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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - dw6561

21
FFT Arena / Re: FFT Arena Balance Discussion Thread
December 01, 2016, 11:44:05 am
Quote

Elemental strengthening costs up to 65 max HP (i.e., Brigandine→elemental robe) or the accessory slot (i.e., anything→108 Gems). The damage is roughly the same as current spellguns, but the books have shorter range, can miss, and can be equipped by only slow, squishy Priests and Summoners.  All in all, spellbooks should be much less potent than spellguns.


For the record, I would have to code the spell guns to miss. The magic gun formula doesn't account for evasion. My understanding of it is that it would be just like a 3 range spell gun that doesn't have to worry about projectile guard.I still like this though because of the shorter range and like you said, summoners and priests. Though also I'm a little nervous about the extra high-faith synergy this could resukt with on priests 
22
FFT Arena / Re: FFT Arena Balance Discussion Thread
November 28, 2016, 05:02:01 pm
I had (PA+MA)/2*Y in mind all along when I mentioned it on Discord. That might have just been an order of operations miscommunication on my part.

23
FFT Arena / Re: FFT Arena Balance Discussion Thread
November 22, 2016, 02:35:04 am
RSXM System counter argument matches (and further reinforcement that spell guns need to be changed :P):

https://www.twitch.tv/dw6561/v/102629903

Team used:

Player: 0 dw6561
Team: Weird Supports
Palettes: Black/White
Last Revision: 2016-11-21

================================

Insane Jump
Male
Virgo
70
50
Monk
Jump
Brave Up
Overwhelm
Equip Polearm
Dragon Whisker

Focus Band
Power Sleeve
Feather Boots

Stigma Magic
Jump Range 6, Vertical Ignore

================================

Pseudo Scholar
Female
Pisces
40
70
Time Mage
White Magic
Piety
Short Charge
Equip Armor
Healing Staff
Flame Shield
Diamond Helm
Diamond Armor
Dracula Mantle

Slow, Sinkhole
Cure 3, Raise 2, Regen, Esuna

================================

Kinda Regular
Male
Virgo
40
50
Mediator
Draw Out
Abandon
Equip Shield
Move-1
Main Gauche
Aegis Shield
Flash Hat
Black Costume
Dracula Mantle

Blackmail, Preach, Solution, Insult, Mimic Daravon
Masamune

================================

Luck Guard
Female
Cancer
40
70
Wizard
Summon Magic
Projectile Guard
Short Charge
Equip Light Gear
Hidden Knife

Holy Miter
Wizard Outfit
Defense Armlet

Nether Fire
Moogle, Fairy, Carbunkle, Odin, Zodiac

================================


Teams fought:
Gaignun's season 5 team
Silentkaster's 100% accuracy
Dokurider's Oregon Trails
24
FFT Arena / Re: FFT Arena 1.40 ASMs
November 21, 2016, 04:31:53 pm
About that, I did fix this formula as it is in the current arena and it works perfectly fine. I'll upload the newest version of it fairly soon here. I didn't realize I didn't update it here.
25
FFT Arena / Re: Barren's Mini AI Tournament Registration
November 21, 2016, 04:23:22 pm
I'm in!!!
26
FFT Arena / Re: What should happen to counter flood?
November 21, 2016, 04:09:28 pm
The problem with status procs on a counter is that it's kind of rediculous imo. I think I'd rather have a reaction that outright inflicts a status, so you can guard against it easier. With counter flood, you don't really know what status you would be procing, and most of the status procs are of the "very potent" category so it can shut down multiple units on top of being unevadable. If everyone is ok with it I could attempt to split counter flood into two reactions: counter comet (unevadable, flat damage) and retaliation (adds random status, evadable).
27
FFT Arena / What should happen to counter flood?
November 19, 2016, 07:41:06 pm
Counter flood has been shown to be bugged (dealing unintentional increases/decreases in damage) in a way that can influence matches, and I am unable to fix the problem currently. What should we do to it?

EDIT: I need to mention that I came up with counter comet, which would basically do the same thing but be much more balanced. It counterattacks with comet if attacked by something with the counter flood flag.
28
PSX FFT Hacking / Re: DW's ASM Thread
November 18, 2016, 01:44:46 am
Quote from: nitwit on November 17, 2016, 08:04:12 pm
Where is the sign bit if y is unsigned?


