Final Fantasy Hacktics

General => Archives => Topic started by: VincentCraven on March 20, 2008, 08:08:34 am

Title: Monsters and Blue Magic
Post by: VincentCraven on March 20, 2008, 08:08:34 am
Original version monsters were too weak, yet I had a few complaints about the FFT Sigma monster's new strength. Like every other aspect, let's try to make each monster useful be it early/easy access, good stats, superb movement, useful skills, versatility, etc.

Also, I believe that Blue Mage's skills should be discussed here. Monster availability has great effect on Blue Mage's skills.
Title: Re: Monsters and Blue Magic
Post by: NeedsMoreNoise on March 20, 2008, 08:11:48 am
Quote from: "VincentCraven"Original version monsters were too weak, yet I had a few complaints about the FFT Sigma monster's new strength. Like every other aspect, let's try to make each monster useful be it early/easy access, good stats, superb movement, useful skills, versatility, etc.

Also, I believe that Blue Mage's skills should be discussed here. Monster availability has great effect on Blue Mage's skills.
Not to sound like a nub, but where can I download Sigma? (Like I've said before, I'm old to playing FFT, but new to things that change it).
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Post by: VincentCraven on March 20, 2008, 09:03:42 am
Right Here.

http://www.fileden.com/files/2007/10/29/1552821/FFT%20Sigma%20Beta%201.2.rar
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Post by: Austin on March 20, 2008, 03:34:04 pm
Somebody, I think Zodiac, suggested doubling all monster skills efficiency and cutting their multipliers which sounded like a good idea to me. That way blue mages can make use of their skills, and additionally break skills would serve a purpose somewhat when fighting them (except speed which already does).
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Post by: Desocupado on March 20, 2008, 05:34:09 pm
Let's see:
Monsters suffer from:
Low HP
Low Damage (or just too easy to avoid)
Low movement range (they never improve it)
Crappy skillset (skill work with little chance and/or are pointless)
Huge MA multipliers

I would advise making every monster tier have progressively more damage, movement and better skills than the ones before.
So, for exemple:
Red Goblin would have move 3 and 120 pa;
Black Goblin move 4 and 130 PA and
Green Goblin move 5 and 150 PA

Also I would advise to make all monster of one type, for example, goblins and chocobos appear mostly on chapter 1 and 2. Since breeding could make the player have better units (since monsters would now be useful) than the story battles...
I haven't played the sigma patch, but here are some of the things I did:
Morbol get MUCH more damage and regen.
Mindflare family get's water ball (since it doesn't use elemental skillset, it doesn't need water)
Skeleton family get more spell range (the higher the soul the more range it gets)
Uribo family get much more speed (can you spell nose breath?)
All Dragon's got a Scream based ability (so they become the king of monsters as they should have always been)
Ghost got much better chance to hit with it's touches and better speed.

I haven't tested using mp as monsters, but I believe one could even give more amazing abilities, like Raise 2 on a Treant, or Demi on a Ghost.
Let's never forget, it's pointless to make monster MA so higher than human's,  decrease it and increase skill's K values :p
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Post by: VincentCraven on March 20, 2008, 08:04:04 pm
Okay, so in general:

HP Boost (no armor, no added evasion)
Better Skills (they only have a max of 3 +1)
Less ridiculous MA in conjunction with higher multipliers in their skills


And how about we jazz up the reaction abilities a bit. I apparently went wrong with giving Goblins Hamedo but I think having Counter on every single monster is a bit wrong. Uribo do not need Counter, seriously.

As far as movement is concerned, how about we bring in what I think would be cool to call "Operation Chocobo."
The maps are not big enough for Ninja to be walking 8 squares each turn. Seriously, it's absolutely ridiculous. So lets kill off the overpowered movement abilities. Remove Jump+2/3, Move+2/3, Ignore Height, Fly, Teleport.

