Hi,
I downloaded v.236 Of the FFTPatcher.
I'm wondering what I need to do if I want to change attack/ability formulas.
I'm trying to make normal attacks (and martial arts skills) less powerful.
-I changed the growth rate of all classes to have PA and MA get to 99 without leveling down and up all the time.
-I lowered the power of weapons and magic so that Fire2 doesn't kill you with 545 damage when cast by a lvl 30 Squire.
Can't change formulas right now. You cn only swap them out for other existing formulas.
So if I want to make the damage of weapons not depend on the PA of wielder, I could set them to "gun" In the item tab.
Would this make all 5 WP weapons do the same damage (barring compatibilities)?
But how would I make keep a non-weapon holder from murdering foes in one blow?
You'd have to swap the formula for the standard attack, too. It's the skill right above Potion in the abilities tab.
Thanks.
No problem. Just remember to pass on the help in the future.
I used "PA * (WP+Y)" and made "Y" 2. That way the most anyone can do barehanded is 198.
Quote from: "samuchan"I used "PA * (WP+Y)" and made "Y" 2. That way the most anyone can do barehanded is 198.
Hm, just hope the monk can still do more with Martial Arts...
That's a good question. What formulas are affected by the martial arts skill?
If I'm not mistaken, any physical attack's formula is affected by Martial Arts if no weapon is equipped and the unit has it equipped (or innate), which would mean a Monk could do more barehanded.
Um... i think that "abilities" slot (the one above "potion") that governs normal attacks doesn't effect bare hands. They're still murdering with one bare fist hit.
Is the "nothing" slot in the item tab the thing I should tinker with?
Edit: It is. I set the "nothing" formula to "gun." At weapon power 5 It will always do 25 damage with 100% accuracy. Great for EXP/JP farming.
That'll do, pig, that'll do.
Cool. Maybe that slot should be renamed 'Bare-hand' in the editor for clarity?