Maybe I'm not getting the terminology right. I wasn't sure what to call it when it adds the stat if you add 0x80 and subtracts it if you don't. Sometimes I think I'm being smart but I'm really not, and this is apparently one of those times.

Quote from: Jack of All Trades on November 17, 2016, 08:05:29 pm
Does this formula still require monster talk to hit monsters?


No, monsters can be hit regardless. I've always thought monster talk was the stupidest support skill ever, but I can make a version for monster talk if need be.
29
PSX FFT Hacking / Re: DW's ASM Thread
November 17, 2016, 01:40:32 am
I kinda just dumped all of my ASMs that have been tested here just now. Enjoy. A quick note about the formula below: It displays just the hit % if the status can't be added for whatever reason. That being said, it has been tested to work with the AI (I wasn't sure due to the elemental flag weirdness).


<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>
30
FFT Arena / Re: Arena battle videos and discussion
November 16, 2016, 01:39:56 pm

Look at that priest go. Ouch. Status kind of just overwhelmed the other team before they could really react.

Unfortunately, a team with 4 berserkers seems really hard to pull off since you effectively don't have any support.


Yesssssss too much Dannage! Culminated with 612 to boot. Here's a tip: Don't underestimate Dan.

Makes me wonder how this team would survive against a team that can damage more than just the mediator.

Next time this team shows up, we need to play Dan-cing mad lol. Wait a minute...Dan-sing. Oh no what have I done...
31
NEW TEAMS:
The Hand Factor - This team can be quite the handful
Too Much Dannage - Joke team with extra [insert Dan pun here]


Player: dw6561
Team: Store Wars
Palettes: Yellow/Black
Last Revision: 2016-08-02

================================

Wall Mart
Male
Serpentarius
70
40
Lancer
Item
Finger Guard
Throw Item
Maintenance
Obelisk
Swift Plate
Gold Helmet
Diamond Armor
Jade Armlet

Jump Range 4, Jump Vertical 5
X-Potion, Hi-Ether, Antidote, Chrono's Tear, Echo Grass, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down

================================

Randalls
Male
Serpentarius
70
40
Ninja
Basic Skill
Brave Up
Defense UP
Move-HP Up
Mage Masher
Mage Masher
Golden Hairpin
Secret Clothes
Defense Ring

Kagesougi, Misogi
Accumulate, Throw Stone, Heal

================================

TargetLady
Female
Serpentarius
40
40
Mediator
Steal
Abandon
Equip Shield
Move-HP Up
Main Gauche
Escutcheon II
Thief Hat
White Robe
Elf Mantle

Blackmail, Refute, Insult
Steal Heart, Steal Accessory

================================

Kroger
Female
Serpentarius
40
70
Time Mage
White Magic
Absorb MP
Short Charge
Move-MP Up
Healing Staff
Aegis Shield
Black Hood
Wizard Outfit
Defense Ring

Haste 2, Don't Move, Sinkhole
Cure 2, Raise, Esuna


Player: dw6561
Team: Dance Attack
Palettes: Black/Green
Last Revision: 2016-08-02

================================

Antidote
Male
Serpentarius
40
40
Paladin
Item

Throw Item
Maintenance
Scorpion Tail
Swift Plate
Gold Helmet
Diamond Armor
Sprint Shoes

Nurse, Transfusion, Iron Will
X-Potion, Hi-Ether, Antidote, Chrono's Tear, Echo Grass, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down

================================

Apoplexy
Female
Serpentarius
40
70
Mime
Talk Skill
Piety
Luck UP
Maintenance

Swift Plate
Flash Hat
Secret Clothes
Reflect Ring

Blackmail, Warn, Preach, Refute, Insult

================================

Trisection
Female
Serpentarius
40
70
Time Mage
Summon Magic
Absorb MP
Short Charge
Move-MP Up
Wizard Staff
Kaiser Plate
Holy Miter
Wizard Robe
N-Kai Armlet

Comet, Sinkhole, Demi
Moogle, Fairy, Silf, Odin

================================

Random Waltz
Female
Serpentarius
40
40
Monk
Dance
Regenerator
Equip Armor
Move -1
P Bag

