Final Fantasy Hacktics

General => Archives => FFT+ => Topic started by: on December 31, 1969, 07:00:00 pm

Poll
Question: Which one is the best, and why?
Option 1: Ignore votes: 0
Option 2: this votes: 0
Option 3: topic votes: 0
Option 4: !!!!!1111 votes: 0
Title: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 05, 2010, 02:02:09 pm
This topic is a mess
Why? Because it contains ALL FFT: Plus topics/posts created before the final release
I merged them to clean up the section, they are still here because they represent the History of the patch
Will I ever order this topic? No >_>
But you are free to scroll the many pages of this topic if you want to waste some time :-)

- Dome, the spam mod


The new beta has been released!
Go here! (http://ffhacktics.com/smf/index.php?topic=7519.0)
(http://img703.imageshack.us/img703/840/bannerljr.png)
Click here to download the latest version of the patch (First full release) (Don't load previous saved files, start a new game) (http://www.mediafire.com/?2h6pdz6vcuvpe86)

Click here to download the monsters visual guide (version 2) (http://www.mediafire.com/?wxgw0katdflxz7q)


- Introduction
As everyone knows, FFT 1.3 is a fan-made patch focused on balancing the game and making it harder
The only problem is that 1.3 is not meant for casual player or for beginners, and the result is usually non-expert players will just quit playing it...and this is a bad thing, because they will not be able to enjoy everything 1.3 did to balance the game and make it better
That's why I started working on 1.4: Making a patch that allowed everyone (Even people who never played FFT at all) to enjoy what 1.3 did in terms of balacing, while giving a good challenge to expert players as well (Extra battles, optional sidequests and the Deep Dungeon)
While I was working on the patch, I decided to try and add something on my own (with the support and the ideas of many others), trying to make FFT 1.3 even better and enjoyable
My hope is to turn FFT 1.4 into a big community project, and finally develop the ultimate "FFT: FFhacktics edition"


- Changelog
- Ramza's class name is changed to Cadet -> Mercenary -> Heretic
- Ramza's skillset will evolve with his class, giving new R/S/M skills and some custom skill that reflects the fact he is the leader of a (Small) army
- Starter generics gets good Brave/Faith
- Antidote, Eyedrop, etc etc...items have been removed from the game: Remedy and Holy water will be able to cure almost every status in the game.
- Remedy and holy water will be avaible in stores since the beginning of the game
- Every battle in the game (Storyline and Random) has enemies with fixed equipment: Powerlevelling won't let you get better equipment than the one you can buy in stores (But stealing during storyline fights will: you will be able to steal items that you will be able to get only later in the game)
- The level of every enemy in the game is set at "Party Level": in this way, every foe you meet will be at the same level you are
- Growths for human characters are fixed: You will be able to level up in whatever class you want without worring about stats
- Mime will be easier to unlock (Prerequisite: 3 geomancer, lancer, mediator, and summoner instead of 6 in every job)
- Special characters will get custom R/S/M abilities
- Boco is a special character: It can be mounted and gets all the normal chocobo skills, but he cannot bread or use the chocobo's skill "Chicken"
- Fire, Ice and Thunder spells have been changed to make them different (Fire focuses on damage, Ice on AoE and Thunder on speed)
- Monsters of the same family will have the same stats (Only appearance and skills will be different)
- Some monster skillset has been changed, and a lot of them got at least a weakness to one element and the ability to absorb another
- Some skill aviable to monsters has been changed, to make every monster tier worth using and not outclassed by the superior tier
- Weapon guard has been moved to Knight, and Monster skill to Chemist
- Rad, Alicia and Lavian are special characters (Red mage and 2 onion knights)
- Guests (Bar Beowulf) doesn't show up in your party anymore
- Move +2/+3, teleport and martial arts have been removed from the player's arsenal
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Eternal on December 05, 2010, 02:19:24 pm
Here are a few thoughts from a 1.3 newbie.

@1: Ramza is Cadet/Mercenary/Heretic in Newtype and it seems to work fairly well. I think LD gave him the Mercenary job on Mercs. In regards to his skillset, I had come up with a few "Command" skills for Zalbag for Newtype that I had originally created for Ramza. Basically, it was skills that used the Talk Skill formula and affected all allies, and would give them various statii, such as Defend, or PA +1, with a CT/MP Cost. Not sure if that's the flavor you want to go for, but that's my two cents. :P

@2: Totally agree.

@3: I'm iffy about this. The enemy's superior equipment does make things very, very challenging, but the fact that it's so good actually gives use to Steal and Battle Skill. I know you shouldn't base items around a few skillsets, but I'm just iffy about nerfing the potential of enemy equipment.

@4: Disagree. Random battles with just monsters get terribly old, and this just reduces the need for Thieves even more.

@5: Agreed. That's what I did for Newtype (sorry to keep bringing it up, but a lot of it ties into this), and a few battles I had were rematches against the Lucavi, or battles against T.G. Cid or Wiegraf and the Death Corps.

