, 2011, 08:52:34 pm
Chocobo - Sad about no CURE + STATUS

Woodmen - My bad, what i wanted to mean is if Prune and Regenerator will target itself.

Behemot - I´ve througth not on AttackUP or MAttackUP, exactly on what you said, it´s easy to change the multipliers. what i´m thinking is DefUP and MDefUP ( as in FF, Behemots tend to be more tankers with real power... )
63
FFT: ASM'd / Re: Monsters
January 20, 2011, 08:31:34 pm
Don´t know if will be of some help, but i want to give opinions too


Chocobo
Why not leave for all Choco Meteor, Choco Haste, Choco Esuna, and make the 4th cure HP but each have a different effect, if it´s possible to have, like Yellow cure most than others ( or cure HP + little MP ), Black cure + Shell and Red cure + Protect ?


Goblin
Mutilate is 75% MaxHP or CurHP ? For the name, it could be a skill that when hit dnever kills, but leave the target at critical.


Bomb
If Weak + Absorb stacks, Bomb Family could have Weak + Absorb Fire ( I think that would make they a little more useful.


Panther
I agree with The Dammed that for now, Panthers aren´t like you wanted, instead of making Screech more weak, why don´t leave it as a 4th skill ? Could make a skill that inflict silence 100% ( or  mid - high chance ) [ Cat got your tongue? ] Silence is one status that monsters don´t inflict yet ( except by Great Morbol´s Bio3 )


Squids
Nice, not much to say for now, but as creatures from deep they could have Half-Ice


Skeletons
All having the same elemental Soul seen kinda odd, and Ice is more undeadish than water, i know that if they lose element this will be like Ghoul´s throw spirit, but still... what about being non elemental brave dependent ( if possible )

About Death, Skels are more Warrior than mages... a close range drain like skill seen more they ( something like Blood Sword, same name as the sword, except it´s a close skill ). But, i liked Demi, but only if is 0 AOE.  For react, with fury implemetent, what about Brave Up ? That way the more they are hit, the more they hit back ! ( and with Soul being brave dependent... more damage )


Ghouls
Irreverence seen kinda odd, cuz it looks more like a punishment for someone who don´t belive in god..., instead, could it not heal non undead ? ( yeah... undead healling non undead is odd to... )


Flotiball
Being a heavy-MA monster, they should have at least one skill MA based damage  ( even throught their skills are MA based % ), and, like The Dammed, i don´t think that Light Whisper is good with random hitting.


Juravis
Instead of Auto protect, maybe Critical quick ? And Hurricane could be like i´ve said on Mutilate, take CurHP instead of MaxHP.


Uribo
Need something better than Warn, maybe a skill that replanish MP of one target ? If the intend is to make they being more alive, put Dragon Spirit + HP Restore ( sound strange... i know... )


Woodmen
Regeneration and Prune affects only Allies or self too ? Barrier and Rebirth will be 100% ?


Bull Demon
For me sound odd Holy not with Sacred.


Morbols
No one would like to hav a Morbol lick... so Lick should be negative, like give one of these Stop / Don´t Act / dont Move, with 100% at close range ( morbols hav Mov 2... they don go close so easily ), or, as they hav a bad breath, they tongue is venous and it still scary a giant morbol lickin you, so u become paralyzed with fear... so... Poison + Don´t Act 100% close range ( i´ve also thinked about Poison + dont Act + Haste... but then people would put status defense gear to hav a morbol Hasting every time )


Behemot
I love Behemot, but on FFT i think they are kinda weak, will they have innates ?

Boost as 15 is good, with 20 this would make to easy having 100 brave, as it would be necessary you use the Brave down skill 2 times to counter one boost.


Dragon
Instead of Disrupt, why don bring back Tail Swing, but range 2... and the knockback ( but no random damage )


Hydra
How is the difference on Vert Tol of Triple Thunder and Dark Whisper ? Triple Flame could be non-elemental, that way each tier would have only one elemental.




For now it´s only this... i think... i´m kinda sleepy rigth now, don´t know if my opinio will help... but at least i´m trying.
64
4 december...