Chakra Band
Gold Armor
Defense Ring

Secret Fist, Stigma Magic, Revive
Nameless Dance


Player: 0 dw6561
Team: Effective Weirdness
Palettes: Green/Blue
Last Revision: 2016-08-10

================================

Education
Female
Sagittarius
70
40
Thief
Snipe
MP Switch
Equip Magegear
Move-MP Up
Monster Dict

Thief Hat
Robe of Lords
Sprint Shoes

Quickening, Steal Heart, Steal Accessory
Hawk's Eye, Execute

================================

B. Heak Jr. III
Male
Leo
70
40
Archer
Chivalry
Regenerator
1/3 of MP
Warpath
Lightning Bow

Twist Headband
Rubber Costume
Angel Ring

Cover Fire, Head Break
Reraise, Grand Cross

================================

Hand Outs
Female
Serpentarius
40
40
Samurai
Punch Art

Magic Attack Up
Move+1
Kiyomori

Gold Helmet
Wizard Robe
Defense Ring

Murasame, Chirijiraden
Secret Fist, Stigma Magic, Revive

================================

Number 90001
Female
Aquarius
40
70
Time Mage
White Magic

Short Charge
Move-MP Up
Wizard Staff
Swift Plate
Flash Hat
Silk Robe
Defense Ring

Haste 2, Slow 2, Sinkhole
Cure 3, Raise, Esuna

Player: 0 dw6561
Team: Deathly Lancer
Palettes: Black/Blue
Last Revision: 2016-09-18

================================

Gothicka
Female
Serpentarius
40
70
Lancer
Black Magic
Projectile Guard
Short Charge
Pilgrimage
Demon Spear
Swift Plate
Genji Helmet
White Robe
Cursed Ring

Frog, Death

================================

Time Manager
Female
Serpentarius
40
70
Lancer
Time Magic
Counter Magic
Short Charge
Pilgrimage
H Bag
Swift Plate
Cross Helmet
White Robe
Cursed Ring

Haste, Slow, Comet, Sinkhole, Balance

================================

Chiviator
Male
Serpentarius
40
40
Mediator
Chivalry
Auto Potion
Equip Shield
Maintenance
H Bag

Flash Hat
Black Costume
Wizard Mantle

Blackmail, Death Sentence, Refute
Lay on Hands, Nurse, Transfusion

================================

Durr White Magic
Female
Serpentarius
40
70
Oracle
White Magic
Projectile Guard
Magic Defense UP

Healing Staff

Golden Hairpin
Wizard Robe
Sprint Shoes

Life Drain, Zombie, Paralyze, Petrify
Regen, Esuna, Holy

Player: 0 dw6561
Team: Jumping the Gun
Palettes: Black/Blue
Last Revision: 2016-09-13

================================

Derpacle
Female
Serpentarius
40
70
Oracle
White Magic
Piety
Magic Defense UP
Move-MP Up
Healing Staff

Flash Hat
White Robe
Sprint Shoes

Douse, Pray Faith, Sleep
Cure 3, Raise 2, Esuna

================================

Jump the Gun
Male
Serpentarius
70
70
Archer
Jump
Projectile Guard
Overwhelm
Warpath
Blaze Gun

Thief Hat
Power Sleeve
108 Gems

Arm Aim, Hawk's Eye
Jump Range 5, Vertical Ignore

================================

Steal Dignity
Female
Serpentarius
40
70
Thief
Black Magic
Awareness
Unyielding
Move-MP Up
Hidden Knife

Golden Hairpin
Black Costume
Setiemson

Quickening, Gil Toss, Steal Heart
Frog, Death

================================

Masamune
Male
Serpentarius
70
40
Samurai
Basic Skill
Damage Split
Concentrate
Move-HP Up
Bizen Boat

Gold Helmet
Reflect Mail
Cursed Ring

Masamune
Throw Stone, Heal, Wish

Player: 0 dw6561
Team: The Hand Factor
Palettes: Black/White
Last Revision: 2016-11-10

================================

Berserk Button
Female
Virgo
70
70
Priest
Punch Art
MP Switch
Two Swords
Warpath
Gold Staff
Scorpion Tail
Black Hood
Robe of Lords
Salty Rage

