• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 27, 2024, 10:07:15 pm

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Skillsets

Started by VincentCraven, March 23, 2008, 09:31:47 pm

Wolf

April 01, 2008, 12:51:04 pm #20 Last Edit: December 31, 1969, 07:00:00 pm by Wolf
I think that maybe the sword spell skill (dark sword, holy sword etc.) should be changed from being based on wp to ma, that way they don't always completely outclass that characters physical attack, and they could actually give them elemnts (stasis sword= ice etc)

Austin

April 01, 2008, 05:06:46 pm #21 Last Edit: April 02, 2008, 04:10:07 pm by Austin
You could change Agrias or Orlandu into a wizard and give them equip sword which would probably make it overpowered, besides it just seems like unnecessary work to me.
I was thinking: Stasis Sword- costs 20 mp
split punch- costs 15mp inflict don't move, y=2(from 3)
crush punch- inflict death sentence 25mp, y=3 (from 2, crush punch is supposed to be stronger and I thought add dead was too good)
lightning stab-30mp
holy explosion-40mp

night sword-10mp, and make sure Gaf gets dark sword for free too

shellbust stab-20mp
blastar punch-20mp
hellcry punch-30mp
icewolf bite-30mp

And for Orlandu's skill set:
stasis sword
split punch
shellbust stab
blastar punch
the 4 ruin skills- all 20mp, change magic ruin so it totally depletes the enemies' mp instead of just 1/2

And if you go with the mp idea for swordskills be sure to increase the mp of bosses like Wiegraf and Meliadoul.
  • Modding version: PSX

Xifanie

April 01, 2008, 06:18:56 pm #22 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
Err... aren't those excessive costs? Basically you'd need 1 chemist per knight so he can keep using his skills...
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

Austin

April 01, 2008, 07:37:02 pm #23 Last Edit: December 31, 1969, 07:00:00 pm by Austin
It is at the beginning of the game, but later on when your characters are at lvl 50 and robes are available it balances out. Besides, I'd rather they be too expensive than not expensive enough.
  • Modding version: PSX

Asmo X

April 01, 2008, 09:21:30 pm #24 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
Quote from: "Zodiac"Err... aren't those excessive costs? Basically you'd need 1 chemist per knight so he can keep using his skills...

I dont see the problem. Those are exactly the skills that deserve heavy restrictions. Not being able to use them without a tag-along source of MP is a good idea.

VincentCraven

April 01, 2008, 10:12:36 pm #25 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
As long as no one but Gafgarion has access to Night Sword/Dark Sword (or rather, no one on the player's team), 10MP is fine.

The MP cost may be a bit too high. Considering that Stasis Sword hits more than one unit, I can see 20MP, but I think the single target skills are a bit too high.
I changed jobs and that has made all the difference.

Austin

April 01, 2008, 11:11:35 pm #26 Last Edit: December 31, 1969, 07:00:00 pm by Austin
How bout split punch at 15mp and crush punch at 25 since it's a bit stronger than stasis sword and can add death sentence?
  • Modding version: PSX

Asmo X

April 02, 2008, 03:42:57 am #27 Last Edit: December 31, 1969, 07:00:00 pm by Asmo X
You did keep the same status effects on Stasis Sword, Lightning Stab and Holy Explosion right? I don't think those need to go anywhere

Austin

April 02, 2008, 03:58:41 pm #28 Last Edit: December 31, 1969, 07:00:00 pm by Austin
Yeah unless I put something else beside it, it stayed the same.
  • Modding version: PSX

Sen

April 03, 2008, 07:32:29 pm #29 Last Edit: December 31, 1969, 07:00:00 pm by Sen
I tried making a blue mage skill set and setting those monster's skill with learn on hit but after patching it was messed up and instead of turning them blank and must be learn on hit I can see the skills and in can be learned normally

Austin

April 03, 2008, 07:44:17 pm #30 Last Edit: December 31, 1969, 07:00:00 pm by Austin
You unchecked learn with jp right? That's the only thing I can think of that might be a problem.
  • Modding version: PSX

Sen

April 03, 2008, 08:02:41 pm #31 Last Edit: December 31, 1969, 07:00:00 pm by Sen
And hen I tried going into a battle and I saw some of the skills are already learned and also when trying to learn the self destruct because there's no self destruct learned yet th bomb self destruct and nothing is learned.

I think it has something to do with my file, I'll start the game all over again to see if the problem with my file.

VincentCraven

April 04, 2008, 11:04:37 pm #32 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
^
1) check learn Blue Mage style
2) make learn % 100 (if not already)
3) make sure it's the same skill and not a duplicate
4) can Summoner only learn Zodiac as a Summoner? If so, then Blue Mage can only learn Blue Magic as a Blue Mage.
I changed jobs and that has made all the difference.

Sen

April 05, 2008, 03:40:24 am #33 Last Edit: December 31, 1969, 07:00:00 pm by Sen
I've already tried #1,2, and 4 and also removing learn with JP and setting the JP requirement 9999

it appears during formation that the skill are not learned yet but when I go to battle some are already there some are not and those skill that are no yet available when I got hit nothing happens

VincentCraven

April 05, 2008, 08:17:02 am #34 Last Edit: December 31, 1969, 07:00:00 pm by VincentCraven
=(

I'll look into it.
I changed jobs and that has made all the difference.

Sen

April 05, 2008, 08:36:11 am #35 Last Edit: December 31, 1969, 07:00:00 pm by Sen
I know now!!

because I'm using mediator its skillset must be talkskill so I tried changing the skills and then it worked.
I just used a different skillset and setting it to mediator which is why it didn't work.

Lydyn

April 05, 2008, 01:54:16 pm #36 Last Edit: December 31, 1969, 07:00:00 pm by Lydyn
Yeah, seems I've had/having the same problems with my classes, lol. Glad you figured it out!

Sen

April 08, 2008, 10:48:46 am #37 Last Edit: December 31, 1969, 07:00:00 pm by Sen
About Monster Skills/Blue Mage skills they all look screwed up

for example using self destruct there's a sword swinging yet the character does not holt it and acts differently.

the only skill that looks good are thunder soul/etc. and choco cure.

Zozma

April 09, 2008, 03:27:08 am #38 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
you may have to create a new version of skills like self destruct
(ulmaguest would be a neat blue magic too, but u gotta create another of that too, u know the empty space below the  skill parasite? use those and assign the same effect to them, and give that same version to the monster, its the hand raising animation instead of a glitchy sword) true the monster might not call their special animation for them but they shouldnt look glitched either...

on top of that won't you need to change the formulas too? they probably arent nearly as effective used by humans if they have ma/pa based formulas
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

BigNailCow

April 17, 2008, 06:56:21 am #39 Last Edit: December 31, 1969, 07:00:00 pm by BigNailCow
Not sure if it's been mentioned yet, but I think Steal Heart should still be able to work on an enemy of the same sex, but maybe at half accuracy.  Not just for political correctness reasons, but it's reasonable to think someone charismatic enough would be able to sway someone of the same sex with their charm.

Also, hi.