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Messages - dw6561

42
Quote from: skiploom188 on August 31, 2016, 10:32:21 pm

Holy shit what did I just build?

I only came up with this team on one night and did not test it on Arena even ONCE. Because back then my only concern was submitting on time. And after seeing them perform... I only hope dw6561 can forgive me.

Also, why is my team color blue? That's not the color I asked for back then. That being said, can you please do one thing and keep it blue! I seem to like this color better now.




I almost cried. I was complaining in the discord for about an hour, I was absolutely humiliated. Your team actually has some of the most powerful things in 140a: White Magic and Spell guns. I tried telling them to nerf the range on those things after we buffed the WP, but nobody listened...

Congrats on the win though Skiploom. I knew this was coming as soon as I saw your team lol.


Quote from: Shintroy on August 31, 2016, 06:39:55 pm
Twin single target faith based burst vs Oil strategy.
Neither team seems to have status. I think skiploom will have the advantage due to burst damage usually beating aoe/status teams.
R1 - Pretty convincing win. Looks like a heavy range advantage for the most part.
R2 - Same deal. Range advantage[
GJ to Skiploom. DW's team just wasn't threatening in the mid range.




Trying not to be very salty here, but...my team didn't get to do ANYTHING AT ALL. There was no time to even have an offense because the 10 SP Archers have a whole 2 points of speed higher than my samurai so both go and sequentially render her useless. I'm trying to be objective about my match but it's not working at all. And yeah, like you said, range has A LOT to do with it too. I needed luck guard on the samurai, but couldn't fit it anywhere (believe me, I tried)... :(


43
Good luck to everyone!

Also I noticed that both me and gatebuster are in the first 9 rounds. I probably shouldn't record my own match because that would be weird.

Anyway, I am legit scared about Skiploom's double spellgunners. Zeklaus will give us a chance but other than that my samurai is toast. There's a GG right there.
44
Help! / Re: Equip Change Mod
August 28, 2016, 01:22:19 pm
Or just paste it into a blank text document, and add <Patches> and </Patches> to the beginning and end of the document, respectively. Then save it as a .xml in the FFTOrgASM folder and you should be good.
45
FFT Arena / Re: Arena battle videos and discussion
August 28, 2016, 12:20:27 pm

64%...Wasn't around for my match and raise 2 didn't miss too often in my tests. Didn't realize the percentage was that low. Knowing that I'll probably rock Raise 1 and MA Up instead of Short Charge for more lore shenanigans, since the lores are kinda weak and the scholars are trying to heal with them.

Also the archers being rezzed with lower HP means meatbone slash might go off more often.
46
FFT Arena / Re: FFT Arena Season 5 Registration
August 25, 2016, 10:31:18 am
I submitted my team a while back.

Come on tourney just 3 more days...
47
FFT Arena / Re: Arena battle videos and discussion
August 25, 2016, 01:33:01 am

Chiri > Lich. Enough said. We were right to not put anything else on that wizard. We wouldn't have the 4 move, and we couldn't name her Chiri Bot then. lol.

Also, we were afraid the squire wouldn't do his thing, but he's actually surprisingly effective at finishing off units. Especially after a full party chiri. :P

But seriously that clutch pray faith. They really exploited the wizard's reflect didn't they. Things just keep getting more interesting with each match.

PS: I wanted more MA Saves...

PPS: Luck guard being luck guard again.
48
PSX FFT Hacking / Re: DW's ASM Thread
August 24, 2016, 08:39:35 pm
The data for each skill is 0x000e bytes long, so that is multiplying the ability ID by 0x000e and adding it to the table start. That gives me the ability data for the corresponding elemental skill that the attacker is standing on.

And yeah, you would patch both hacks for that. However, the one that works for weapons is untested as of right now, which is why it is separate.
49
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 23, 2016, 02:32:24 pm
I would like for Ultima to become PA/MA based. The only PA based AoE we really have are cover fire and the two PA based draw outs, and I'd really like to see more. This would also help male squires out a bit seeing as how they have the same PA as a female squire has MA. We also don't have any skills like this currently and it would be pretty unique in that regard. I like the idea of basic skill being basic in that it can work with a wide variety of builds, and this change provides that kind of versatility.

If that's not ok with most people, I would also be ok with it becoming purely PA based. The advantage there is that formula is already coded and everything, so all we have to do is patcher up and go. It would be boosted by attack up in this case, so just be aware of that.

It's all about options, and I don't think either change would step on the toes of anything we have currently because it still has 5 CT and is relatively weak unless you stat stack.