Cure 3, Regen
Secret Fist, Stigma Magic

================================

Mana Cure
Male
Pisces
40
70
Bard
Summon Magic
MA Save
Magic Attack UP
Teleport
Ramia Harp

Holy Miter
Wizard Outfit
108 Gems

Magic Song
Moogle, Ifrit, Fairy, Carbunkle, Silf

================================

Twist Bedhand
Female
Capricorn
40
55
Mediator
Punch Art
Abandon
Equip Shield
Move-HP Up
Main Gauche
Aegis Shield
Thief Hat
White Robe
Dracula Mantle

Blackmail, Insult, Mimic Daravon
Stigma Magic

================================

Right Hand Lady
Female
Virgo
40
70
Time Mage
White Magic
Projectile Guard
Short Charge

Healing Staff
Aegis Shield
Black Hood
White Robe
Wizard Mantle

Haste, Slow, Stop
Raise 2, Regen, Esuna

================================

Player: 0 dw6561
Team: Too Much Dannage
Palettes: Black/White
Last Revision: 2016-10-23

================================

Dan
Male
Cancer
70
40
Summoner
Punch Art
PA Save
Martial Arts
Warpath
Prismatic Rod

Green Beret
Rubber Costume
Angel Ring

Carbunkle
Spin Fist, Repeating Fist, Aurablast, Earth Slash, Stigma Magic

================================

This Dude
Male
Pisces
40
70
Priest
Sing
Piety
Short Charge
Move-MP Up
Mace of Zeus

Black Hood
White Robe
Setiemson

Cure 3, Raise 2, Esuna
Battle Song

================================

That Dude
Male
Pisces
40
70
Priest
Sing
Piety
Short Charge
Move-MP Up
Mace of Zeus

Black Hood
White Robe
Setiemson

Cure 3, Raise 2, Esuna
Battle Song

================================

Dannette
Female
Capricorn
40
70
Mediator
Time Magic
Projectile Guard
Magic Attack UP
Teleport
Blast Gun

Flash Hat
Black Robe
Jade Armlet

Blackmail, Preach, Refute, Mimic Daravon
Haste, Slow

================================

32
Help! / Re: Can someone help me with my code?
October 07, 2016, 03:28:12 pm
1. Oh did I not have a nop there? I know about the load delay thing already, but sometimes a pair of fresh eyes is all it takes to catch mistakes like that.

2. I've kinda just been writing all my code by hand because I don't like using external programs. Sorry about that, I just use notepad and a hex calculator to do my work.

3. You're right, I think its in r17. I posted this prematurely it looks like, considered that and eventually said that it didn't matter.

4. Oof. I took the address from the kanji space nopper. I'll have to check that later.

5. Thats an easy fix. 
33
Help! / Can someone help me with my code?
October 07, 2016, 03:24:06 am
I'm trying to make brave and faith work differently. What my hack is supposed to do is whenever brave and faith are changed, it would add or subtract 5 brave when the unit gets their turn, gradually bringing the unit back to their original brave and faith. I want this to work even if a unit is dead, and after the unit's turn is over. But the hack is just immediately returning the unit to their original stats, or doing it per clocktick instead of per turn (not entirely sure which). I'm thinking I put this hack in the wrong place. I've been putting it in the end section of the "in between turn control routine" if that helps.

Don't mind the somewheres, those are just how I code things when I don't know the exact locations of jumps. I wrote all of this by hand btw, but I think I ironed out the myriads of mistakes I made when I first coded it. There are probably several ways I can optimize this code too, but first I need to know where to put the dang thing.


Location of hack: Battle.bin, E83AC (0x0014f3ac)
Place where hack jumps from: Battle.bin, 11C020 (0x00183020)

3c038019 lui r3,0x8019   
8c632d94 lw r3,0x2d94(r3)      Load attacker data pointer
00000000 nop
90640023 lbu r4,0x0023(r3)      Load original brave
90650024 lbu r5,0x0024(r3)      Load current brave
10850014 beq r4,r5,somewhere   Branch to faith changes if current = original
00000000 nop
0085082a slt r1,r4,r5         Set if r4 < r5
10200009 beq r1,r0,somewhere   Branch if less than original???
00850823 subu r1,r5,r4         r1 = current - original
28210005 slti r1,r1,0x0005      Set if less than 5
10200003 beq r1,r0,somewhere   Branch if greater than or equal to 5
00000000 nop
1000000c beq r0,r0,somewhere   Jump to faith changes
a0640024 sb r4,0x0024(r3)      Store current = original
24a5fffb addiu r5,r5,0xfffb      Current brave - 5
10000009 beq r0,r0,somewhere   Jump to faith changes
a0650024 sb r5,0x0024(r3)      Store new brave

