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May 19, 2024, 06:23:16 pm

News:

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 - Squidgy

61
I don't think the graphic overlap will matter. People will see Scholar, see charging, see it hitting every unit on the map. It should be self-evident, even if the graphic was Ice 1... but the graphic should be lined up with the element.

Paladin for stats + Equip Armor/Shield. Squire for stats + Equip Shield. Paladin skillset does seem to be... lacking, but nobody picks Paladin for the skills. In my mind for skillsets, all I'm looking at is "Status Cure? Worthwhile status Inflict? Rez? Anti-Critical, not-terrible-for-AI heal? MP heal? Haste? Slow? Imba Ability?"

Squire: Status Cure, Rez, Haste... haven't tested Throw Stone or Ultima yet. Squire seems OP to me.
Paladin: Heal, AI never used Grand Cross for me :(. Seems OP too, but only due to HP, PA, and Armor. Would be nice for there to be multiple subpar-skillset "Please Salty Rage Me" jobs, defining each with higher HP, higher PA, or versatile equips... not all 3 on one job.
Scholar: All Magic ruins AI so they'll never Wish/Phoenix Down. Good? Bad? I get annoyed with it, just because my Scholar has Phoenix Down, and ignores using it 'cause she's casting Natural Selection, but I like it too, 'cause anti-Sandbag is good, and they therefore have a niche.
Geomancer: The damage does get a bit ridiculous sometimes, with ignoring Evasion/Faith... I guess that's all Elemental does, so I'm not callin' for a nerf, just some QQ. Stats being across-the-board worse than Squire is an eyebrow raiser, especially since Squires get a very utility-packed skillset.
My 1.3 suggestion on Cheer Song: Clone of Nameless which only does Haste. I do hate how potent Haste is when only 2-3 sources are worthwhile. Time Magic, Yell (sorta)...

Lemme know if I get Shuriken nerfed... least I'm trying to. A Save Punch Art isn't as cool as I thought it'd be, so I doubt that'll get nerfed. MA Save... bah, wasn't impressed. Maybe on a Mediator?
62
FFT Arena / Re: FFT Arena: Item Discussion Thread
November 21, 2010, 12:49:40 am
Can the elemental flails get a boost to 9? I think the maths go:

Scorp: 10 * 10 = 100
Other: 8 * (8 + 2) = 80
Suggest: 9 * (9 + 2) = 99

Having an elemental attack isn't that much benefit, sometimes a hindrance. EDIT: Oh, they were originally proposed 9... heh...
63
FFT Arena / Re: Arena battle videos and discussion
November 19, 2010, 08:21:27 pm
Yeah, compared to Shuriken, Cover Fire wins.
64
Shadow Shade on Scholars only hits the first target currently. (Not a popular ability I assume)

Kinda ruined my gag group... oh wait, I know how to fix it.
65
FFT Arena / Re: Arena battle topic
November 11, 2010, 06:38:05 pm
Well, at least blocking Draw Out sorta made it less scary. Would've owned my team if it wasn't for lucky status hits at the end.
I'm betting map choice (and a lucky steal heart) did those chemists in... but awesome music again.
66
FFT Arena / Re: Arena battle topic
November 09, 2010, 09:05:06 pm
A team for testing!... well, I guess the Oracle and Thief are boring units. Oracle would never Draw Out though, even when poisoned and holding Masamune so I had to make her boring.

CoverMe
Male
Taurus
70
44
Squire
Charge
Speed Save
Concentrate
Move-HP Up
Main Gauche
Genji Shield
Green Beret
Black Costume
Small Mantle

Wish
Seal Evil, Cover Fire


GoGoGo
Male
Virgo
70
43
Paladin
Punch Art
Speed Save
Two Hands
Move+1
Heaven's Cloud

Barbuta
Carabini Mail
108 Gems


Stigma Magic


HoldTheLine
Female
Capricorn
50
70
Oracle
White Magic
Counter Magic
Equip Shield
Move-MP Up
Ivory Rod
Crystal Shield
Black Hood
White Robe
Magic Ring

Paralyze
Cure 2, Raise, Protect, Shell


TeamFallBack
Male
Virgo
50
43
Thief
Item
Counter Flood
Throw Item
Move-HP Up
Sasuke Knife

Green Beret
Black Costume
Angel Ring

Steal Heart
Hi-Potion, X-Potion, Ether, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down
67
FFT Arena / Re: Arena battle topic
October 18, 2010, 03:29:12 pm
Okay... yeah. Neutral Compat 70/70 Fury Shadowstrikes doing 999 damage must be a bug... though that only happened once. It's more reliable to see ~376. Guess I should stop using it with guns... even if big numbers is fun.