Speaking of PA/MA based things, What does everyone think of making cure 4 PA/MA based? It would still be a faith based emergency heal, but would then work for PA based classes as well. White Magic Lancers/Monks/Archers come to mind. I don't think this would step on chakra because chakra is instant, AoE, and recovers MP which synergizes well with MP Switch. They are two different skills amd have different uses. Also you would have to equip white magic, so it wouldn't be good for all builds/teams.
50
FFT Arena / Re: The "TTT": Trash Talkin' Thread
August 23, 2016, 04:45:33 am
Some kind of trash talk
Trash trashy trash trashy trash
A load of garbage

...also, Boop Boop the ninja says hi. All of your plans will be...oiled again. Well, sorta :P
51
Help! / Re: Confusion with Dash/Throw Stone
August 22, 2016, 03:06:54 pm
I noticed you have the Y value at 0, so its going Rdm(1...0) which I'm not sure how the game would handle that. What are the values that the skill is displaying?

Also, how much damage do you want the skill to do? The knockback is hardcoded into the damage formula, so I could probably code a custom formula that gives weapon damage + 100% knockback or something.
52
FFT Arena / Re: FFT Arena 1.40 ASMs
August 20, 2016, 02:42:57 am
Abandon fixed again, this time it was 1 byte that was causing problems. Should have been 3c038019 instead of 3c028019.
53
FFT Arena / Re: FFT Arena 1.40 ASMs
August 20, 2016, 01:09:53 am
The problem with abandon was that the hack that was used didn't take into account how FFT actually calculates the evade. The abandon calculation is done before the game calculates evasion, so it does the operations on the number 100%.

What the abandon hack does is this:
001853c4: 90620000 lbu r2,0x0000(r3)   Load base hit%
001853c8: 00022882 srl r5,r2,0x02      r5 = r2 / 4
001853cc: 00451023 subu r2,r2,r5      r2 = r2 - r2 / 4 = approx r2 * 3/4
001853d0: a0620000 sb r2,0x0000(r3)   Store new hit%

However, remember that this "base hit%" does not factor in evasion. So, this number is 100%, as it was initialized in an earlier routine and not touched until now. What this routine is doing is multiplying by 3/4 which is what we wanted to do to the final number and not this one. I think the creator of the hack thought that he was doing the operations on the final hit% itself and not this base hit% thingy. So we end up with 75% as the new base hit%.


What it does:
Assuming Genji Gauntlet (30% MEV) ONLY

The abandon calculation sets Base Hit% = 75% as explained earlier.
Base Hit% - Accessory Evade = 75% - 30% = 45%
45% * 100 = 4500%
Modified Hit% / Original Hit% = 4500% / 75% = 60%

Thus, 60% is our final evade.

(Base Hit - Evade) * 100 / Base Hit is the formula that is used.

Vanilla's Abandon:
(50 - Evade) * 100 / 50 = (50 - Evade) * 2 = 100 - 2 * Evade (essentially just giving double evasion)

Arena's Abandon:
(75 - Evade) * 100 / 75 = (75 - Evade) * 4 / 3 (Which is NOT evasion * 1.5)

What I did was I just said screw it and forced it to store 67% as the new base hit%. So we now have:

(67 - Evade) * 100 / 67 = (67 - Evade) * 100 / 2/3 = (67 - Evade) * 3 / 2 = 100 - Evade * 3 / 2

which is what we want.
54
FFT Arena / Re: FFT Arena 1.40 ASMs
August 19, 2016, 11:20:45 pm
Abandon fix is up along with making Tons Magic Evadable.
55
PSX FFT Hacking / DW's ASM Thread
August 19, 2016, 08:58:36 pm
Credits to Emmy for helping me fix the smart brave/faith hack!

RSM Hacks:

<Patch name="Brave up triggers on MP Cost">
<Location file="BATTLE_BIN" offset="00125B88"> 5F420508 00000000 </Location>
<Location file="BATTLE_BIN" offset="000E997C"> DD33060C AD010434 09330608 00000000 </Location>
</Patch>


<Patch name="Abandon gives 100/XX% evasion bonus">
<Description>Fixing an old hack by FFM. Not sure if this hack was already fixed by someone else, but here you go anyway. The first section is vanilla, so you don't have to use that (it's mainly for when I patch FFT Arena with it).