00010823 subu r1,r0,r1         r1 = original - current
28210005 slti r1,r1,0x0005      Set if less than 5
10200003 beq r1,r0,somewhere   Branch if greater than or equal to 5
00000000 nop
10000003 beq r0,r0,somewhere   Jump to faith changes
a0640024 sb r4,0x0024(r3)      Store current = original
24a50005 addiu r5,r5,0x0005      Current brave + 5
a0650024 sb r5,0x0024(r3)      Store new brave

90640025 lbu r4,0x0025(r3)      Load original faith
90650026 lbu r5,0x0026(r3)      Load current faith
10850014 beq r4,r5,somewhere   Branch to end if current = original
00000000 nop
0085082a slt r1,r4,r5         Set if r4 < r5
10200009 beq r1,r0,somewhere   Branch if less than original???
00850823 subu r1,r5,r4         r1 = current - original
28210005 slti r1,r1,0x0005      Set if less than 5
10200003 beq r1,r0,somewhere   Branch if greater than or equal to 5
00000000 nop
1000000c beq r0,r0,somewhere   Jump to end
a0640026 sb r4,0x0026(r3)      Store current = original
24a5fffb addiu r5,r5,0xfffb      Current faith - 5
10000009 beq r0,r0,somewhere   Jump to end
a0650026 sb r5,0x0026(r3)      Store new faith

00010823 subu r1,r0,r1         r1 = original - current
28210005 slti r1,r1,0x0005      Set if less than 5
10200003 beq r1,r0,somewhere   Branch if greater than or equal to 5
00000000 nop
10000003 beq r0,r0,somewhere    Jump to end
a0640026 sb r4,0x0026(r3)      Store current = original
24a50005 addiu r5,r5,0x0005      Current faith + 5
a0650026 sb r5,0x0026(r3)      Store new faith
08060c0a j 0x00183028         Back to main routine
8fa60010 lw r6,0x0010(r29)


If anyone knows where this should go or sees any glaring mistakes, please let me know.
34
FFT Arena / Re: FFT Arena Balance Discussion Thread
October 01, 2016, 11:39:42 pm
I agree. We are really just suggesting things like crazy because we get inspiration and ideas, but we need to weed out the actual important stuff from the creative "this would be cool" ideas. I don't think the suggestions list is really getting us anywhere anymore, it's kinda just there. I keep saying that we need to establish a priority cue, but it's difficult when we keep suggesting things and don't do anything with them.

Here's a list of what I, personally, feel we need to take a look at for the next patch. I had a rant typed up about how we need a new system but I don't want to be too strict...

My list is in this format:

Jobs: If a job needs something about it changed, like equipment/stats/etc, put it here
Skill Sets: If a skill set has skills that need to be looked at, list them and those skills here
Weapons: Put any weapons that need changes here
Shields: Put any shields that need changes here
Armor: Put any armor that needs changes here
Accessories: Put any accessories that need changes here
Statuses: Put statuses that need their protection/infliction/attributes/etc re-evaluated here


Jobs: Paladin, Summoner, Dancer

Skill Sets:
Basic Skill - Concentrate, Luck Up
White Magic - Raise 2, Piety
Chivalry - Lay on Hands
Punch Art - All damaging punch arts, Chakra, Martial Arts
Time Magic - Slow 2
Elemental - All non-elemental geomancies, Counter Flood
Ninjitsu - Shuriken
Steal - Roulette
Dance - Everything

Weapons:
All Spell Guns
Holy Lance
Javelin
Any crossbow besides Atma Bow or Gastrafitis
Staves other than healing/wizard
Meteor Rod

Shields:
Aegis Shield

Armor:
Triangle Hat
Golden Hairpin
Mythril Helmet

Accessories:
Cursed Ring

Statuses: Berserk, Undead, Slow, Sap
35
PSX FFT Hacking / Re: ASM Requests
September 27, 2016, 11:24:51 am
What about making statuses like Undead or Confusion have a CT (without replacing the CT of another status)? I realize this would be pretty complicated (considering that it would have to expand upon at least 3 routines relating to status CT setting, decrement, and whatever else I'm missing), but I also know that it would be helpful. Let me know if this is a good idea or if it changes too much to be worthwhile in the end.
36
FFT Arena / Re: Arena battle videos and discussion
September 23, 2016, 01:37:23 pm

Couldn't handle the AoE...bad rng on my end and too much  AoE bombardment did it.