@6: I also agree with this, but I think there was some issue with monsters having human skillsets or something. I don't recall the exact issue, but I think there was something stopping it from being done.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 05, 2010, 02:38:28 pm
I'm glad someone likes my idea/s :-)
About 4)
I'm suggesting monsters-only randoms in order to remove the possibility for players to get uberequipment after the first half of chapter 1
We can make randoms with humans with fixed equipment as well, or immortal enemies with the maintenance ability
Also, each spot of the map should have a special, hard battle (Not as hard as DD, but still challenging) with elixir as a war trophy that can be triggered only in chapter 4
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Eternal on December 05, 2010, 02:42:25 pm
I suppose that'd be fine. Just removing humans from random battles seems a little unnecessary when you can just set fixed gear. And the Elixir idea isn't too bad either, unless the battle is so hard in which just getting an Elixir would be a ripoff. :P
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Otabo on December 05, 2010, 02:44:36 pm
1. Agreed. Ubersquire stats could use a buff, even if it's only slight. Also think that something else should be done to Scream (does anyone use Scream, or at least find it remotely useful?).

2. Agreed.

3. Agreed with Eternal on this one.

4. Nah. Enemy generics give more flavor to battles, IMO. We could use more enemy generics in battles, though.

5. Agreed. I say take out the impossible battles in END (they are impossible now, especially since Golem is gone), or at least make them really hard, but beatable. Also, I think we should lighten up on those certain battles that require status + Demi to win them; there's too many of those in there. Tone down Valkyries White Knights a bit or at least put them on a lower floor like Horror or Voyage, change or at least seriously buff battles like Voyage Behemoths, Delta Earth Squad, Delta Holy Dragons, Tiger Performers, etc. Battles like Horror Lune Knights, Arc Knights, Valkyries Knight Blades, etc are fine as they are, IMO. I also like Eternal's suggestion and putting in Lucavi or special characters - I think LFT did something like this for each floor of DD.

6. Undecided on this one, but if it works, then I'm all for it.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 05, 2010, 02:46:01 pm
Quote from: "Eternal248"I suppose that'd be fine. Just removing humans from random battles seems a little unnecessary when you can just set fixed gear. And the Elixir idea isn't too bad either, unless the battle is so hard in which just getting an Elixir would be a ripoff. :P
My idea is that only DD battles are HARD AS FUCK
Random-special battle should be something on par with the 11 monks in grog hill
Quote from: "Otabo"(does anyone use Scream, or at least find it remotely useful?)
IMHO it sucks hard

Anyway, yeah, a lot of entd work is required, IMHO
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 05, 2010, 03:03:18 pm
Added some new idea
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on December 05, 2010, 03:49:03 pm
Yay for FFT 1.4
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: SilvasRuin on December 05, 2010, 04:01:24 pm
Since Mimes can do anything, I would propose that they should need a few levels in at least all the basic jobs.  They can do anything, so they should have dabbled in everything, so to speak.  Besides, time spent getting a couple levels in each job feels much less tedius than maxing out the two starter jobs.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 05, 2010, 04:03:32 pm
Quote from: "SilvasRuin"Since Mimes can do anything, I would propose that they should need a few levels in at least all the basic jobs.  They can do anything, so they should have dabbled in everything, so to speak.  Besides, time spent getting a couple levels in each job feels much less tedius than maxing out the two starter jobs.
So..you are suggesting 2 of every job?
And if not every...which one?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Eternal on December 05, 2010, 04:11:28 pm
2 in each job is what I did for Newtype, at least. Seems to work fairly well.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 05, 2010, 04:11:40 pm
1) Yes, Ramza needs to be at least on par with normal squires for stats and abilities.  He only goes through 3 total classes though, and "Heavenly Knight" makes me throw up a little in my mouth.
2) Easytype does this
3) Easytype does this
4) A twist fitting to what other FF's offer, but I like having humans around for the spice
5) Most of DD is fine, and doesn't need a facelift like what you're suggesting - doesn't seem to fitting imo.  I much more prefer brand new encounters and monsters than rehashed ones.
6) In order to swing that we would need to sacrifice another job class slot like Apanda or Ultima Demon or something.  So no, imo.
7) Meh, sure
8- This is already the case?
9) So they just drop off the poaching list?  That makes things harder, not easier.
10) Easytype does this
11) Please be more exact
12) Meh, possibly.  
13) Perhaps level 3 geomancer, lancer, mediator, and summoner?  They need to go through all the others as prereqs, but this avoids the level 6 everything and level 8 squire/chemist
14) Huh?