How does this relate to Chocobo's? If you ever wanted a reason to ride Chocobo's, here it is:
Chocobo - 7 Move, 8 Jump
Black Chocobo - 6 Move, 6 Jump, Walk on Water
Red Chocobo - 9 Move, 2 Jump

Or something to that effect. If humans can only move 6 Squares max, you may consider riding a Chocobo. Probably not, but at least now it isn't a worthless option. Speaking of Chocobo, should Boco be a unique Chocobo? Until we can edit the attributes of a class slot that flag it as 'Chocobo,' Boco cannot be ridden if he is unique.
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Post by: Austin on March 20, 2008, 08:40:51 pm
That all sounds good to me. Also make sure to increase the other monsters' movement ranges by 1 or 2 as well. The only thing I'm worried about with the chocobos being able to move so far is battles where there are more than 2 or 3 of them (finath river) if you change those to include other enemies it should be okay though, and I completely don't care about Boco. I'd probably kick him to the curb no matter what you do to him (and I'm sure most other people would too), so don't worry about it too much. I did like the way the Zirekile Falls battle was set up though, so if you could leave that it'd be cool.
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Post by: Asmo X on March 20, 2008, 09:15:58 pm
I don't mind the monsters getting more powerful with each level of their type so long as they are all different. I'd still want a reason to use a basic goblin on my team.

Maybe some animals should be given better class evasion? Only seems fair. Also, I think it's time we "rate" status effects. This might give us a better idea of where to go with a lot of these monster skills. I personally think Golblin's Eye Gouge and Goblin Punch should be basically 100% accurate. Come on. It's a 1 range BLIND infliction.
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Post by: karsten on March 21, 2008, 03:54:40 am
the idea of chocobos is ok by me.


so my suggestions on monsters are:

for all monsters add HP, MA, PA.

for all monsters that can't cure themselves:
make them fast i think they should reach 12--15 speed at level 99

specific monsters tuning

skeletons:
higher MA will make them more dangerous. 4 move can help too

chocobos:
fine like that, maybe too good even :D a little more mobile as skeleton maybe?

dragons:
red dragon get fire breath
green dragons, need something mildly useful... maybe we could unlock tail swing by default?

Bombs:
to be dangerous they need more range, and Hps.
so my suggestion on bombs is to give extra Hps, and to give to lv2 bombs the ability blow fire. it strikes from far, and is fire elemental so that bombs can heal themselves.

Trents:
they need 2 of vertical on their attacks. ridiculously high MA, more speed.
we should make their curative skills useful, by giving them a "katana" effect range only for allies. that way they would became useful support monsters for the AI, able to cure hp/mp, giving protect/shell to they companions.

panters
can't tell anything about them. maybe a lil faster?

ghoul/ghosts
difficult task here too. giving them more move would make them use their teleport better.

floatiball/ahriman
need extra HPs.

pisco demons
maybe we should change mind blast so that doesn't give berserk? the mindflares always die killed by berserked chars :D
anyway, first of all 2 vertical on the attack! Speed!
also, they have 2 skills, goo and lick that right now trigger counters are useless. again, it might be interesting to have this skills with a samurai sword like area. this way they would be able to protect their fellow monsters from magic and immobilize enemies from the distance. great morbols have bad breath, that is a really good skill but need at least 1 of vertical.

behemoths
they need their "hidden" skills to be always available.

tiamats are fine

uribos...  :D i saw a nice chibi altima around ;)

your toughts, please.

karsten
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Post by: trickstardude7 on March 21, 2008, 07:04:21 am
perhaps tonberry to replace uribo, or Mog with helpful healing stuff, OR cactuar
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Post by: NeedsMoreNoise on March 21, 2008, 08:03:15 am
Quote from: "trickstardude7"perhaps tonberry to replace uribo, or Mog with helpful healing stuff, OR cactuar
Tonberry's a good idea, and since there are three different versions of Uribos, couldn't you put three different monsters, instead?

However, I don't think a Mog should be a monster. To my knowledge, there's never been a Mog enemy in any FFT. Cactuar's okay, though, but the only places you'd be able to put it are in the deserts.
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Post by: trickstardude7 on March 21, 2008, 08:06:54 am
Quote from: "NeedsMoreNoise"
Quote from: "trickstardude7"perhaps tonberry to replace uribo, or Mog with helpful healing stuff, OR cactuar
Tonberry's a good idea, and since there are three different versions of Uribos, couldn't you put three different monsters, instead?