Also being locked out of concentrate kinda sucks for my thief there. Also I might want to swap her move-MP Up for HP up so that she doesn't hang out in the corner so often.

GG.
37
FFT Arena / Dancer Skill Set Rework?
September 08, 2016, 04:36:09 pm
Hey guys, I had some interesting ideas for dances and Andrew suggested I make a new thread for it. So here you go. Remember though that these are just me brainstorming and it's not at all set in stone what the skills do or even if they are all included. This idea will turn dancers into decent close up units that can use punch art/other physical skills or their cloths without ignoring their own innate skills. Dance will no longer need mimic to follow up, and will no longer be as trolly/spammy as it is now. The idea with making them all 0 range is because I want them to have to stay in the action (which IMMEDIATELY makes me think of the new cloth ideas we made- Cashmere for initial protect/shell + auto potion sounds like a great dancer set up). Hopefully this also makes the AI actually STOP dancing lol.

Wiznaibus: 2-3 AoE, 0 Range (doesn't hit caster), retains current formula
Witch Hunt: Deals MP damage, 3 AoE, 0 Range
Dirty Dance: 2 AoE, Either deals 1 damage, or Target's current HP - 1 damage if it hits
Nameless Dance: Inflicts Darkness, DM, Slow, or Oil if it hits, 2 AoE (will need higher hit rate to compensate), 0 range
Square Dance: Jarbles the code, turning every unit into a crystal
Tap Dance: 3 AoE, 0 Range, 50% hit, Creates odd soundwaves, dispeling most positive statuses (what it includes can be discussed, however should at least cancel faith/innocent)
Swords Dance: 2 AoE, 0 Range, 5-6 CT, Dmg_[Weapon] (weapon elemental can be debated), Hit 50% (more jobs could use dance, but the 50% hit rate balances it. Basically, an elemental spin fist with concentrate + darkness. Synergizes very well with Dancer's PA and would definitely help with mitigating the effects of evasion for all units)
Ballet: 2 AoE, 0 Range, 100% add slow, ?? CT no persevere (only if haste 2/slow 2 go bye bye)
Foxtrot: 2 AoE, 0 Range, 100% add Haste, ?? CT no persevere (only if haste 2/slow 2 go bye bye, this may not seem balanced but it will help with the masamune issues. Plus, this skill set is a LOT more useful for physical units than Draw Out or time magic is, and it can be used on non-mages.)
Last Dance: Becomes instant, 2 AoE/0 range like the other new dances and loses persevere (Altima 2 will use return 2 like mad sometimes, so we MIGHT want to study how the AI uses this before implementing it.)
38
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 05, 2016, 09:20:19 am
When I said that I didn't mean that golden hairpin changed, I was referring to the suggestion for it to half holy/dark. Sorry if that wasn't clear.
39
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 04, 2016, 03:51:00 pm
Quote from: CT5Holy on September 04, 2016, 02:56:23 pm
I know I've said this like three times already, but it's ok to have some elements be easier to build with and counter than others. As Andrew noted, Earth Clothes makes Earth rather potent; Float is an additional way to mitigate Earth's effectiveness. Float is rarely seen since other movements (MHPUP, MMPUP, Move+1) are more useful, and even when Float is used, it rarely makes an impact because not all teams are Earth-based! I'm pretty darn sure people making an Earth-based team are far more worried about Flash Hat and Diamond Armlet, two generally-useful equipment, than Float (or even Earth Clothes, as that's specific to Earth-based teams!).

I don't see Float as a problem because it's... never been a problem. I see Float as an extra safety valve in case Earth stuff gets out of hand. With the bonus of sometimes being the perfect movement ability for specific setups.