All in all, Easytype already tackles a lot of the difficulty curve.  If we want to call easytype "normal" and the true 1.3 "hard" that's a matter of semantics/marketting.  But I can certainly bring some of these changes into the fold for the next easytype version np.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: SilvasRuin on December 05, 2010, 04:16:40 pm
14 was my proposal and the idea is to keep bosses' initial difficulty about the same, but allow the player to grow in strength faster and grind to the point they can topple the boss.  This feature would be for more casual gamers who want to play but... suck.  Alternatively, if you want casual players to be able to beat it too, the whole game could be made easier.  But I REALLY don't like that alternative.  I'd prefer to just make bosses able to be beaten by sucky players via grinding.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 05, 2010, 04:18:08 pm
Quote from: "philsov"1) Yes, Ramza needs to be at least on par with normal squires for stats and abilities.  He only goes through 3 total classes though, and "Heavenly Knight" makes me throw up a little in my mouth.
Isn't it the same rank of his father? just a matter of name, my idea is not a LOLSWORDSKLILL PATCH
Quote from: "philsov"4) A twist fitting to what other FF's offer, but I like having humans around for the spice
I just want to make impossible for players to get endgame equipment during the first half of chapter 1
Quote from: "philsov"5) Most of DD is fine, and doesn't need a facelift like what you're suggesting - doesn't seem to fitting imo.  I much more prefer brand new encounters and monsters than rehashed ones.
I like the idea of the rematch...Maybe it's just a matter of opinion xD
Quote from: "philsov"6) In order to swing that we would need to sacrifice another job class slot like Apanda or Ultima Demon or something.  So no, imo.
Ultima demon and Archaich demon are almost the same, And I'm sure there is some class that can be remove with little to no problem at all
Quote from: "philsov"9) So they just drop off the poaching list?  That makes things harder, not easier.
My idea is not to make 1.4 uber easy xD Enemies can't spam elixirs, like you can't
Quote from: "philsov"11) Please be more exact
Give me some time and I will make a guide to 1.3 monsters with my suggestions
Quote from: "philsov"13) Perhaps level 3 geomancer, lancer, mediator, and summoner?  They need to go through all the others as prereqs, but this avoids the level 6 everything and level 8 squire/chemist
Looks good
Quote from: "philsov"14) Huh?
Read silvas response

Quote from: "philsov"All in all, Easytype already tackles a lot of the difficulty curve.  If we want to call easytype "normal" and the true 1.3 "hard" that's a matter of semantics/marketting.  But I can certainly bring some of these changes into the fold for the next easytype version np.
My goal/idea is to make 1 patch, that is definitive, that's why "1.4"
No more Easy/hard/normal, just one patch that should be the definitive version
(That's just my idea, ofc)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 05, 2010, 04:22:58 pm
imo the gap between the masters and the casuals is too great to be held to a single difficulty setting without making someone disappointed.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gotwald on December 05, 2010, 04:27:22 pm
1. Ramza could have better growths (a little) better multipliers (again, a little) and the regular squire stats, possible a change to the useless scream, but she should not become some special class. He is a squire. Remember, calculater would be really hard to balance, so it was replace by sage. Ramza doesn't need to be a special swordkiller because he is ramza; the only reason he could have better growths and equipment is because he actually grows in the plot and story, it would make sense.

2. This is a fantastic idea, enemies 10 levels higher than you at barius hill is stupid.

3. No, this adds difficulty and would make steal completely useless (except for charm). Besides, if the enemies are your level, you shouldn't be level 50 in chapter 1.

4.Why should we stop someone from doing  a super duper amount of grinding just to make chapters 1 and 2 easy, and then lose in chapter 3 and 4 when they start having set equips? Just because you can do it does not mean a player WILL do it.

5. No comment.

6. Sure, why not.

7. Special characters should have a special growth specific to their class. This would make them more specific to their own niche, but less versatile, meaning generics won't be completely outclassed. Malak doesn't have to be a ninja; why can't he be some kind of mage type like rafa? He could be a faster mage while rafa could be a stronger (have more PA) mage?

Edit: Nobody uses Malak and claims his untruth sucks. Yet everyone has trouble at Riovanes castle hell knights. Malak does not need a change, people just don't use him right.

8. No Comment.

9. Don't care, it hasn't seemed to be necessary.

10. I am in support of this.

11. Never used monsters, no comment.

12. Unless they add a large amount (+20ish) it really would not be worth while to waste a turn raising brave or faith, especially when you have faith rod. <3 Faith rod.

13. That means MORE grinding on Malak and rafa and orlandu and anyone you get after, meaning more time not having fun. Do not support.

14. If the stats stay the same, why does it matter if it is growth or multiplier?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 05, 2010, 04:30:18 pm
Quote from: "philsov"imo the gap between the masters and the casuals is too great to be held to a single difficulty setting without making someone disappointed.
Maybe you are right, but my goal still stays the same...no more double patches for 1.3
Anyway, that's my idea about difficult (Rated from 1 to 5)

Story fights 3/5
"Normal" randoms 1/5
"Special" randoms 4/5
DD fights 5/5
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: SilvasRuin on December 05, 2010, 04:31:35 pm
The INITIAL stats would be made to stay the same.  Lower growths means that they don't gain as much power from levels, allowing players to catch up in power.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 05, 2010, 04:39:25 pm
@ Gotwald
1) In my opinion, Ramza IS a special (Not a broken one, ofc)...but he isn't a squire, at all (Maybe at the beginning)
3) Why this adds difficulty? Please explain
4) In my opinion disabling this option just makes you want to play the game without grinding, which is better...just my opinion, ofc
7) IMHO, they should be the same as others if used in different classes from they're base one...
P.s: Never said that Malak sucks...I used him a lot, expecially for DD
12) I agree, they should add-remove something in the range of 20
13) Yeah, more grinding will be necessary...but I'd like to make mime easier to unlock ..
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gaffy's stylin mustache on December 05, 2010, 04:42:42 pm
1) I agree; it's pretty sad that Squires have better stat growths than "uber"Squire. I'd say leave chapter 1 Squire as is (with slightly buffed growths, like 9/9/95/45/45), and throw him into something completely new in chapter 2 - maybe something that plays off the fact that he's equally good at fighting and casting magic? One thing I've always wanted to see done was a black magic variant of Beowulf's skillset: single target, no CT sword spells, but I'm not sure it would fit Ramza too well. Another idea would be to simply one-up the Squire abilities: Heal removes more statuses, Dash has a 100% chance to interrupt spellcasting, Wish is 100%, Accumulate loses CT, stuff like that.