I´m... Ophiuchus !
65
You can count that i´m anxious ( in general i love playing FFT hacks, counting now, i have 9 hacks on my PC  )

And about Dagger, it really MA based, i´ve checked with equips and by FFT Patcher...

By last, something interesting that i found... Light Robe = Cursed Ring.
66
I´ve been playing the new classes, my opinion are:

Wow, Mystic Knight hit pretty hard !

IMHO, Vanquisher may need some work on skills, the way they are now, i think u need a more specific team to make use of the bigger skills
-Dagger is the most strong so far ( multi hits tend to become broken ),
-Axe is the only PA based,
-Holy Water have more power than 1 dagger ( not so much bigger ), but lose to dagger when 2 are throwed
-Holy Book have more potencial damage than dagger, but it´s so much more a gamble than the latter that don´t compensate the Damage
-StopWatch, with everybody on your team protected against stop, this shine like a star
-Holy Cross, I LOVED this one, at same tame... hated... only useable if u need to finish stage or if have Holy-absorb, cost could be a little more high...

Gunslinger could lose the Innate Two Guns, that make they become powerfull with DEF UP/ MAGDEF UP

Torero, my Ramza is one ! But It could lose Veneno and Lento, Enchanter already does Slow as Alchemist does poison ( and Gunslinger to ). As a Torero this class could have a attack non-evadeable non-reaction, right now i feel that Torero is kinda of "jack of all trade, master of none"



I´m relly having a good time playing this, thanks Celdia !!!!
67
Ohh, some other thing that i´ve seen today:

- Wizards on chapter 2 Dorter City. Not that i dislike the idea of 2 unit that do nothing on this battle

- Is all the engrave skills break the stone upon use ?

- Is intentional all Sword Skills 100% proc ?

- ... no more Invite ?
68
Yoh, i´ve downloaded and started to play ( again ), some things i noticed

- Oracle is needing lvl 3 on Cook/Homemaker, lvl 2 on Red Mage and lvl 2 on Champion, instead of only lvl 2 on Red Mage and Cook/Homemaker

- Torero having some Gunslinger skills



And the class changes are really great !
69
I liked the changes os R/S/M from Ramza classes, but i still think that Ramza, for he travel around the world and battle so much enemies, that he should learn more skills from special enemies... like the reasons that skills you gave him so far... IMHO the skills that he should learn would be like:


Dark Sword, from Galfarion on the end of chapter 2 ( only by crystal if possible )

Stasis Sword, from Wiegraf, on end of chapter 3, not only Ramza has a Holy Knight with him, but even Delita became one, he witness varios Holy Sword Skill... not hard that he learn one by himself

Ultima, from DD battle, but this time, no charge, original AOE and damage, but large MP cost... ( even more than 40 ), well... a leader need a signature attack ( sorry, cant think of anything good right now... )

Before someone else do, let me analyze this skills

Dark sword is really the best way to get back MP and/or to prevent some enemies skill, but Ramza skill set don´t need this MP (only if there was a "ultima" skills as mentioned ), and another Skillsets hav more power to stops enemies skills than this one. Having this, Ramza skill set won´t be so advantageos, you would need to waste one turn with ramza to recover MP, thing that one other unit you usually hav could be doing for Ramza and more team members.

Stasis Sword, to much short range, and evadeable, Draw Out covers amost same are, only hit enemies, 100% hit, and have other skills that help your team, and some elemental attacks with decent damage. So why put it on Ramza Skillset ? Cuz he don´t hav one realy good attack, bullseye is kinda weak, Beat Down  to much random... and why do some damage skills instead of using existing ones that could fit on "history" as the others skills ?

Ultima... err... i cant think of a chapter 4 skill that isn´t ultima... Ramza need a unique non-uber skill or an uber skill with high cost ( MP or HP or both or whatever... )
70
Quote
Glad you like the idea :-) My first idea was to make choco ball a multi-hit low damage skill, but it wasn't possibile to balance it without changing Chocobo's MA and a lot of formulas...


