Hasn't been updated in a while.
I've decided to post this, and I actually want the changes to be brutally massacred to dust. I want to help make this the best a.i. tourney patch it can be whilst staying true to FFT. Any recommendations are good; I will swallow my pride and make changes if I feel they are actually justified.
Changelist:ASM:Uses
Final Fantasy ASM'd as a base. (See this thread (http://ffhacktics.com/forum/viewtopic.php?f=34&t=3953) for more information)
- ASM'd growths implemented, EXCEPT Speed.
- Jump increase to 3/2 still requires Spears.
- Axes get new formula ([(0 + (1..PA)) + PA] * WP); Flails retain 1.3 formula ([WP] * WP)
- "Equip X" is unchanged. (No Equip Crossbow+Bow, for instance)
- 1.3 Sage class is used.
- If possible, Two-Hands hacked to only increase WP by 50%; otherwise, Samurai lose innate Two-Hands.
- Thieves lose innate Concentrate. Instead, they gain Vanish: 1 CTR, Self-inflicted Transparent.
- Bulldemon family gains Counter reaction, since Caution is now innate to all monsters.
- Other ASM'd skillset changes and new abilities are PENDING. (These need to be discussed for competitive purposes)
Fury Hack is also inputted at Brave+
40% damage done and taken.
Jobs:Thieves/Ninjas lose 1 Speed.
Mime is allowed with average PA/MA. (
Only one mime per team)
Items:DaggersDaggers
DO lose +1 Speed (Again...)
Orichalcum is 9 WP, 5% W-EV, +2 MA
Assassin Dagger is 12 WP, 5% W-EV, 25% Poison
Air Knife is 11 WP, 5% W-EV, Wind-elemental, 25% Sleep
Ninja SwordsHidden Knife is 7 WP, 0% W-EV, Initial: Transparent (it sucks, but whatev)
Spell Edge is 12 WP, 10% W-EV, 25% Don't Move
Iga Knife is 11 WP, 15% W-EV, Wind-elemental; Boost: Earth
Koga Knife is 11 WP, 15% W-EV, Earth-elemental; Boost: Wind
SwordsAll swords have 10% W-EV
Ancient Sword is 14 WP, 25% Don't Move
Ice Brand is 13 WP, Ice-elemental
Rune Blade is 11 WP, +2 MA
Blood Sword is 10 WP, Absorbs Damage as HP (Undead reversal, Not usable with Two-Swords)
Knight SwordsDefender is 18 WP, 30% W-EV, Cancel: Don't Move, Don't Act
Save the Queen is 16 WP, 25% W-EV, Always: Protect
Katanas(This is actually pending, and I'm looking for some really good ideas on what to do with them)
Murasame is 12 WP, 20 W-EV, +1 MA, Water-elemental, Restores HP
Heaven's Cloud is 13 WP, 20 W-EV, +1 PA, Wind-elemental
Kikuichimonji is 16 WP, 20 W-EV, 25% Silence
AxesAxes are now 1-handed, but cannot be used with two-swords or two-hands.Giant Axe is 7 WP, 25% W-EV, Earth-elemental, Boost: Earth, Wind, Water (
note: no Axe proc)
Slasher 12 WP, 30% W-EV, 25% Decapitate
RodsThunder/Flame/Ice Rod are 4 WP, 5% W-EV, 25% Bolt/Fire/Ice2
Poison Rod is 8 WP, 5% W-EV, 100% Poison
Wizard Rod is 4 WP, 5% W-EV, +2 MA
Faith Rod is 4 WP, 20% W-EV, Always: Faith, 25% Faith
StavesHealing Staff is 8 WP, 10% W-EV, Restore HP, Boost: Holy (
note: NOT holy-elemental)
Wizard Staff is 4 WP, 10% W-EV, +2 MA
Gold Staff is 10 WP, 10% W-EV, +2 PA, 25% Dispel
FlailsFlails lose Two Hands compatibility, but DO NOT return to regular random formula
Flame Whip is 10 WP, 10% W-EV, Fire-elemental, Boost: Fire
Morning Star is 11 WP, 10% W-EV
GunsMythril Gun is 9 WP, 5% W-EV, +2 MA
Blaze Gun is 12, 5% W-EV, 5-Range, Casts Ice/2/3
Glacier Gun is 12, 5% W-EV, 5-Range, Casts Fire/2/3
Blast Gun is 12, 5% W-EV, 5-Range, Casts Bolt/2/3