2) I agree.

3) I don't really mind, frankly. It's pretty fun to have access - via steal - to equipment that widens your options that normally wouldn't be buyable.

4) Nah. Stealing is fun; why make it useless?

5) Add more variety, maybe? I haven't even tried, yet.

6) Don't really care. Boco's sole purpose is to breed a Red Chocobo and/or cast Chicken when I'm trying to grind JP.

7) Nah, I think they're fine with unique growths: gives them more characterization.

8 ) That would be pretty cool

9) Sure, though I'm not sure how rare they are right now.

10) Seriously; especially Elixirs.

11) Can't really comment; I only used monsters in chapter 1 and part of chapter 2.

12) Sure, though I wonder how hard that would be to hack. On the topic of brave, it would be cool to add a flag to some battles (end-of-chapter battles?) that buffs the brave of your entire team, like Mandalia Plains and Save Mustadio. If it's at all possible, of course.

13) Yeah for sure. Maybe they'd actually be useful then.

14) Definitely agree. The primary downside of FFT1.3, imho, is that some bosses can become nearly mathematically unbeatable if you level up too much.  That's what you get for...trying to enjoy the game?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 05, 2010, 04:59:23 pm
@Gaffy's stylin mustache (Awesome nick xD)
1) IMHO, he should have brand new skills, different from everything else
4) It's not useless...some battle will still have rare equipment to steal, and stealing during the story will always net better equipment that the one you can buy in stores
7) In my opinion, specials should have special stats in special jobs, and normal stats in every other job
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Zaen on December 05, 2010, 09:19:31 pm
7) Why not base their growths off of the normal job they fit the category of... and have a small boost off of those?

Example: (PURELY HYPOTHETICAL NUMBERS)
Knight:
HP Mult: 130
HP Growth: 12
MP Mult: 80
MP Growth: 20
PA Mult: 125
PA Growth: 40
MA Mult: 85
MA Growth: 60
Speed Mult: 100
Speed Growth: 105

Holy Knight:
HP Mult: 135
HP Growth: 11
MP Mult: 80
MP Growth: 20
PA Mult: 130
PA Growth: 38
MA Mult: 85
MA Growth: 60
Speed Mult: 100
Speed Growth: 105

Since it's a class with emphasis on physical power and tankability, it gains on those elements, but stays equal in other areas. Is that what you mean?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Smitson on December 05, 2010, 11:50:41 pm
Quote from: "philsov"imo the gap between the masters and the casuals is too great to be held to a single difficulty setting without making someone disappointed.

Agreed. Thats why there's 1.3 and Easy type. I personally wouldn't play an easier version then this. Now that everyone's done 1.3 I think for the most part people want harder not easier. Not DD hard. But harder.

Easytype is good for the new members and people playing 1.3 for the first time.

You can't balance that out into one single patch.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Sterling LaVaughn on December 06, 2010, 01:19:33 am
Quote from: "Dome"2) Storyline battle enemies level should be the same level of your party, and only bosses should be set on "Party level + something"
3) Equipment of storyline battles enemies should be fixed, and just a "tier" upper yours (There's still should be something rare to steal)
4) Random battles should only contain monsters (or immortal humans with maintenance as an ability, or humans with fixed equipment), in this way you can't steal equipment outside of storyline battles

This is pretty important, imo. I played through 1.3 with the notion that you should always harvest gear/crystals off of your enemies. This is what happens:

- Every enemy has slightly nicer gear because of <random> equipment and higher levels
- Steal/Sleep/Crystal/etc. everyone present
- Because of higher enemy levels (and better survivability/raises from enemies), each fight gives several levels just from crowd control
- With higher levels, next fight has even better gear
- Repeat until Thief Hats/Rune Blades before Barius Hill or so

And this is without any random battles after Dorter. Battles end up being about farming rather than winning.

I can appreciate the notion that you're supposed to be punished for grinding, but unless you pull 20 or so levels without seeing any <random> geared humans, you're just being given an opportunity to grind for gear as well. That completely ruins gear progression through Chapter 1-3. The only real way to preserve difficulty is to never use Steal or wait for chests, but why should the fault rest on an otherwise acceptable skillset/tactic?

I've been recording when random battles open up throughout the game, a full list should make controlling gear much easier. Also should consider monster placement for the sake of poaching, especially in regards to what's available in Chapter 3.