Multi Hit is really broken, i liked the way Choco Ball is, but that is only cuz i use Boco, for black chocobo it wouldn´t be so good, Yellow has cure and Red has longe range attack... black only have a chance to do quick, i still didn´t try monsters, cuz i usually only do story battes, don´t like griding ( even for job lvl / skills )


QuoteWell, If I must say the truth... Boco is not meant to be broken, but more of a support character
He can cure hp and statuses, attack from 5 panels away and grant quick to another unit (50%) has DEF UP and Move HP-UP...he is already strong, considering that you recruit him almost at the beginning of chapter 2
He is a lifesaver early on, when you still may have some problems with abilities and stuff
Anyway, If we must add something to his skillset, my idea was to give him something like phoenix down (Chocobo downfeather?)...what do you think about this one?
I agree that later in the game Boco won't be uber strong


When i saw Boco using FFT PActher i thought it was strong, playing with it i changed my mind... the reasons

- even on start of chap 2, Boco came with 9 MA, that means 36 Choco Meteor, i only used it to kill character who had very low HP ( mostly the ones revived with phoenix down ), archer with concentrate can easily replace this ( and u can have one without grinding at this point ), minus 1 point for Boco

- Chakra does equal to more healing than Choco Cure, at cost of vertical range... this one usually is used to my char resist one more attack, so it could be a point for Boco

- I rarely used esuna... really...

- when i got Boco it had more HP than my non-armor chars, by the end of chapt 2 it has close the same ( lvl 14 ), on chapt 3 my chars could hav more HP than it if i wanted ( for me, Green Beret > HP ), even with defense UP it still could be easily be killed with magic. ( maybe a little more HP multiplier )


- The Choco Feather that i mentioned... forget... this morning i thought exatly what you said... a Phenix Down-ish for Boco... that would be great... be able to revive someone really is worth !

- instead of having DEFENSE UP, isn´t better to be a innate Protect ? this way i cant give more defense to it, without putting it on defense... the same way, instead of MOVE HP-UP, regen would be better, but then Boco would be a little broken when u get him ( i mean... with protec + shell + haste he would be a nasty little nuker )


- Reading again, and remebering the playing with Boco, the only changes that i really sugest that would be nice without making Boco much more stronger would be
1- A skill that revive
2- Instead of having DEFENSE UP, more HP, and/or less Faith / Innate Inocent
3- Choco Cure and Choco meteor formula MA*5 instead MA*4

Only one more thing about the revive skill... ( i swear this is the last thing about Boco i´ll talk on this post ), what you thinking that this skill would be better ? I´ve got 3 ideas: a raise-like, 4 range, HIT (50+MA)%, not based on faith 50% HP restore;  another idea is a phoenix down + revive, a 100% hit, with 2~3 max range and PA% healed ( same formula of monk revive, Heal(PA)%, HIT (PA+255)% );  the Third idea is... the classic Phoenix Down, 4 of range, revive 100% with low HP;


*** i´ve calculed and saw that my Boco really had lame stats... but when i saw the max it could hav... not sooo much diference...



QuoteMmm...Sand Rats cellar can be easy if you just nuke them with MAgic...what strategy were you using?


Do you belive that i had a Black and a white mage both with fire + bolt + ice ( black with second set item ) and get beaten a little ? the long bow archers keep killing my mages... while i was reviving they and keeping the knight inside the cellar... but my fault that i was training Ramza and one generic on archer, to get they thief as fast i could... without grind  :cool:

QuoteExecution site...hehe, birds can be a pain in the ass with hamedo and petrify, but that battle is meant to be hard :-) I already removed some on the enemies on the field, and there is almost no caster IIRC, so Def Up helps a lot in that fight
Anyway, if a lot of other people finds those battle hard, I will nerf them a bit :-)


Leave the way it is... is good to hav some challenge ! But maybe instead of 2 cocatoris put another bir... like 1 cocatoris and one Juravis, that way, even if you got yourself protected from beak, there could be more challenge with a potential HASTE unit with hurricane !