CrossbowsHunting Bow is 12 WP, 5% W-EV, 25% Second Attack
Gastrafitis is 14 WP, 5% W-EV
LongbowsLong Bow is 12 WP, 5% W-EV, 5-Range
Windslash Bow is 10 WP, 5% W-EV, Wind-elemental
Mythril Bow is 11 WP, 5% W-EV, +1 PA
HarpsLamia Harp is 13 WP, 10% W-EV, 25% Confuse
Bloody Strings is 13 WP, 10% W-EV, Absorbs Damage as HP (Undead reversal)
Fairy Harp is 13 WP, 10% W-EV, 25% Charm
BooksBattle Dict is 13 WP, 0% W-EV, 25% Zombie
Monster Dict is 11 WP, 0% W-EV, 25% Sleep
Papyrus Plate is 9 WP, 0% W-EV, 25% Petrify
SpearsPartisan is 14 WP, 20% W-EV, 25% Cancel: Protect
Oberisk is 13, 10% W-EV, +1 PA
Holy Lance is 11, 10% W-EV, Holy-elemental, 25% Holy
SticksIvory Rod is 10 WP, 15% W-EV, +2 MA
Octagon Rod is 12 WP, 25% W-EV, 25% Frog
Whale Whisker is 11 WP, 15% W-EV, Water-elemental
BagsAll bags are
12 WP, 0 W-EVC Bag is +1 MA
FS Bag is +2 PA
P Bag is Always: Regen (stays for now)
H Bag is Half: all elements
ClothsAll cloths are 0 WP, 35% W-EV, Initial: Defend
Persia is Always: Protect
Cashmere is Always: Shell
Ryozan Silk is Initial: Haste (wanted Always: Regen, but... =/)
ThrowablesAll throwables are 9 WP,
except Shuriken which is 11 WP.
ShieldsIce Shield is 20% P-EV, 15% M-EV, Absorb: Ice, Weak: Fire
Fire Shield is 20% P-EV, 15% M-EV, Absorb: Fire, Weak: Ice
Gold Shield is 20% P-EV, 15% M-EV, Absorb: Thunder, Weak: Earth
Aegis Shield is 10% P-EV, 50% M-EV, +1 MA, Cancel: Silence
Crystal Shield is 25% P-EV, 20% M-EV, +1 PA, Cancel: Stop
HemletsPlatina Helmet is 95 HP, 0 MP, +1 PA
Circlet is 115 HP, 25 MP, +1 MA
Crystal Helmet is 150 HP, 0 MP, Cancel: Sleep
HatsTwist Headband is 56 HP, 0 MP, +2 PA
Black Hood is 100 HP, 0 MP, Cancel: Don't Move, Don't Act
Golden Hairpin is 80 HP, 50 MP, +1 MA, Cancel: Silence
Thief Hat is 45 HP, 0 MP, +1 Speed, Cancel: Charm
Flash Hat, 30 HP, 25 MP, +1 MA, +1 Speed
Ribbon is 20 HP, 0 MP, Cancel: All negative statuses
ArmorCarabini Mail is 115 HP, 0 MP, +1 PA
Crystal Mail is 170 HP, 0 MP, Cancel: Petrify
Reflect Mail is 145 HP, 0 MP, Always: Reflect
ClothesPower Sleeve is 70 HP, 0 MP, +2 PA
Earth Clothes is 85 HP, 10 MP, Absorb: Earth, Boost: Earth
Black Costume is 100 HP, 0 MP, Absorb: Fire, Cancel: Stop
Rubber Costume is 50 HP, Absorb: Thunder, Cancel: Don't Move
RobesWizard Robe is 30 HP, 22 MP, +2 MA
White Robe is 45 HP, 60 MP, Half: Thunder, Fire, Ice
Black Robe is 60 HP, 45 MP, Boost: Thunder, Fire, Ice
Light robe is 55 HP, 50 MP, Always: Regen, Weak: Darkness (stays for now)
AccessoriesGerminas Boots is +1 Move, +1 Jump
Rubber Shoes is 30% M-EV, +1 Move, Cancel: Thunder
Sprint Shoes is +1 Speed
Bracer is +2 PA
Magic Gauntlets is +2 MA
Reflect Ring is Always: Reflect
Defense Ring is Cancel: Sleep, Berserk, Death Sentence
Magic Ring is +1 MA, Cancel: Silence, Absorb: Earth, Wind (
note:
Absorb: Water is now removed)
Angel Ring is Initial: Reraise, Cancel: Blind, Dead
Diamond Armlet is +1 PA, +1 MA, Cancel: Slow
Jade Armlet is Cancel: Stop, Petrify
108 Gems is Cancel: Blood Suck, Undead, Frog, Poison, Boost: All elements
N-Kai Armlet is Cancel: Confusion, Charm, Half: Darkness
Wizard Mantle is 10% P.EV, 20% M.EV, +1 MA
Elf Mantle is 15% P.EV, 15% M.EV, Initial: Transparent
Feather Mantle is 20% P.EV, 10% M.EV, Always: Float
(Perfumes are
dead; Feather Boots is dead until I can think of a boost to give it)
Abilities:Charm/Haste duration is ASM'd implementation.