The only non-gear related suggestion I want to make is to somehow limit the amount of skills you can get from crystals. It's fine if you can save some JP or jump start a new class, but I was getting full mage skillsets from these things in Chapter 1. Seems to be a recurring theme that new toys for enemies won't make things harder if you can just take them for yourself.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 06, 2010, 04:58:25 am
@Zaen
My idea is to give special characters THE SAME growth of a normal class, but better multipliers
In this way, if they stay in their special class, they will have "Special" stats, but, if they switch, they have normal stats

@Smitson
Imho it's possible, and in fact is what I want to try: No more dual patches
My idea of 1.4 is a patch that can provide funny and easy battles, challenging battles, and hard/insane battles in the same package

@Sterling LaVaughn
You hit one of the biggest flaws of 1.3 IMHO...you are punished if you fight randoms or you just fight without caring TOO much for your level (You are punished if you enjoy the game?!?!): if you do, you fight overlevelled guys with uber gear
Fixing enemy equipment just a tier upper the one avaible in stores, and having enemies the same level of you, (And without being able to steal uber gear from randoms fights), the game will never punish you if you overlevel/praise you if you stay underlevelled

For the crystal one...I don't know if it's possible...but crystals help a lot sometimes, because mastering some jobs is a pain in the ass...maybe a "jp overhaul" is needed
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Sterling LaVaughn on December 06, 2010, 05:49:19 am
Well I'm all for getting some bonus skills here and there, but full skillsets from single crystals is completely nuts. If there was a flag to prevent learning specific moves from them, I'd be all over that thing.

Also, if we want something to make mastering jobs late in the game a little quicker, why not give Gained JP Up to Mime?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 06, 2010, 05:52:52 am
Quote from: "Sterling LaVaughn"Well I'm all for getting some bonus skills here and there, but full skillsets from single crystals is completely nuts. If there was a flag to prevent learning specific moves from them, I'd be all over that thing.

Also, if we want something to make mastering jobs late in the game a little quicker, why not give Gained JP Up to Mime?
I'm against the return of gained jp up, and I'll explain you why: You don't use any other support while it's around
Jp costs have already been lowered to counter this
Maybe we can make that crystals can only heal you, and reduce a bit jp costs in order to make every job mastered with something like...3600/4000 jp? (Job Level 8 plus a bit more)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 06, 2010, 07:22:41 am
I added this to the first post
I will start my Rant about 1.3 monsters as they are now:
And, maybe, every monster of the same family should have the same stats, only the abilities should be different...what do you think about this?

Anyway...
Chocobos: I'd like to give chocobos a different reaction ability, but otherwise they are fine
Pathers: Cat kick (Tier 1 ability) sucks  IMHO, but otherwise panther family it's fine
Goblins: Goblin family monster skill should be based on PA, not MA (In order to get boosted from PA Save)
Bombs: Bomb family needs a normal attack, not only fire elemental attacks: Also, bomb tier 1/2/3 are the same, skills wise...and this is bad, IMHO
Psico demons: They are fine
Skeletons: They are fine
Ghosts: I don't like the fact that tier 3 ghosts skill stops the enemy and monster skill ability does the same (Even if ranged): This should be changed
Evil Eyes: I don't like the skill that lowers brave by 10 (Tier 2), the amount is too low, IMHO, and they should halve all elements (If it has been removed)
Birds: They are fine as they are
Pigs: Pooh should return to 100%, and nose breath too (Or we should give it something like 80% accuracy) Otherwise, we can give them steal heart instead of nose breath. Monster skill should go back to moogle, or become 100% accuracy
Treants: Maybe their skill hit % should rise up to 100?
Minotaurs: Maybe a better reaction?
Malboros: Modball virus should be changed to something more useful (Maybe a 4 linear range, 1 panel 70% don't move? the spit something sticky to enemies leg, in order to make it unable to escape), and maybe their normal attack should have a chance to inflict posion
Behemots: Their monster skills needs a nerf (Charge time or lowered damage)
Dragons: I don't like tail Whip...some suggestion here?
Hydras: they have been nerfed a lot, give back to dark whisper 6 hits, and to every hydra skill 0 vert tollerance. Give another skill to tier 1 (Ever monster has 3 skills + monster skill)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Zenius on December 06, 2010, 08:17:33 am
1. Agree. I see no merits having Ramza in Ubersquire class. The only time I ever used Scream was against the Colliery Engineers.

2. Don't care.

3. Agree.

4. Randoms containing monsters only would get repetitive. Humans with Maintenance sounds good to me.

5. I really like what Eternal did with the DD in Newtype. Perhaps you can do something along those lines?

6. Don't care. Not a big fan of Boco.

7. Maybe not the exact same numbers, but similar ones might be cool.

8. Agree. Lezales fight @ Zirekile FTW.

9. Agree.

10. Don't care about the Chiri/Masamune part, but enemies spamming Elixirs is ridiculous.

11. I'm going to leave it to everyone else concerning monsters. I'm not too knowledgeable about them.

12. Agree.

13. Agree.

14. Don't care.

15. I'm all for a new Archer skillset.

16. Sure why not?

17. I've actually always hated the fact that the special jobs all have the Squire R/S/M set.

18. IMHO, too few pieces of equipment have element absorb/half/weak. Maybe conpensate for monsters losing weaknesses by making more equipment have elemental properties?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 06, 2010, 11:01:19 am
Quote from: "Zenius"5. I really like what Eternal did with the DD in Newtype. Perhaps you can do something along those lines?