QuoteSpecials have some pretty good skill in their base job (R/S/M) and they will join with a some good job unlocked...don't worry :-)


But would be nice if i dont need to grind to get other classes  :cool: i´ve seen ( by FFT PATCHER ) those changes... i liked, but still, we need to pick a second job for each special character, and will be nice if i don´t hav to open all job, only need to do some random battle e get lucky with crystals


QuoteNow, 2 questions:
- How do you like the fact that sometimes enemy teams have monsters in them?
- Did you find useful to steal during storyiline battles?


- Enemies monter for me are "wow... free kill", but monster + monster skill is "WOW... i could be pretty much killed"... what i mean to say is... they are potential chalenge, AND AI use their monster skill ( again... DAMN HURRICANE BIRD !!!! )

- Steal is  a little useful, not so much... cuz shops tend to hav thing that i like to steal little after i stolen they ( Green beret, Wizard Mantle ), but there are some goods worth stealing, like magic gauntlet or mythril gun, some armor too... what i think that make steal a little more useful is make equip that give stats ( Green beret !!! even wizard rod ) only buyable latter on chap 4, and only after Limberry. But this is a little extreme...





another few thing:


- Will you leave all battles of chapt 3 & 4 unchanged ??? The increase on dificult from chapt 2 -> 3 is reaaly drastic... ( ohh... still on grog hill by the way... not that i tried much... only 2 more times... ) at least the lvl shoul be all "party lvl" and Bosses with "party lvl +1~3"

- Is there more skill changes ? Like Choco Ball, are others skills changed ?

- Mustadio class don´t need MOVE+2,  MOVE +1 is already fine ( cuz he uses guns... he already hav range )

- on FFT pachter i notted that Vampire is with different Monster Skill...

- i liked the difference on ICE, BOLT and FIRE, but i really don like using ICE... Fire i use to nuke somebody and Bolt to take down more than one enemie ( Algus died by a 108 FIRE2 damage from my oracle...  :cool: ) but still not so much reason to use more black mage

- Magical guns should be removed from game until decided wat to do with they


And... i too... tend to make some looooong posts....... if only my knowledge of english was more good...

71
Hellowww i´m back

Yesterday i´ve started to play 1.4 DEMO 2.1, now rigth now i´m on star of chapt 3, and so far my opinions


1- making every job same growth really is fine, but this make every non special unit dispensable.


2- choco ball = instant Quick = gamble for the wins !


3- I think that boco is weak, it could have a little more power on skills for chap 2 choco meteor hav an acceptable damage, but for chapt 3 onward i think that it will be worse ( i´ve done an only chocobo chalenge on vanilla, chocobo meteor reaaaally sucks later... ), what about giving Boco a new Choco Skill ? And its Choco Cure be more like monk Chakra ? For the New Skill i´ve thought of  "Choco Feather -  3 range ignore evasion, formula 3*MA, chance of givin one of these effects: Charm / Sleep / confusion"


4- So far, the more hard battle were: Rat Cellar on chap 1, and Execution Site on Chapt 2 ( DAMN BIRDS !!! ), but still need to sandbag to be able to steal sometimes... some changes on battle hav make they more easy than 1,3, that could be seen so early as dorter, but still u need some strategy to some battles ( or luck+charm... as ever )


5- Mime should need lvl 3 on other job, not only on Summoner, Geomancer, Lancer and Meditator... or when you get Special characters on chap 4 they wont hav their jobs unlocked.


6- this is my taste, but i think Agrias needs much more MOVE+1 than JUMP+1



Edit.

Ok, played some battles, then i noticed that u didn´t changed battles from chap 3... ( i only noticed few minutes ago when i was raped from blaze guns on grog hill ¬¬... )...
72
It´s all about Ramza, but each quote is about one topic

Quote from: "CLASS NAME"Can we make 4 class instead of 3 for Ramza ?