I couldn't have worded it any better. With the gold hairpin change we have an experience with holy/dark damage getting out of hand for 140, but since we've never seen the null: earth on float be a problem before, I don't see a justification for removing it. 
40
FFT Arena / Re: FFT Arena Balance Discussion Thread
September 03, 2016, 08:51:27 pm

We all know I'm a geomancer nut but I don't see how geomancy needs a nerf. I think it's in the perfect spot right now. The real problem is counter flood which is basically free damage when hit with almost anything (the flags in patcher apparently don't affect the actual trigger). Counter Flood is particularly strong right now due to the damage bug that makes a charged skill or reaction (anything that happens in between turns) depend on fury. I have had 176 damage Elementals due to this bug. Without this bug (which I've fixed, btw- patch might come out soon) we'll have to see if counter flood damage is still a problem.

If we really need to nerf it that badly, Gatebuster proposed lowering elemental's range to 3 or 4. I'm ok with this as that allows mimes to be used effectively with these skills (the current range is too much for the mime to position themselves with a lot of skills).

There's not really much else we can DO to it to be honest. This is why I've been advocating changes to elemental, because something just doesn't sit right with me on how it works in a tournament patch setting. Geomancy is in a sort of unstable equilibrium right now, and the fact that there aren't that many ways to adjust Geomancy makes it very hard to balance (similar to magic guns). This is why I've been seeming like a crazy person and babbling about changing geomancy somewhat radically from its percieved "anti-sandbag" function.


Most of us are on board with this because it's a more elegant, smoother, well thought out way to make it work. Right now we have several problems with the new statuses, including the AI not curing Sap correctly and not being able to give these statuses a CT. These statuses have almost no AI coding either. Right now, Sap feels like a chunky add-on (ESPECIALLY Sap) that was introduced just to counter Refresh and never actually incorporated into the game. Like that one thing that's just there and not really utilized.

If we were to merge the statuses though, The AI cures poison well and uses it to midcharge casters often. They would use Poison and Regen's CT, so we no longer have to deal with them not lasting on death. We know that the AI does stuff with the blank status if we put it on regen, so we can still use it as a dummy status on that skill. This solves all of those problems and we don't need any new ASMs. It's much easier on me too since I don't have to try and replace the CT of other statuses just to make this idea work.


Quote
Remove Haste 2 and Slow 2: Noooo ;~; . I like these 2 AoE spells.  If you think the AI spams Haste 2 and Slow 2, wait until you see them spam Haste 1 and Slow 1.  With 1 AoE Haste/Slow, you often fail to target all relevant units in a single cast, so you waste the second turn casting the same spell again. Meanwhile, 1 AoE Slow is too terrible to be worth the turn that's spent casting it.  If you're going for a 1 AoE Slow, you might as well go for a 1 AoE Stop instead.  Why are these 2 AoE spells seen as so OP that we ought to remove them?

Haste 2 and Slow 2 are OP because they are smart targeting and 2 AoE, meaning you can spam them to your liking without the consequence of accidentally hitting a teammate with slow or hasting an enemy. It's a HUGE advantage for fast teams. I don't know if you saw that one match where my 8 SP team with no slow protection was completely rendered useless by these 2 skills because they couldn't do anything (enemy team was too fast with 10 SP + haste). If we try to reduce their accuracy, the skill becomes spammed just as much as yell. If we try to increase their JP cost, they become nigh unusable on most support builds. MP cost doesn't matter. Making them no longer smart target might be a bad idea because then they will backfire counter-productively. So...what else CAN we do to them?

Every team packs haste due to the lack of slow removal or protection we have in the game, as I guess these statuses were balanced with the aspect that they cancel each other in mind. We wanted to transition into a meta where haste isn't necessary on every single team in the world, hence why we are advocating more slow removal and reducing sources of haste.


I like float too! I'm not sure why Andrew was all gung-ho about removing float and every source of float from human access. The null-earth aspect is also its most useful aspect, and if we take that away then there's not really any reason to use it. Also monsters NEED the float/fly movement skills or else they will look incredibly awkward when treading through water. We can't just give every monster innate walk on water because A) that wastes an RSM slot and B) that gives those monsters an unfair advantage. I like float the way it is and don't want to see it changed.

But I'll still whip up a remove null: earth hack regardless.