For 50% evasion bonus, XX = 43 and for 33% bonus, XX = 4b
</Description>
<Location file="BATTLE_BIN" offset="11E3BC">
1980033c
dc386324
00006290
00000000
</Location>
<Variable name="XX" file="BATTLE_BIN" offset="11E3CC" />
<Location file="BATTLE_BIN" offset="11E3CD">
000234
000062a0
</Location>
</Patch>


<Patch name="Geomastery RSM">
<Description>Replaces Secret Hunt/Train Routine with Geomastery. Example: If a unit is standing on Lava (which corresponds to Lava Ball, which is fire elemental), this movement will boost all Fire elemental skills. If the unit is standing on Grass (which corresponds to Hell Ivy, which is non-elemental), this movement will do nothing. Default for this RSM is Move on Lava. Will be coded to work with weapons shortly :)</Description>
<Location file="BATTLE_BIN" offset="124988">
00000000
</Location>
<Location file="BATTLE_BIN" offset="11EFFC">
e8ffbd27
1000bfaf
281f060c
00000000
834e050c
00000000
1000bf8f
1800bd27
0800e003
00000000
</Location>
<Location file="BATTLE_BIN" offset="120CA0">
e8ffbd27
1000bfaf
1980023c
942d428c
00000000
95004390
00004434
20006330
16006010
00000000
b6fc050c
00000000
0680033c
f0fb6324
0e000434
18004400
12100000
21186200
07006390
00000000
08006010
00000000
1980023c
942d428c
00000000
71004490
00000000
25186400
710043a0
1000bf8f
1800bd27
0800e003
00000000
</Location>
<Location file="BATTLE_BIN" offset="ECA0C">
1980023c
942d428c
1980033c
f7386390
71004290
00000000
24104300
0c004010
00000000
1980033c
ce386384
00000000
80100300
21104300
02004104
00000000
03004224
83100200
1980013c
ce3822a4
0800e003
00000000
</Location>
</Patch>


<Patch name="Geomastery works on Weapon Attacks">
<Location file="BATTLE_BIN" offset="11EFA4">
e8ffbd27
1000bfaf
281f060c
00000000
994e050c
00000000
1000bf8f
1800bd27
0800e003
00000000
</Location>
<Location file="BATTLE_BIN" offset="ECA64">
1980023c
942d428c
1980033c
04396390
71004290
00000000
24104300
0c004010
00000000
1980033c
ce386384
00000000
80100300
21104300
02004104
00000000
03004224
83100200
1980013c
ce3822a4
0800e003
00000000
</Location>
</Patch>


<Patch name="Disables Move+1">
<Location file="SCUS_942_21" offset="4D11C"> 00000000 </Location>
</Patch>
<Patch name="Disables Move+2">
<Location file="SCUS_942_21" offset="4D128"> 00000000 </Location>
</Patch>
<Patch name="Disables Move+3">
<Location file="SCUS_942_21" offset="4D134"> 00000000 </Location>
</Patch>
<Patch name="Disables Jump+1">
<Location file="SCUS_942_21" offset="4D140"> 00000000 </Location>
</Patch>
<Patch name="Disables Jump+2">
<Location file="SCUS_942_21" offset="4D14C"> 00000000 </Location>
</Patch>
<Patch name="Disables Jump+3">
<Location file="SCUS_942_21" offset="4D158"> 00000000 </Location>
</Patch>
<Patch name="Disables Move-Get EXP">
<Location file="BATTLE_BIN" offset="126E1A"> 00 </Location>
</Patch>
<Patch name="Disables Move-Get JP">
<Location file="BATTLE_BIN" offset="126E82"> 00 </Location>
</Patch>


<Patch name="Move/Jump+X Routine Condensation">
<Description>Removes the checks for move/jump +2 and 3, and nops space afterward. This frees up SCUS space from 0x5c950-0x5c980. Useful if you are only using move/jump+1 for your hack.</Description>
<Location file="SCUS_942_21" offset="4D0EC">
0500a014
00000000
2a008294
2e008394
280082a4
2c0083a4
3a008590
93008690
3b008390
8000c230
02004010
1000c230
0100a524
02004010
00000000
01006324
fd00422c
02004014
ffff6230
fc000534
0800422c
02004014
3a0085a0
07000334
0800e003
3b0083a0
</Location>
<Location file="SCUS_942_21" offset="4D150">
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
</Location>
</Patch>


<Patch name="Move-Get EXP becomes Reflect Null">
<Description>Reflectable skills become unreflectable when equipped. A word of warning: This hack also makes stuff in math skill reflectable, so don't use unless you plan on scrapping calculators!</Description>
<Location file="BATTLE_BIN" offset="125FE8">
1980033c
942d6390
1980023c
94006390
f5384290
40006330
11006010
00000000
</Location>
</Patch>