18. IMHO, too few pieces of equipment have element absorb/half/weak. Maybe conpensate for monsters losing weaknesses by making more equipment have elemental properties?
5) Tell me more, I don't know much about eternal's patch
18) Imho making elemental spells different would be good

Glad you agree with -almost-everything I've written
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 06, 2010, 11:03:26 am
Added points 19, 20, 21 and 22 to the list
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gaffy's stylin mustache on December 06, 2010, 12:01:19 pm
Quote from: "Zenius"5. I really like what Eternal did with the DD in Newtype. Perhaps you can do something along those lines?

Yeah, tell us more about that. I tried Eternal's mod once, it crashed on the very first fight at Orbonne, and I left it there.

15) Some skillset should be changed (Archer?)

For sure. One idea I've had is to keep the charging concept, but instead making it a flat +3 or something and adding a chance to cause a certain status.

i.e: Sedative: 2 CT, +3 AP, may cause sleep (50%?)

Ninjas could use a makeover, too.

16) Almost every story battle should have 1 thing worth stealing (From chapter 1 to 3, pieces of equipment that you can get only mych later, and chapter in 4 poachable-only items or very expensive items) in this way stealing will be very useful

Might require some difficulty adjustments, and for the most part 1.3 already does it a lesser extent.

17) To counter the fact that lowering mime job will make more grinding required for special characters, maybe we should add some move - reaction - support ability to special jobs

Yeah, sounds good to me.

18) There should be a reason to use fire/ice/thunder attacks, because without monsters weak to them there is little to no difference between them (Fire more damage, ice more range, thunder shorter Charge time, maybe?)

Some creative stuff could come out of it.

19) I'd like to remove the normal/rare poach, because it's just a waste of time (People will just reload until it gets the rare one)

Yeah. It's kind of tedious to poach in large quantities in the first place, so it wouldn't be very de-balancing.

20) What about adding some monster and "monster skill" equipped guys to some story battle?

There's actually one dude in Mandalia plains who has it, but I don't remember any other instances. Monster Skills tend to be game turners, though, so it might require some difficulty adjustments or skill re-balancing.

21) (Even if I like CoK) Kanbabomb battles should be removed

No comment; don't really care.

22) Guests should be able to join randoms fight (Zodiac can help with this one)

It's really not much of an issue, but I agree - it's pretty silly that Delita and Algus just sit back chain-chugging some cold ones. Might not be worth the time, though.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 06, 2010, 12:12:12 pm
@Gaffy's stylin mustache
15) Yeah, Ninja skillset should be changed as well
I'll add it to the list
22) Zodiac already has an ASM for it
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Eternal on December 06, 2010, 03:09:38 pm
Basically, in DD, I added rematches against certain people, like the Lucavi. The final battles in END are rematches against teams of Lucavi (including the ones from FFXII). Other battles in DD were Yiazmat (END), Shades of Cid (Battle vs. 5 T.G. Cids), House Beoulve (fighting against another Ramza, Dycedarg, Zalbag, and Alma) and a few other theme battles.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on December 06, 2010, 03:33:51 pm
Dome
(http://random-gif.com/gif/You%20have%20my%20sword.gif)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on December 06, 2010, 03:43:14 pm
I am full support with points 1, 6,10,16, 18

Actually, when I was playing 1.3 I was thinking of those points. Makes a lot of sense.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 06, 2010, 05:14:03 pm
Quote from: "Eternal248"Basically, in DD, I added rematches against certain people, like the Lucavi. The final battles in END are rematches against teams of Lucavi (including the ones from FFXII). Other battles in DD were Yiazmat (END), Shades of Cid (Battle vs. 5 T.G. Cids), House Beoulve (fighting against another Ramza, Dycedarg, Zalbag, and Alma) and a few other theme battles.
I like those ideas a lot :-)
Themed battles are better than random battles against uberrandom enemies, IMHO

@Generalstrife and dinosaur
Thanks xD
Tell us more about what you think

Remember, this topic is made to discuss whatever you want about 1.4 idea
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Sterling LaVaughn on December 06, 2010, 07:27:50 pm
Quote from: "Dome"I'm against the return of gained jp up, and I'll explain you why: You don't use any other support while it's around
Jp costs have already been lowered to counter this
Maybe we can make that crystals can only heal you, and reduce a bit jp costs in order to make every job mastered with something like...3600/4000 jp? (Job Level 8 plus a bit more)

Got no problem with generally cheaper JP costs, although learning every skill and mastering every job isn't that important in itself given the amount of mediocre/crap moves in the game (unless you're going for Onion Knight, but I don't have a PSP so no comment there). And considering the wild variations in skill value and number of skills per job, the range for mastering should be kinda large between certain jobs.