Shadowstriker
Female
Serpentarius
70
40
Mediator
Ninjitsu

Attack UP
Jump+1

Blast Gun

Flash Hat
Secret Clothes
108 Gems


Shadowstrike
Speed, Attack UP, and Strengthen all help so you can see the 999s easier. Sometimes it's only 917... and the damage shown often gets bumped up.
68
FFT Arena / Re: Arena battle topic
October 18, 2010, 03:18:40 am
Right! My team... haven't posted it yet. I was thinking to work in some absorbs on the Scholars to coax them to cast while critical, instead of relying on Item lovin', but I'll post the current version. Also I should really test Mad Science, but it scares me...

Pamsy
Female
Aeris
50
70
Scholar
Punch Art
MA Save
Magic Attack UP
Fly

H Bag

Green Beret
Black Robe
Setiemson

Rime Bolt, Thunder Flare
Stigma Magic


Christine
Female
Libra
50
70
Scholar
Punch Art
MA Save
Magic Attack UP
Fly

H Bag

Green Beret
Black Robe
Setiemson

Rime Bolt, Thunder Flare
Stigma Magic


Dusty
Male
Cancer
70
40
Thief
Item
Speed Save
Concentrate
Move HP-Up

Sasuke Knife

Black Hood
Black Costume
Angel Ring


X-Potion, Ether, Phoenix Down


Niko
Male
Capricorn
70
40
Thief
Item
Speed Save
Concentrate
Move HP-Up

Sasuke Knife

Black Hood
Black Costume
Angel Ring


X-Potion, Ether, Phoenix Down

K... I just gave a Blast Gun user Shadowstrike from Ninjitsu. Saw... 287, forgot to check stats? I can't figure it out... but the numbers are very high.
69
FFT Arena / Re: Arena battle topic
September 26, 2010, 04:08:07 pm
Oh hi there...

Just started fiddlin' around with this patch, but there's lots to rummage through. Paladins, Archers, Ninjas... Did make a standard "abuse Scholar all target magic", 'cause I saw others were doin' it... using MA Save and Speed Save on everyone, then attacks which built up according. No more speed-based attacks aside from Dagger/Ninja Sword, but that worked in my preliminaries... oh wait, there's Shiruken... but Ninja stats are so much worse than Thief, just for innate 2H... meh.

It'd be nice to have a set of "official teams" to fight against though. Both balanced and gimmick, just a variety to face against... or was that in the save which came with? Couldn't get it working for some reason, so I used one from 1.3 Arena, and made up teams on my own.

I'll write it up if people're still lurkin' around here, waitin' for a challenge.
70
FFT: ASM'd / Re: Classes/Abilities in ASMd
June 09, 2010, 02:17:32 pm
Well, if the balance for those is that they're all hard to acquire, that seems a bit off... Even if they only had Small Flame (Sweegy Woods), I would use it on all my characters for the rest of Chapter one. I should just emphasize the abilities feel too simple for now: no mana cost or charge time. For instance, Leaf Dance vs Wave Around... I only see Wave Around used if somehow you got surrounded by enemies followed by a layer of allies you didn't want to hit, and usually I'd just hit the allies anyways. (Of course they're different formulas, but I'm assuming Blue Mage primary, so PA/MA are relatively close.)

Also noticed Silence doesn't effect Blue Magic, but I don't really see that as a problem/bug...
And why does Stab Up play the dance animation? Heh... heh... cute.

Name:          mp  sp
Choco Cure     10  50
Goblin Punch   14  --
Look of Devil  4   25
Small Flame    8   34
Drain Touch    --  --
Leaf Dance     30  34
Thunder Breath 24  --
Wave Around    6   --
Sudden Cry     12  --
71
FFT: ASM'd / Re: Classes/Abilities in ASMd
June 09, 2010, 02:54:22 am
Wow. I was going for unlocking Geomancer, since that's my favorite job, but this guy has the same requirements, and... wow. When I first saw where this job was going, I thought it'd be annoying to have to be primary Blue Mage, then find monsters to use the abilities on the mage... lots of work. After using them, I see this problem won't be too much of a bother, as every character I have has switched to Blue Mage permanently.

But silliness aside, balance. I see these guys are still under construction as the two starting abilities have no charge time, no mp cost, and hit for more than the lev 1 Black Magic spells I have available, slightly less than the 3s, but those take tons of time and mp, and then the nuisance of Faith scores. The lack of vertical range restriction on Small Flame is especially powerful in this more "positioning-emphasized" environment... and even if the numbers are intended to be... (seems like... MA+2*8 and 12?) ...at this level, it still feels like the abilities are too simple, not suitable for a "mage". Adding a mp cost and charge to many/most/all of them would be awesome.

(Now if you're going for FFV Blue Mage, which I assume you are, with the swords... then they should have rods and shields available too, like their older rendition... the old Blue Mages also could equip armor, and that's probably pushing it... but then you'd have no MP... tradeoff acceptable?)

Gonna try editing the save file and throwing on all the monster abilities available... or have you fiddled with their formulas yet?