Formula Hacks:

<Patch name="Formula 26 becomes Random Steal">
<Description>Was going to be 100% status if nothing can be stolen/broken, but I couldn't really do that feasibly in 37 lines or less. I set the base chance to steal/break as 50% for each slot here.</Description>
<Location file="BATTLE_BIN" offset="122794">
e8ffbd27
1000bfaf
4421060c
00000000
1c004014
00000000
8c17060c
00000000
7e21060c
00000000
6719060c
00000000
441d060c
00000000
1980023c
982d428c
00000000
8c014390
91004290
0d006010
00000000
04004230
05004014
00000000
d076050c
00000000
0400c014
00000000
18000434
100044a0
1a0048a0
00000000
00000000
1000bf8f
1800bd27
0800e003
00000000
</Location>
<Location file="BATTLE_BIN" offset="F6B40">
e8ffbd27
1000bfaf
21300000
21380000
1980023c
982d428c
00000000
21104700
1a004890
ff000334
05000311
00000000
32000534
3378010c
64000434
05004014
06000234
f2ffe214
0100e724
07000010
01000134
1980023c
902d428c
80000334
0718e300
190043a0
030048a0
1000bf8f
1800bd27
0800e003
00000000
</Location>
</Patch>


<Patch name="Turn HP damage/healing into MP damage/healing">
<Description>Useful if you wanted to make a weapon the deals MP damage, but heals MP upon absorb for instance.</Description>
<Location file="BATTLE_BIN" offset="F6AFC">
1980023c
902d428c
00000000
06004494
10000334
03008010
060040a4
0a0044a4
250043a0
04004494
20000334
03008010
040040a4
080044a4
250043a0
0800e003
00000000
</Location>
</Patch>


<Patch name="Versatile Cure">
<Description>Depends on the higher of PA or MA</Description>
<Location file="BATTLE_BIN" offset="ECA10">
1980023c
942d428c
1980043c
36002280
37002480
fa382380
2b288200
0300a010
ce3824a4
00000000
ce3822a4
0800e003
d03823a4
</Location>
<Location file="BATTLE_BIN" offset="121EF8">
e8ffbd27
1000bfaf
844e050c
00000000
1622060c
00000000
541c060c
00000000
d41c060c
00000000
ad1f060c
00000000
1000bf8f
1800bd27
0800e003
00000000
</Location>
</Patch>


<Patch name="Formula 5d adds status (critical only)">
<Location file="BATTLE_BIN" offset="123A54">
e8ffbd27
1000bfaf
1980023c
942d428c
00000000
5a004290
00000000
01004230
03004010
00000000
c91f060c
00000000
1000bf8f
1800bd27
0800e003
00000000
00000000
</Location>
</Patch>


<Patch name="Formula 05 deals MP damage, heals MP on absorb">
<Description>Requires Turn HP damage/healing into MP damage/healing hack. Also accepts status procs, but doesn't show them.</Description>
<Location file="BATTLE_BIN" offset="121C9C">
e8ffbd27
1000bfaf
4421060c
00000000
0d004014
00000000
8e21060c
00000000
03004014
00000000
ad1f060c
00000000
bf76050c
00000000
00000000
00000000
00000000
00000000
1000bf8f
1800bd27
0800e003
00000000
</Location>
</Patch>


<Patch name="Formula 53 becomes Faith(PA*Y)">
<Location file="BATTLE_BIN" offset="1235e4">
e8ffbd27
1000bfaf
4421060c
00000000
13004014
00000000
8117060c
00000000
ff17060c
00000000
7e21060c
00000000
df21060c
00000000
09004014
00000000
541c060c
00000000
c721060c
00000000
03004014
00000000
ad1f060c
00000000
1000bf8f
1800bd27
0800e003
00000000
</Location>
</Patch>


<Patches>
<Patch name="New talk skill">
<Description>Stat + Status Hack: Replaces talk skill formula
Includes:
- (MA+X)% chance to hit
- 100% add status if ability lands
- Change PA, MA, brave, faith, or speed based on elemental flags
- Y value is between 0 and 255, determines whether it's raised or lowered (sign bit) and the amount (everything else)
- Blockable by Finger Guard

Notes:
- You can only really change one stat unless you want both stats to be changed by the same amount
- Quick and CT 00 can be done by setting a CT change of FF (255) and 7F (127), respectively.
- How to determine the Y value if you're not familiar with hex: Take the amount you want to change the stat and add 128 to make it add the stat, and leave it as is to make it subtract.