Potion is BANNED (or whatever equivalent we come up with so that Hi-Potion (70 HP) is the minimum potion for Auto-Potion).
Cure4 now only heals one unit.
Ice/Fire/Bolt4 are now 10 CT and can hit the caster
Meteor is 12 CT, Dmg_F(MA*45), 70 MP Cost, Hits Allies
Drain is both vanilla Drain and 1.3 Diminish (Dark-elemental, 33% damage healed as hp, Undead Reversal)
Pray Faith and Doubt Faith are now 1 CT
Salamander/Leviathan are Dmg_F(MA*13), 3 AOE
Golem is now 6 CT with Caster Faith/100*(MA+10%) to hit
Zodiac is Dmg_F(MA*47), 10 CT, 99 MP Cost
Chirijiraden is MA*15, Hits Allies and Caster
Last Song is 20% to hit
Nameless Song loses Random Flags
Nameless Dance is now 10% to hit and loses random hits flag
Throw Axe is back in Throw Skillset
After updating my CLF for units from Arena, and trying to build my team, I noticed that speed pretty much across the board is very low. 7 speed seems to be the average, with things like Ninja, Thief, Archer and Mime getting to 8 speed. Right now, I can set up my Ninja to have 12 speed (2x Daggers, Thief Hat, Sprint Shoes). Throwing a 14 WP Sword (Ancient Sword right now):
Neutral compat and using the brave+40 formula for Fury
70 Fury for both units - 241 damage
70 Fury and 40 Fury - 181 damage
Considering the Ninja is almost double turning a standard 7 speed unit, a 4 range attack (5 if you use Rubber Costume) and even more damage since I haven't equipped Attack UP yet, I'm not going to bother with any test teams right now. A Lancer decked out in Crystal Equipment has 521 HP. With Attack UP, this is easily a 2HKO. Add in Haste (it lasts longer than in 1.3!!!!) and I have my one man army. This is just too broken.
Here are some other random things I've noticed from random testing
-It's pretty hard to hit a mage midcharge. Speed overall has been reduced, but spell speeds have remained the same from 1.3. Pure mage teams seem pretty risk free right now, unless 12 speed Ninja is around.
-Salamander is awesome! 3 AoE, being able to hit allies, and 6CT is so fun. Too bad MA*12 makes it fairly weak, but it keeps my team in very good condition all the time while hurting the whole enemy team. Screw Bard + Mime, I got Salamander!
-I thought the extra evasion from Weapon Guard would make battles a luckfest, but melee teams seem to be holding their ground, with the drops in evasion from Shields and Mantles.
-A Ninja with 2 Spell Edges is doing less damage than a Ninja with 2 Assassin Daggers. This needs some fixing as well.
-Most of the damaging summons right now can hit allies. This is intended right? The only ones that ignore ally panels are Shiva and Ramuh, and well its kind of odd that Ifrit gets singled out.
EDIT: BTW, if you are planning to edit unit stats, PLEASE only edit the multipliers, not the growths. I don't want to waste another hour recalculating the raw stats for the CLF.
I think the Fury I implemented was Brave+50. Going to test again.
EDIT: I redownloaded the files and patched the iso again, but the damage is still the same...
EDIT2: Ran some calcs on paper, and it SHOULD be 203 damage.
EDIT3: The Fury hack was Brave + 50, the numbers in Zodiac.xml was wrong, and Zodiac is updating them now. After I uncheck the hit allies box for Summons, prepare for some videos!
EDIT4: Draw Out hits the user.
EDIT5: ASM'd changes pretty much all of Draw Out and I have no idea what most of them are doing.
I have returned from my 6-hour visit to a friend's house.