Also, I heartily endorse the increased relevancy of elements and/or the divergence of elemental same-y skills.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 01:53:17 am
Quote from: "Sterling LaVaughn"
Quote from: "Dome"I'm against the return of gained jp up, and I'll explain you why: You don't use any other support while it's around
Jp costs have already been lowered to counter this
Maybe we can make that crystals can only heal you, and reduce a bit jp costs in order to make every job mastered with something like...3600/4000 jp? (Job Level 8 plus a bit more)

Got no problem with generally cheaper JP costs, although learning every skill and mastering every job isn't that important in itself given the amount of mediocre/crap moves in the game (unless you're going for Onion Knight, but I don't have a PSP so no comment there). And considering the wild variations in skill value and number of skills per job, the range for mastering should be kinda large between certain jobs.

Also, I heartily endorse the increased relevancy of elements and/or the divergence of elemental same-y skills.
If you think there are LOTSA of crap moves, you should list them, so we can try to improve, if it's possible
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Zenius on December 07, 2010, 03:09:17 am
19. Agree. A lot.

20. Leaving everything concerning monsters to everyone else.

21. Agree. I could care less about K-Bomb.

22. Don't care

@Dome: I can provide you with the matchups for all the DD battles for Eternal's old Newtype patch if you want.

EDIT: I'll do it anyway cause it seems it's not only Dome that doesn't know about Eternal's DD.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Alaris on December 07, 2010, 05:04:47 am
Hmm, I for one am against this "1.4" concept.  In all complete, and total honesty, both Easytype, and normal 1.3 pretty much cover the types of players that would be interested in a "1.3-esque" experience.  But... that's just me.  People are free to have their own opinions, and create their own mods.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 05:29:25 am
Quote from: "Alaris"Hmm, I for one am against this "1.4" concept.  In all complete, and total honesty, both Easytype, and normal 1.3 pretty much cover the types of players that would be interested in a "1.3-esque" experience.  But... that's just me.  People are free to have their own opinions, and create their own mods.
Don't worry, any feedback is always welcome
First of all: I love FFT 1.3, it was like a warm breeze for someone that loved FFT as much as me, and it's seriously one of the best mod I've ever played

But it has it's faults...
Some fault is fixed by FFT 1.3 easytipe, some no
FFT 1.4 is not meant to be a "FFT 1.3 + Easytipe complete edition" or something like that, but an improvement, an upgrade, a step up from 1.3, that's why the "1.4"
It should become the base point for future patches (Regarding difficult, and skill balancing; FFT Complete instead focuses on the story-script-everything else part)
Arch never gave us the chance to change (sorry, bad joke here) some things that he liked, because FFT 1.3, over time, became Arch's project, and not a "Community project" like the intro of this forum says
Also, at the moment, FFT 1.3 is WAY too focused on the "Difficult" part, and sometimes forgets to be fun
I sometimes play metal slug for the lulz...something I could do with Vanilla FFT, but not with FFT 1.3
FFT 1.3 is supposed to be a game, and this is bad...It's something similar to IWBTG:FFT edition
I've completed IWBTG and I'm proud of having completed it, but I'd never play it again...and for a game, this is VERY bad
Also, I don't like the "dual patch" thing
IMHO, a game should be nice to play for beginners and for more skilled players (Story not so hard, option hard battles)
That's why I want to start this project

Anyway, this post is made to explain my opinion, not to change other's mind :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 05:30:42 am
Added point 23 to the list
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Zenius on December 07, 2010, 05:36:12 am
23. Agree as well.

Attachment: For anyone who is interested in the old Newtype's DD.
I love the part where you can recruit the Lucavi.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 05:42:06 am
Quote from: "Zenius"23. Agree as well.

Attachment: For anyone who is interested in the old Newtype's DD.
I love the part where you can recruit the Lucavi.
Thanks, I will take a look asap
Anyway, sorry but I don't think I will add recruitable Lucavi in 1.4...but we may change Byblos in a more lulzy monster...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Zenius on December 07, 2010, 05:45:04 am
Yeah that was a fine touch but I honestly don't think it'll fit in 1.3/1.4 xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 05:55:24 am
Quote from: "Zenius"Yeah that was a fine touch but I honestly don't think it'll fit in 1.3/1.4 xD
What do you think about changing Byblos in another monster? A "more lulzy" one? xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: LightningHax on December 07, 2010, 10:24:12 am
2) Agreed.
4) Too boring.
7) Same growth, but better multipliers... I like it.
12) If they can be increased/decreased by 20 per hit, then go for it.
13) The more mimes, the merrier.
14) Statistically impossible bosses SUUUUUUUUUUCK, so yes.
15) Throw is fine, Charge needs major buffing.
16) Sure.
17) Sure.
18) Maybe you could give all monsters a weakness, an element they absorb, and a status immunity or 2?
19) Oh dear St. Ajora YES.
20) Sure. And for even more variety, add some Mimes to some Ch.4 Battles.
21) Don't remove him. Send him to END :mrgreen: .
22) Don't make guests appear in your formation screen, just place them directly in the ENTD and give them good setups. You could even make their equipment scale up like the enemies.
23) Making them player controlled won't make them feel like guests. They could definitely use better AI, however.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 10:33:41 am
Glad you almost agree with me in everything, Lighting hax

Anyway...about point 4
My idea is that normal randoms should contain normal monsters, humans with fixed (Stealable) equipment, humans with very good equipment (Not stealable and not recruitable) special jobs and special monsters
In this way you won't be able to steal BETTER equipment that the one you could steal from storyline battle or the one you can buy in shops
Why do you think it's going to be boring?

