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Messages - Malroth

21
FFT Arena / Re: Arena battle videos and discussion
June 04, 2015, 01:06:38 pm
If talk skill had a 60% chance of working before Finger Guard it will have a 30% chance after Finger Guard and that's still accurate enough to potentially cause problems.
22
FFT Arena / Re: Arena battle videos and discussion
June 03, 2015, 12:31:58 am
Recorded and uploaded my final two prototype teams to decide which one will be my Tourney Entry,  specifics not included since i don't want to spoil too much but for the savvy there's a little bit more of my usual mix of WTF and "I can't believe I diddn't think of that"

Malroth  Vs Malroth   Innocent Chemistry vs A Time for Magic
23
I'm in favor of keeping them,  Gold armor prevents a lot of horrible things  and i dont think we should get rid of the only reliable petrify counter simply due to mediators being stupid.
24
I'd Definately ban Either Masamune or Bizenbolt (the skills) and Chakra band (the item)
25
FFT Arena / Re: Unit Build Archiving
April 11, 2015, 10:03:53 pm
If I may nominate one of mine take a look at the Summon Magic Mediator on my 10 speed team for a magic damage dealer.
26
FFT Arena / Re: Arena Team Battle
April 11, 2015, 08:27:23 pm
Was Kali Really that strange of a Unit? She seemed perfectly logical to me for reasons I can explain.

I Started with the concept of A Pilgrimage  Frog/Death unit to take advantage of the eventual 90% Frog chance and 75% Death vs enemy Neutral compat 40 Faith Units,  Since I Was running a Magic user without Access to Move MP up, I needed a Secondary Capable of Handling Mana Recovery and Item seemed the Best choice.  Black magic Chemist was chosen over Item Blackmage due to better HP, Speed and the Free Innate Item throw.   Since MP was tight I equipped Golden Hairpin, Main Gauche Is a No brainer on a Non weapon Chemist. Since I was running Pilgrimage and had no viable tank options, i decided to go with Cursed ring/Black costume instead since at 10 speed i wouldn't stay dead for very long and An enemy 8 White mage would waste almost half their turns exploiting my unavoidable Raise 2 vunerability.
27
FFT Arena / Re: FFT Arena: Balance Discussion Thread
February 10, 2015, 04:28:12 am
well if the immunity was to something that actually threatens a caster samurai like Charm or Don't Act then the replacement Kiyomori would see use on tanky caster setups, but poison has no meaning for either paladins or samurai.

Alternately it could be the Non Elemental Melee Katana at 10WP, 20 WEV Immune Blind
28
FFT Arena / Re: FFT Arena: Balance Discussion Thread
February 09, 2015, 03:56:24 am
Lets analyze these ideas 1 at a time

Katanas:

Asura;
+1PA stregnthen fire,ice,lightning, fire elemental 10WP. Doesn't help male Paladins in any meaningful way, but helps Male samurai be scary melee damage monsters thanks to 2h/attack up damage stacking. Opens alternatives to black robe on a summon/black magic female Samurai but otherwise the ice/lightning strengthening would be difficult to use.

Kotesu:
10PA dark elemental, strengthen holy/dark.  Dark crossing paladins will like this, It could also see use on a white magic female samurai as a way of both stregnthing a holy/dia offence and healing allied cursed ring users.

Biezenbolt:
+1Ma 9wp 100% add Silence, Female samurai would equip it for the MA, 2sword proc builds might place it in the first slot in the off chance that the rare unprotected mage might be affected but since silence is such a scary status effect on the wrong unit that's not going to happen often.

Murasame:
13WP Heals target, Immune Berserk.    This is the new go to weapon for Spellbreaker/Kagesougi builds and is quite a competitive southern cross weapon as well. Female Samurai are looking at a very easy 250 dmg pre fury spellbreaker while equip heavyblade ninjas can hit up to 390 damage maxed out.