The Damned:
So aside from some very good points, we're in agreement on this? BTW, unless some balancing is done Hydras will probably stay banned, and regular Dragons absorb thunder, not fire. (Only Red Dragon absorbs fire)
My idea for monsters (though I don't plan to implement it quite yet) is to make them like Worker 8 or Byblos - humans with monster sprites and incapability of switching jobs - which would potentially allow palette swapping if someone's willing to rig that. They'd have the best combination of powers within their family line without stepping into broken territory, and like in ASM'd would probably bear some resistance to certain statuses. (but not too many) But first, I'll need to actually write down my plans to work them out.
I'd like to hear your ideas, as well, so I can hopefully incorporate some of them.
FFMaster:
Yeah, as mentioned I haven't actually removed changes to Draw Out and Elemental made by Philsov. I'll be sure to ask him about it. In the meantime, make due or try testing other things.
Yes, we're basically in agreement. Although, I don't see why we can't just nerf Hydras if they're supposed so OP; I'm sure there would be some people who might like to use them considering their different elemental properties from Dragons.
As for improvements, yes, turning all monsters into Worker 8 and Byblos is the easiest viable solution to making (more) monsters useful. Sure it screws over Monster Skill, but I don't think even that team with three monsters and one human (female Time Mage) was using Monster Skill.
The only real problem is with that Worker 8 solution is Dragons since they're the only monster that's innately different, so it brings up the question whether you'd make up multiple Worker Dragons or you're just have to make some Holy Dragon-esque gestalt.
That said, the only other real solutions would involve giving them a lot more innate advantages (like giving them all four Innate abilities). Otherwise (or additionally, since I did the four innate thing AND this), you'd have to rework their abilities and their elemental affinities a lot more, but elemental affinities wouldn't do much in this case since philsov didn't really add anything. (So everything besides Fire, Ice and Lightning is still pretty rare.)
A few things from testing.
- Ninja doesn't have 2 swords innate anymore - you accidentally removed it.
- My female Mime had about 200 HP... Pushing the HP Multiplier up to 255 gave her bit over 300.
- Testing the Archers, I've seen them use all their skills except for their Focus attack. The Lightning attack was used, but it never connected.
- Carabini Mail has Haste? When it was on a Lancer and Samurai, I've never seen a team fall apart so quickly.
EDIT:
- Focus shot is pretty glitchy. AI can move after charging, and the animation is quite bugged. Also has 100% hit rate.
- AI uses Remedy to heal status from the lightning attack.
Ninja will get 2 Swords back.
Mime's HP Multiplier will be increased to 255.
100% hit on Focus was intentional, since the damage boost is rather small now. The animation and A.I. will be tweaked, though.
Initial: Haste on Carabini was an experiment. It will return to +1 PA.
Remedy healing chicken was agreed upon (even if you were joking), but if you disagree with it we can remove that.
Here are the current stats for the units. Subject to change. Skillsets might appear in a few days.
(http://i272.photobucket.com/albums/jj174/FF255Master/ArenaStats.png)
(http://i272.photobucket.com/albums/jj174/FF255Master/Master1v2.png)
I used a savestate to make sure these results weren't flukes, at least. Did this at different time intervals/map locations and in two different debug battles.
There was no AI resetting because most of the attacks were kill shots and this was one on one though. It was all manual control to place units -> savestate -> AI control -> kill shot. Followed up by Loadstate -> AI -> control -> kill shot a few times. Perhaps the discrepancy was a result of the use of status effects over direct damage? Idk.
Hmm... the Squire seems a little too good... Good PA and Good MA at the same time? It's almost like it's another Geomancer without the skillset. Actually, it's better than the Geomancer now. I seriously think it needs a small nerf, because that just seems wrong. It can basically substitute a Samurai or Ninja minus a speed point or PA, but with tons more HP. Sure, it's skillset sucks, but don't people say that about Ninja as well? It can get robes as well, so yeah... it's effectively as good as a Samurai, if not better. Sage class also seems to be better than Summoner in every way. I could say this for other things, as well, but yeah... seems a bit off to me.
Squire has already been nerfed a bit, with buffs to Geomancer and Chemist. I just haven't updated it yet.
Dude, it's about time you guys got your own sub-forum. Congratulations. Can someone move the Specific Color Palettes (http://ffhacktics.com/forum/viewtopic.php?f=13&t=4695) topic to this forum? I mean all we were doing was trying to create palettes for the Arena patch. Your call though.
Again, congratulations on the new sub-forum.