However, I don't think a Mog should be a monster. To my knowledge, there's never been a Mog enemy in any FFT. Cactuar's okay, though, but the only places you'd be able to put it are in the deserts.
yeah I suppose you are right
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Post by: Sen on March 21, 2008, 10:12:07 am
3 kinds of Tonberries like from Chocobo'sDungeon 2 there are 2 more kinds of tonberries one next to green is blue then red.
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Post by: trickstardude7 on March 21, 2008, 10:16:30 am
:shock: the last form should be tonberry King !
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Post by: Desocupado on March 21, 2008, 08:59:35 pm
The Birds (Juravi family) aren't really necessary as well.
Maybe the Flans from FFTA would fit better (think about their role).
The birds are just a mobile ranged attacker (with feather bomb).
I believe no one would miss them :p
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Post by: trickstardude7 on March 21, 2008, 09:09:18 pm
Quote from: "Desocupado"The Birds (Juravi family) aren't really necessary as well.
Maybe the Flans from FFTA would fit better (think about their role).
The birds are just a mobile ranged attacker (with feather bomb).
I believe no one would miss them :p
I agree
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Post by: NeedsMoreNoise on March 21, 2008, 09:57:56 pm
Quote from: "Desocupado"The Birds (Juravi family) aren't really necessary as well.
Maybe the Flans from FFTA would fit better (think about their role).
The birds are just a mobile ranged attacker (with feather bomb).
I believe no one would miss them :p
I don't know about that, since those are sooo easy to kill. There are tons of familiar monsters in the Final Fantasy's that could work, though. Hell, what about an Ultima Weapon?
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Post by: Asmo X on March 21, 2008, 10:29:19 pm
The problem with splitting up a family of monsters into 3 unique monsters is that if an egg hatches and it's not the same type as itself, it will be bit...weird. Maybe if they were all kind of related in appearance.

Also, "weapon" type monsters would be cool as long as they were fights against multiple enemies. Those one enemy unit battles are just pointless, strategy-wise. Also, "Ultima Weapon" is a stupid name and ought to be changed to something good.

Another monster to consider is the Moomba from FF8.
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Post by: Sen on March 22, 2008, 12:21:37 am
What else:

Lamias, Imps
the moombas from FF8 are like RedXIII from FF7 they're hienas
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Post by: Desocupado on March 22, 2008, 06:52:42 am
I can see Lamias using:

Slap -> Standard attack
Tail Swing -> A better physical attack
Allure (or Steal Heart) -> A great charm move
Blowfish (100[0] needles) -> Ranged Fixed damage
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Post by: NeedsMoreNoise on March 22, 2008, 09:40:47 am
...What if an Ultima Weapon/Omega Weapon replaced Elibdis at the bottom of the Deep Dungeon? It'd be MUCH harder, and he'd have tonssss of HP. It'd also be alot more memorable.
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Post by: Kourama on March 22, 2008, 10:38:27 am
Tonberries or Cactuars seems to be my best suggestion for new monsters if any are added.

Tonberries Abilities

- Knife (either instant/high chance of death or lose a large % of hp)

- Grudge (dmg increases based on how many tonberries or total enemies killed by that character)

- Lantern (some fire based long range damage)

Cactuars

- Speed Up/Evasion Up (some buff that adds speed/evasion to just them or maybe also surrounding allies) *only physical evasion

- Needle (adds poison/blind to enemy, high accuracy)

- 1000 needles (unfortunately no ideas for this one since it is technically a broken move if you can invite them)


Also it would be kind of cool if you could fight a special battle where a moogle ends up joining your party. Its abilities would mostly be support I think.
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Post by: NeedsMoreNoise on March 22, 2008, 10:52:54 am
An Iron Giant would be kinda nice, too. Tons of HP and weapon defense.
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Post by: Asmo X on March 22, 2008, 08:15:02 pm
Cactaur: Maybe 250 needles? hah. Would be ok as long as you gave it some range.
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Post by: VincentCraven on March 22, 2008, 09:25:17 pm
Quote from: "NeedsMoreNoise"...What if an Ultima Weapon/Omega Weapon replaced Elibdis at the bottom of the Deep Dungeon? It'd be MUCH harder, and he'd have tonssss of HP. It'd also be alot more memorable.