Elemental Flag correspondance:
0x19E/0x12 - (SP Change Byte)   Fire
0x19F/0x13 - (CT Change Byte)   Ice
0x1A0/0x14 - (PA Change Byte)   Lightning
0x1A1/0x15 - (MA Change Byte)   Wind
0x1A2/0x16 - (Br Change Byte)   Earth
0x1A3/0x17 - (Fa Change Byte)   Water
</Description>
<Location file="BATTLE_BIN" offset="E8334">
e8ffbd27
1000bfaf
1980023c
902d418c
fa384390
f7384290
00000000
80004430
02008010
40004430
120023a0
02008010
20004430
130023a0
02008010
10004430
140023a0
02008010
08004430
150023a0
02008010
04004430
160023a0
02008010
00000000
170023a0
1000bf8f
1800bd27
0800e003
00000000
</Location>
<Location file="BATTLE_BIN" offset="1229A4">
e8ffbd27
1000bfaf
1980023c
902d428c
00000000
00004290
00000000
1b004010
00000000
be20060c
00000000
1980023c
902d428c
00000000
00004290
00000000
14004010
00000000
6017060c
00000000
5912060c
00000000
6719060c
00000000
441d060c
00000000
1980023c
902d428c
00000000
00004290
00000000
05004010
00000000
cd3c050c
00000000
ad1f060c
00000000
1000bf8f
1800bd27
0800e003
00000000
</Location>
</Patch>
</Patches>


<Patches>
<Patch name="Status Conditional - Check if target has X status">
<Description>The status to check for is indexed as X in the patcher and it is a value between 0-27 (hex).

TUTORIAL:
Offset represented by X/8:
0-7      00000000 - 00000111 => 00000 = 0 => Group 1
8-f      00001000 - 00001111 => 00001 = 1 => Group 2
10-17   00010000 - 00010111 => 00010 = 2 => Group 3
18-1f   00011000 - 00011111 => 00011 = 3 => Group 4
20-27   00100000 - 00100111 => 00100 = 4 => Group 5

This is the offset you want to read from byte 0x0058 in the unit's data.

Last 3 bits of X value to status flags correlation:
X   Bits   Flags   Example
0   000    0x01   Wall
1   001      0x02   Stop
2   010      0x04   Slow ***
3   011      0x08   Haste
4   100      0x10   Shell
5   101      0x20   Protect
6   110      0x40   Regen
7   111      0x80   Poison

Slow is in the 4th group of statuses and has a value of 0x04. So to check for slow, we go to the start of the unit's current statuses (byte 0x0058 in the unit data) and we look 3 bytes after that. The offset is 3, therefore our first 5 bytes of the X value will be 00011. Then we need to get the last 3 bytes from the table shown above. 0x04 corresponds to 010. Now we just need to OR the two values to get the final X value: 00011010 = 1A in hex = 26 in decimal. Don't forget that the X field in patcher is decimal.</Description>
<Location file="BATTLE_BIN" offset="E8480">
1980023c
fa384390
982d428c
c2200300
21208200
58008290
07006330
47106200
c0170200
c2170200
02004010
00000334
01000334
0800e003
00000000
</Location>
</Patch>
<Patch name="Faith-based damage, 2x damage if target has X status">
<Description>Replaces formula 56. Does faith-based damage, and 2x damage if the target has a certain status.</Description>
<Location file="BATTLE_BIN" offset="1236F8">
e8ffbd27
1000bfaf
6123060c
00000000
203d050c
00000000
08006010
00000000
1980023c
902d428c
00000000
04004384
00000000
00883100
040064a4
1000bf8f
1800bd27
0800e003
00000000
</Location>
</Patch>
</Patches>


<Patches>
<Patch name="Untruth Condensation">
<Description>Removes faith/innocent checks from the untruth formula, and seperates the unfaith calculation into a subroutine.</Description>
<Location file="BATTLE_BIN" offset="122464">
e8ffbd27
1000bfaf
6e21060c
00000000
4f004014
00000000
3017060c
00000000
ff17060c
00000000
d121060c
00000000
df21060c
00000000
45004014
00000000
4d25060c
00000000
c721060c
00000000
03004014
00000000
ad1f060c
00000000
1000bf8f
1800bd27
0800e003
00000000
1980053c
902da58c
1980023c
d2384290
0400a484
23106200
18008200
1980023c
d3384290
12200000
23186200
00000000
18008300
12180000
db68023c
ad8b4234
18006200
c31f0300
10100000
03130200
23104300
0400a2a4
0800e003
00000000
</Location>
</Patch>
</Patches>