Heaven's cloud:
8wp Strengthen Earth/wind/water Wind Elemental, 50% Add Slow.  Won't break any damage records but definately has its place on a 2swords proc paladin as well a Lore Samurai and makes Geomancy samurai almost viable again.

Kiyomori:
9wp, Immune Poison, 50% chance to cast Bio.   No one would equip this, ever,  both classes that can equip it have easy access to both heavy armor and in class add regen+awesome other status and melee guys are going to go for PA boosting. If it kept its 10WP It might be concidered for salty rage Samurai who don't want to bother with Chiri's effects wearing off but it still wouldn't really compete with Asura.

Muramasa:
9wp 100% inflict Faith.   Ahhh old Muramasa, how I've missed you..... gauranteed magic vunerability on a class chassis with the stats to actually cast magic while being immune to enemy status effect spells.....Drool

Kikuichimonji:
someone's tried the 70/70 quake melee monster yet?  guess i've got to see how that's working out before i comment.

Masamune:
-2speed 8wp Always haste:  currently worse than being a empty fist samurai,  at 12 WP it could at least be the "i hit things hard in slow motion" sword but at 8 its a sick joke

Range: 2; Initial: Regen & Haste; 20% Cast: Comet; 2H: Yes; 2S: No.  Now THIS is a Katana worth equipping at 8WP or even 7

Weapon changes If all Taken Together.   Elemental Melee gets a Pretty hefty boost from the improved Asura, Caster Samurai loose a point of MA across the board but get much stronger alternate weapons almost to the point where berserk protection is no longer mandatory. Drawout gets mostly weaker with the exception of Kiku snipers but bards still will be the best draw out users since they will be unaffected.  Asura/Kotetsu Summoner Samurai may become a thing especially with their ability to heal allied undead with melee strikes.

29
FFT Arena / Re: Arena battle videos and discussion
January 30, 2015, 10:32:07 pm

Sumoning magic isn't as "good" as black magic in many situations but it has its moments. On a medium map a Bahamut or Zodiac bard is almost gauranteed to be able to damage multiple units on the first turn and on every other turn he's not distracted by other duities,  on the other hand a Chirijiden bard will waste at least 1 turn closing to range and most likely a second turn Masamuning,  it will take 8 turns of chiri spam to catch up to the Summoner bard in damage dealt dispite Chiri's 25% higher damage to low faith targets. Summon magic is also the only way to combine AOE damage and Resurection on a 10+speed Mage chassis,  the short casting times of many low tier summons also allow speedy caster assaults to blanket 8 speed teams before they even get a turn.

As for summoners themselves there are several traits that can be used to some if not great effect,  Robe of lords summoners are the only casters capable of tanking a Bizen bolt hit and still being capable of casting, as well as being the cheapest class to combine with Shortcharge and Restore MP.

as for black magic bards vs summon magic it's a tough fight, but the only black magic element capable of filling the same role that summon magic's massive AOE's do is Fire which is the most resisted in the current metagame with cursed ring users covering their weaknesses, White robe/Flash hat support units and Phoenix crossers


30
FFT Arena / Re: Arena battle videos and discussion
January 16, 2015, 01:49:53 am
Note this would have been impossible with a 8CT quickening
31
FFT Arena / Re: Arena Team Battle
January 15, 2015, 03:19:29 am
for casual play you don't even need the game,  just have 2 people write up teams and ask the recorders to put them against eachother.  However if you want to run things yourself,  First you need a PS1 emulator and an ISO of the game,  since the only legal way to have these is to rip the game disc to an ISO yourself obtaining these things will remain beyond the scope of the thread.  Once you have your ISO and working emulator,  Copy your ISO and dowload PPF omatic and the arena patch.  PPFOmatic should be able to apply the Arena Patch to your ISO without much trouble,  open the game and the Intro screen will have changed if the patch was successfully applied. To run matches You can either use the Excel spreadsheet included with the FFT arena Patch to create new teams then generate a Memcard file with those 2 teams ready to go  or use FFTastic to generate a save game of generic units of the correct Fury/Faith/zodiac/gender then use the Formation screen in the game to customize them to your liking.