Oh surely you aren't suggesting we remove the Zodiac summon?


Tonberry:
 Knife - as long as Tonberry is slow, an instant KO upon reaching the player is fine; not broken b/c boss enemies are immune to Death
Grudge - possible?
Lantern - like Fire that has more range but effects 1 unit?

Cactuar: good in theory, but dunno how to do Speed Up & probably 250 needles; Needle skill is fine
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Post by: NeedsMoreNoise on March 22, 2008, 10:19:41 pm
Quote from: "VincentCraven"Oh surely you aren't suggesting we remove the Zodiac summon?
Every Ultima Weapon that's ever been in a Final Fantasy has always had tons of crazy attacks. Even in FF8, you drew Bahamut from it. Not only would it make getting Zodiac more meaningful, but it'd be something that requires thought. Elibds was basically just another buffed-up Wizard. Ultima Weapon's a buffed-up everything.
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Post by: trickstardude7 on March 22, 2008, 11:13:50 pm
yeah elbdibs was crap he was slow and has every one of the apandas do all of his work XD
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Post by: Kourama on March 24, 2008, 11:46:58 am
QuoteCactuar: good in theory, but dunno how to do Speed Up & probably 250 needles; Needle skill is fine

As for the needle thing it could be something based on the enemy's level.

As for the speed up, isn't possible to have yell hit more than one area? Wouldn't something like that be possible for monsters.

Quoteyeah elbdibs was crap he was slow and has every one of the apandas do all of his work XD

Don't really need to take him out. Just buff up his stats and maybe give him a few more moves, although they are pretty good as is.
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Post by: Sen on March 26, 2008, 06:47:12 am
speaking of Blue Mage are there any available sprites for it?
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Post by: VincentCraven on March 27, 2008, 06:23:44 pm
I thought so, but I'm not sure.
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Post by: karsten on March 28, 2008, 04:15:17 am
Quote from: "VincentCraven"I thought so, but I'm not sure.

i'm sure there was a perfect female sprite. i don't remember about the male one...

shall we create a topic on the purpouse of submitting new sprites for the patch, and maybe new monsters?
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Post by: Shade on June 08, 2008, 03:01:58 pm
We have new thing you see,
Enemy blue mages should not be able to learn skills blue mage way and if there will be situation where is blue mage VS blue mage could enemy learn then?
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Post by: Zozma on July 02, 2008, 09:08:29 pm
if a skill is used on them(enemy blue mages) and they haven't learned it they sure will automatically choose to learn it. the only way to make them not learn it is if you have a skillset in ENTD editor set over the primary which will have everything learned so choose one to limit them to specific spells if thats what you wish.

or they have to be a job other then the one that contains the primary skillset containing the blue magic.
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Post by: Kourama on July 03, 2008, 08:39:49 pm
Quote from: "Shade"We have new thing you see,
Enemy blue mages should not be able to learn skills blue mage way and if there will be situation where is blue mage VS blue mage could enemy learn then?

I don't really see the big deal in learning blue mage moves from an enemy blue mage. Only have the Blue Mages at the latest chapters have the better moves, and besides you can't force an enemy Blue Mage to use a specific move in most cases without a custom setup of equipment.
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Post by: Zozma on July 03, 2008, 09:30:58 pm
you could make blue mages have no skills learned at all, either that or make another skill identical to the blue mages skill but without the ability to learn it blue mage style. that way it looks like you cant learn blue magic from enemy blue mages..... ( i personally think its a waste to make identical skills but hey if you want that effect that is one way to do it since its the skills themselves that you have to edit to be learnable or not)