Other Hacks:

<Patches>
<Patch name="Faith/Innocent Check Removal">
<Description>Removes the faith/innocent checks from the faith calculation. Also frees up a bunch of space.</Description>
<Location file="BATTLE_BIN" offset="120150">
1980043c
902d848c
1980023c
d2384290
04008384
00000000
18006200
12180000
1980023c
d3384290
00000000
18006200
12180000
db68023c
ad8b4234
18006200
c31f0300
10100000
03130200
23104300
0800e003
040082a4
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
</Location>
</Patch>
</Patches>


<Patch name="Smart brave/faith hack 2.0">
<Description>Original idea by DW, Fixed by Emmy. :)
What it does:
- Brave and faith gradually return to original values when changed
- Works in increments of 5
- Works! :)
</Description>
    <Location file="BATTLE_BIN" offset="11c280">
E7780508
00000000
    </Location>
<Location file="BATTLE_BIN" offset="f739c">
24000B92
23000C92
26000D92
25000E92
2A106C01
0A004010
00000000
23188B01
0500622C
02004014
80006324
85000334
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<Patch name="Multi-hit determined by random fire flag">
<Description>X + 1 hits, Y + 1 hits if math skill is checked.</Description>
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AI Hacks:

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<Description>AI no longer jumps on sleeping allies. Replaces the check for charge.</Description>
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<Description>AI will now use these statuses only if GREATER than 50% HP.</Description>
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<Patch name="AI Throw Item Fix">
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56
FFT Arena / Re: FFT Arena Season 5 Registration
August 16, 2016, 03:08:36 pm
I'll be participating for sure, but I need to actually make a team first :P
57
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 16, 2016, 03:28:44 am
Its not the MP Regen, it's the haste. Yell is just an inherently bugged skill, doomed to be spammed until everyone is hasted. Anything we do to the skill is going to make this worse.

MP Regen is the blank status, and MP Poison in dark/evil looking.
58
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 15, 2016, 07:26:13 pm
Yell lost MP Regen because the AI likes to spam yell until all 4 party members are hasted, which wastes a lot of turns. Having that be the ONLY direct way to add MP Regen sucks, so we moved it to regen instead. Fortuntately, the AI will now use Regen as a set up spell, so the change has an additional bonus too. Douse came to be because we wanted a skill that inflicts oil directly due to removing oil from Hawk's eye.

Blind rage was changed because Insult outclassed it, and also due to the punny "Blind" Rage  :P . However, I currently have a problem with this skill mainly because the AI can't cure berserk and darkness at the same time (except through Heal, which requires being adjacent). It's very potent, so the accuracy should probably either go down or the skill could return to the way it was before.
59
For 140a, the Desperation support skill DOES NOT WORK with these weapons:

Romanda Gun
Mythril Gun
Healing Gun
Stone Gun
Blaze Gun
Glacier Gun
Blast Gun
Bloody Strings
Healing Staff
Murasame
Blood Sword

I did this because I was weary of absorb weapons being stupidly powerful, and it wouldn't really be practical for healing weapons. Magic Guns shoot their respective spells, so it wouldn't really make any sense there.

Regular guns not being affected is an oversight, but if you guys think it's not OP, I can rewrite the WP*WP formula to be affected by Desperation for 140b.

Also: If we decide not to have this, can we have another column in the master guide for weapons labeled "Desperation"? There's enough weapons to where it could be confusing to explain to first timers.
60
FFT Arena / Re: FFT Arena Balance Discussion Thread
August 10, 2016, 03:34:09 pm
My bad, regenerator really does trigger on HP Damage according to the wiki. I don't think anything was changed, so I was mistaken. Was probably thinking about Piety when Emmy pointed out to me I was wrong in my ASM thread. Sorry for the confusion lol.

Also, yeah we wouldn't go that far with the RSM relocation. It also has to be useful for the class we put it on as well as classes that will use the secondary. Maybe putting 1/3 of MP on time mage wouldn't be as bad as I thought, and I'm just overthinking things. But yeah, they are already a very solid class as is, and I would stray away from giving them too much stuff that would be useful for them. Shields + 9 SP are already a huge boon, and I can see the other caster classes being neglected (especially scholar, which we nerfed to the ground) due to this.