I´ve liked the "heretic" name, but only for chapter 3 that would be nice... if i would name the class for each chapter would be like

Chapter 1 - CADET   [ cuz he really start the chapter as a cadet ]
Chapter 2 - MERCENARY [ he start as a mercenary....]
Chapter 3 - HERETIC [ what he became ]
Chapter 4 - VAGRANT KNIGHT [ cuz he is someone who travels the world as the adventure goes on ]

Quote from: "GROWTH AND MULTIPLIER"And about the growth, i still think that each chapter need a better growth than the previous one, as a reflection of Ramza growth, and with it, people who like to hav a "perfect stats" would hav make a low level game

Multipliers the same idea, as game goes on, the multipliers go up too.


Quote from: "SKILLSET"I agree with:
- Skillset chapter 1: Normal squire skillset (He is just a cadet after all), plus a special skill (That should be decided)
- Skillset chapter 2/3: 2 other special skills should be added (And squire-abilities should be removed)
- Skillset chapter 4: 2 other special skills should be added

But, at Chapter 4, Ramza hav gone almost all world, seeing all, learning a little of every people around the world, that´s why i´ve said to make he be able to learn more than ULTIMA from enemies.... and that would give his class more like an appearance of a "jack of all trade, master of nothing", IMHO all the ideas from Dome make Ramza more like a Cleric support than a Adventure look, except the INVITE one, but if proposal #4 is accept, then this skill would be meaningless.

For instance, as he worked with Galfgarion, then he could learn to use one of his skills



Quote from: "GeneralStrife"screw the name 1.3
Final fantasy tactics : hacktics addition

Heeey... i liked that name !
73
@StarScythe

You got the point in your post before mine, but i think that even though the central idea is the balance of game, new ideias, new class and more are welcome, not that they will be used, but all ideas are valid, maybe altarnate pacthes or another hacks ^^, anyways, i liked the changes of Archer u suggest, but isn´t better hav one skill that hit area and another that hit more than once  ? And instead of accurance, Hail Mary should be less damage ( CONCENTRATE )
74
Quote from: "Mando"For the red mage thing... since I do have on mine using all elmental spells + some magic debuffs + buff  it could be Elementalist (ffta stolen name) and just ask someone to make a sprite.

I´ve throught the same thing, but i do like more another Color Mage idea hahaha and the skills that i trhought on then are ( the new ones, the rest ( QUAKE, TORNADO, BIO, etc.. ) is the same:
Heal Rain - RNG 0 AOE 2, cure Status and some HP
Acid Rain - RNG 4 AOE 1, Water-based with poison chance
[ Yeah... i´m a Tactic Ogre fan...]
Earth Slash - Yes... the MONK skill, take it from them and put here [ make one similar non-elemental for them, like... Ogre Run ]
WindStorm - RNG 3 AOE 2, Wind Based with silence chance ( Siren hahahaha )


IMHO if we had a class dedicated to buff/debuff like u said i fear that it could turn into a kinda broken class, cuz then u could hav a single unit who could buff/debuff AND Heal or Damage, just see what happens at the Tournament, Time Mage + Talk Skill can reaaaally be annoying, imagine they with Esuna and raise ? Now on a Normal play, having 2 unit that are dedicaded to buff/debuff with heal would be reaally nice, leaving more space for the other 3 units.


But i liked the idea of the Dark Knight idea ( Cecil FF4, skill at cost of Health ), if i would change Bard and Dancer i would put this one Dark Knight for male, and a Sacred Knight for female ( Still think that Holy Knight NEED to be unique ), they skill set would be only of skills that cost no MP or little MP and a % of current HP, for Dark skills that only target enimies, and for Sacred skills that only target Allies, the skills that i trhought are ( no names for now, all they don´t target caster, except last one )
15% HP- Rng 3 AOE 2 little Damage enemies / little Heal allies
20% HP- rng 0 AOE 2 little MP damage enemies / little MP heal allies
35% HP- Low~Medium % chance of give dark OR poison OR dont act OR dont Move / medium~high % chance of clearing the same status ( this one is a skills that affect BODY )
40% HP- Low % chance of give Confuse OR Sleep OR Charm OR stop / Medium % chance of clearing the same status ( MIND affecting Skill )
90% HP- (RNG < AOE-1) Debuff everyone on range and medium % of  Death Sentence / Remove Debuffs on everyone on Range and medium % chance of Reraise ( the ultimate CURSE / BLESS SKILL )

The High HP cost is to prevent spam, or u need someone else healing the unit spaming these skills.