Once this is working,  have both players write up their teams in the spreadsheet,  export a Memcard with the two teams,  load in your emulator,  choose a map and let the AI do its thing. You can use the Formation screen to make last minute tweaks if you want but the battles are 100% AI controlled to ensure a level playing field.


Edit: Might as well write up my unit while I'm at it


Kali
Female
Serpentarius
40
70
Chemist
Black Magic
Regenerator
Maintenance
Pilgrimage
Main Gauche

Golden Hairpin
Black Costume
Cursed Ring

X-Potion, Hi-Ether, Antidote, Chrono's Tear, Echo Grass, Maiden's Kiss, Soft, Bandage, Phoenix Down
Nether Fire, Bolt, Frog, Death

32
FFT Arena / Re: Arena battle videos and discussion
January 14, 2015, 02:40:20 pm
Some suggestions for replacement mime all male for the extra PA

Basic skill  with Tackle, Thow stone, Accumulate, Heal, Yell, and Wish.  Handles a variety of problems and can be mostly self sufficient with Move HP up.  Equip Heavy blade is used for Lionheart.

Item + Equip ranged.   Romada gun is a gauranteed 100 damage with no stats needed  and the mime is healing as needed.

Chivalry with Move MP up. Equip Heavy blade for Coral sword or Phoenix blade grand cross self healing or optimise evasion and just nurse yourself every round.

Ninjutsu for Un-faith based elemental healing and shiruken.

Draw out with Asura, Murasame, Masamune, Bizenbolt, and Kiyomori.  Still optimize for PA but use Power Wrist for that very nice 65% evasion against blinded targets.

Cursed ring + Necronomicon + Item + Move HP up.  Wear Gold Armor and Twist headband,   you'll eventually negate autopotion entirely since so few teams carry undead protection.


34
FFT Arena / Re: Arena battle videos and discussion
January 13, 2015, 04:52:28 am
on my screen black text is invisible,  I could go with some bright magenta or cyan.
35
FFT Arena / Re: Arena battle videos and discussion
January 12, 2015, 09:13:29 pm
Was going to start recording a video for The Dammed in thanks for his insightful commentary but I can't find his teams.
36
FFT Arena / Re: Arena battle videos and discussion
January 09, 2015, 10:19:45 pm
Lancers are perhaps the best Itembots because of Javelin+Zephyr shield combined with Heavy armour status immunities,  They also excel at almost every other PA or SPD based job with 0 charge time like Punch Art, Chivalry, Steal or snipe,  They can also be a great 2h bruiser with a Holy Lance or a support status melee with a Goku rod or Octagon Rod. Female Lancers also make great high speed support mages/talk skill users that run 100+ HP and +1 speed above a similarly built Time Mage. Jump itself is somewhat Meh unless on a Dancer/Monk/Thief but the Class chassis lends itself to a number of uses.
37
FFT Arena / Re: Arena battle videos and discussion
January 01, 2015, 10:34:48 pm
Yeah i probably need to swap the mime and the Ninja around in the turn order so she'll have a chance to refute or punch him before getting murdered
38
FFT Arena / Re: Arena battle videos and discussion
December 25, 2014, 02:21:44 am
New video up,  the same problems i've been having means no voiced commentary so subtitles added in post production.

The Dammed (Night of the Comet) vs Shintroy (Pen and Sword 3)
39
FFT Arena / Re: Arena battle videos and discussion
December 24, 2014, 05:48:08 pm
Can't say for certian weither shields come back as the only mimes i've run have been with Necronomicon or Ragnarok both of which return.
40
FFT Arena / Re: Arena battle videos and discussion
December 24, 2014, 04:09:18 pm
the only classes that are the best at using their own action skills are Male Monk, Male Archer and Female Mediator,  everybody else is outdone by at least one other class.