Special Character are mean to be a little more OP, IMHO, Agrias is one of them, meaning she is to be unique, having more not only would ruin her, but the class too, if u hav an class with sword skills then ALL would need to be so nerfed that they would end nearly usable ( remember, u always could use they, but the computer would use only now and then )


And do not underestimate Talk Skills they hav low % for one reason, Instant Cast + status, i use it more than oracle, to be honest i almost NEVER use oracle ( mimic daravon for the win !!! )

Surprisingly for some, a special character that i always use is Mustadio, Snipe + Battle Skill make him some good use, i really wanted to hav more snipe than Sword Skill ( LOL )


Another ideas that i had

- is there any way to make a new reaction ? if there, i was thinkin on Behemot again, give them a reaction that counter all type of attacks with single target meteorian.

- Thief hav an attack that ignore reaction, also ninja hav one like this too

- if the idea of "hav all char on random battle hav imortal + maintance" is aproved, then on chapt 4 all places could hav 4 types of random battle: 2 normals ones, 1 hard and 1 very hard, the Hard one comes with a guest that is a human character that joins after battle, on each location hav a different class, all they with mime unlocked ( for less grind purpose )

- Instead of making Holy Knigth a common class, i think that  Divine Knight would be more a challenge ( instant break ARE powerfull )

- if only Ourlando hav Lighting Stab, maybe make it ADD don´t Move + Don´t act, Stun purpose...

- can potion and ether formulas hav a PA+MA formula ? I saying it cuz on latter lvls X-potion dont help much ( i was thinking of something like POTION = 10*(3+[PA+MA]/20]), H. POTION = 10*(7 + [MA+PA]/10), X-POTION = 10*(15 + [MA+PA] / 7) ) or X-POTION and HIGH ETHER hav a % heal    [ i know that itens are itens and should not be influenced by the person using... but healing 150 while enemies do 250~400 dont help much ]



sad that i only can help with ideas and opinions -_-


Quote from: "Mando"Same goes with Orlandu. However in my patch I made him use my ff7 cid sprite and have lances. He also summons Highwind that uses All-Ultima animation. It kills him hitting all unit in that radius regardless of enemy or allies lol.

WOW i want to see HIGHWIND haahahahahaha ( "Hey Highwind, come and beat that F$#@%#&* UP !!!!... WAIT DONT HIT ME YOU M0*%@-F&$*#@ !!!")
75
I´ve loved some of Mando´s ideas, but hate some too.

Quote from: "Mando"5. Create Red mage in the place of time mage give them single target all elemental spells (this means wind/earth/water too)
These spells should be lv 1 and lv 2 (level 1 having a shorter range / cast time) (level 2 being slightly stronger 1 range increase and slightly longer cast time)
since we don't want the red mage to be too weak and useless these lv1 and lv2 spells are 1.5x dmg of a normal blm elemental spell that lv (but they are single target and cost more mp)
6. Give rdm the run off skills of time such as slow1 -2, give a single target haste, and give them demi(s) - maybe quick if you want

Instead of Red Mage why not make a new color Mage ? Cuz for for most of people Red Mage is some mixture of White and Black ( yeah... ) and that wont make soo much sense on FFT, even with other elementals.

What i think of this is some... "Purple" (or another color ) mage with the elementals that Black don´t hav like QUAKE, TORNADO, DEMIs and BIO. ( ohh, and slow, quick, FROG )


Quote from: "Mando"Bard and Dancer should also be removed. Give those skills to RAFA/MALAK and scrap their original skill sets.
Put either a balanced Dark knight who only uses 2 handed swords (taking the place of LOLBAGS) and possibly a holy Knight - could make males the dark and the females the sacred
if you do that add new skills to the dark knight and change up holy knight skills remove stop from stasis sword, no lightning stab, give them Holy Blade ( sword swing + holy) high dmg  high CT holy damage (single target) same for dark knight but use Dark holy)

I think that the Dark and Holy Knight must remain special classes ( unless u talking about PSP Dark Knight ), Bard and Dancer are good suport classes IMHO, turning Rafa and Malak into Bard and Dancer would ruin the Unique Classes they hav, but like i said, it my opinion.

And about Rafa and Malak, i´ve thought on this: why don´t make they more Ying-Yang ? Like, Rafa beign all skills MA-Faith based, with the best MA and MP growth ( at price of HP and PA ) and Malak  hav all his untruth skill PA-BRAVE based, with best PA and HP growth ( at price of MP and MA ).

Quote from: "Mando"Orlandu should be the only person to use LIGHTNING STAB- makes his thunder god title count for something....

That would be great, and also make Holy Explosion only for Agrias !!!


More ideias other day
76
Hi, i´m a Brazilian guy who suck in english, but i´ll try to give my opinion too. I´ve been playing 1.3 since 1.302x-ish, don´t remember -_-, and always looking at here forum... but let´s go to the point.   [ again, sorry for the bad english ]

Quote from: "Dome"Together, for a better FFT 1.3!!! xD

I think that this Hack could use another name than FFT 1.4, cuz it´s, like you said, this one is for "FFT community's effort to create an updated, balanced, and challenging FFT experience", for me 1.3 is something that Arch created and if there is a 1.4, it should be the same or more hard than 1.3, cuz that the idea on 1.3




1) Every chapter Ramza base job could be diferent, with multiplier and growth beter each one, and Chap 4 could use more skills that could be learned from other special jobs ( like... hum... Crush punch ), i also dont think that Ramza need an uber, but a versatile class

2) Partily Agreed, one or another enemie could have a "Party + 1~5 level"


5) How about put at least one Zodiac Battle on each floor ?


6) I always wanted something like that.

7) I think that the growth on each special class should be different than any other job, if they hav better multiplier, then everybody would go Mime with they and return to the original class ( Like Special Knights could have a PA growth better than any other, at price of speed AND MA... )


10) That would be nice... reaaaly nice

11) (Under the spoiler)
Chocobos: MA Save
Pathers: I like the way they are ^^
Goblins: agreed
Bombs: I dont Think that Douse is reaaly need...
Treants: A Skill that hit all allies for small HP ?
Minotaurs: what about a innate Atack UP, MAtack UP ?
Malboros: IMHO Modball virus is fine the way it is, but i agree with the attack... why not instead of poison it would be an all around atack that target only enemies ( kinda Ultros tTentacle attack on all your team )
Behemots: Intead of nerfing the skill, i think they should hav DEF UP, MDEF UP, Halve Elements and be slower ( a little more like anothers FF game )
Dragons: Why dont put a "Cancel: Charging" on Tail Swing ?
Hydras: I´ve always trought about "why not each Hydra hav 3 different elements? They hav 3 different Head !!"

13) 3 on every Job ( except Bard/dancer )

15) Archer yes ^^



18) I liked this ideia, and why dont put more weakness on equips ???????? ( but taking care to putting on weakness on same equip class that hav an Absorb )

20) Porky Family and Yellow Chocobo could hav too Inate Monster skill, to put more use on then


23) Guests are Guests

24) Some custom skills that i thought
Wizard - an instant small Random MP Recover [(1~5)*MA;  Neutral instant skill with 2 or 3 range; Ultima Blow - an PA BASED melee attack, only learn by enemies hits ( only a few ones would hav this );
Archer - Mustadio´s aim ( but nerfed ); elemental Arrows ( for equips weakness ); multiple-shot; area shot
Priest - An instant ( or fast ) 1/2 HP damage on Undead
Geomancer - differ each skill damage, range, AOE
Thief - 2 Range instant attack, normal damage


Well, i think that´s all folks... for now [ again and again, i know my english sucks ]