And, about point 21...
I had your idea as well...but banish is a useless skill that could be edited and given to jobs that needs better skills, and the battle with Kamba will just be wasted ENTD space: Fun the first time you see it, istant reset every other time
Anyway, we could place him in END, but nerfed (Hard as fuck, but no 100% instant doom move and wall status)
(Maybe something like 30 speed 999 hp 1 mp always protect shell regen D.up MD.up 100 brave 0 faith damage split immune to all statuses)
What do you guys think about this?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 10:45:23 am
Added points 24 and 25
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gaffy's stylin mustache on December 07, 2010, 11:01:48 am
23) Guests should be player controlled, or at least some guest AI should be improved (Agrias at Zirekile falls, Mustadio...I'm looking at you >_>)

Guests can be pretty annoying, but I've come to see them as a powerful story-telling mechanism. If you're going to make them controllable and able to fight in random battles, might as well do away with the concept of guests altogether.

24) We should create some custom skill for wizards (I was thinking about mini flare: a 1 panel low damage ranged instant magic), thieves (Maybe an attack that inflicts a status) and for Archers/Ninjas, that requires a whole new skillsets...Need ideas on this

I don't think Wizards really need much love as they are, but a Magic Missile spell could work. Thieves could have a "backstab" special that can only be used at the enemy's back (not sure if that's possible to program, though) and is a normal attack with a chance to cause: dead.

25) It's possible to make an hack that allows to chose which battle of the DD you will fight, and to go on the lower floor just winning a fight (And not having to search for the exit)?

Yeah looking for the exit is annoying and pretty silly. It might make sense the first time, but afterwards, you'd think the party would look around before raising their hands and leaving.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 07, 2010, 01:02:23 pm
1) Ramza sucks right now, he is a nerfed squire: He should get lower multipliers, higher growths (On par with mime), and a unique skillset focused on the fact that he is the leader of a small army (And his class name should be changed to something else...something like Cadet - Mercenary - Heavenly Knight, for example...THIS IS NOT A LOLSWORDSKILL PATCH, just Ramza's class name will change)
2) Storyline battle enemies level should be the same level of your party, and only bosses should be set on "Party level + something"
3) Equipment of storyline battles enemies should be fixed, and just a "tier" upper yours (steal it's still worthy, because you can get things before you can buy them in stores)
4) Random battles should only contain monsters, or immortal humans with maintenance as an ability, or humans with fixed equipment, in this way you can't steal better equipment that the one you can get in stores/storyline battles
5) DD should still be an endgame-area with uberbroken battles, but IMHO they should be changed, for example a rematch with each Zodiac monster or some important enemy killed during the story (Kletian, Algus, Miluda, etc...)...NOT EVERY DD BATTLE should be changed, ofc
6) Boco should be changed to a "Special monster" much like Byblos and Worker 8 (There is an asm that allows you to "Ride" a special job IIRC)
7) Special characters base class should have the same growth of other classes, the one that is the most similar (Example: Holy/dark/divine knights should have the same growths of the knight class, Malak should have ninja one, etc etc...) in this way, they will be special in they're class, but normal in others
8 ) Each spot of the map should have a special, hard battle (Not as hard as DD, but still challenging) with elixir as a war trophy that can be triggered only in chapter 4
9) Elixirs should be rare to get, findable only with move-find item and as a reward for the "special" battles all around the map (the one that are unlockable only in chapter 4) (In this way you won't be able to spam them)
10) Enemies should not be able to spam Chirijaden - Masamune - Elixir (Maybe only some bosses, like Elmdor and Chiri)
11) A lot of changes for monsters (Under the spoiler)
 

12) No brave - Faith permanent modification (They can still be increased - reduced in battle, but everything ends at the end of the fight, no permanent change)
13) Mime needs less requirements in order to be unlocked (3 geomancer, lancer, mediator, and summoner maybe?)
14) Some enemy-only job should see his stats lowered (Increase modifier, lower growths, in this way The INITIAL stats would be made to stay the same. Lower growths means that they don't gain as much power from levels, allowing players to catch up in power)
15) Some skillset should be changed (Archer/ninja?)
16) Almost every story battle should have 1 thing worth stealing (From chapter 1 to 3, pieces of equipment that you can get only much later, and chapter in 4 poachable-only items or very expensive items) in this way stealing will be very useful
17) To counter the fact that lowering mime job will make more grinding required for special characters, maybe we should add some move - reaction - support ability to special jobs
18) There should be a reason to use fire/ice/thunder attacks, because without monsters weak to them there is little to no difference between them (Fire more damage, ice more range, thunder shorter Charge time, maybe?)
19) I'd like to remove the normal/rare poach, because it's just a waste of time (People will just reload until it gets the rare one)
Of course, time when monsters shows up, poaching list and costs for rare items will be upgraded as well
20) What about adding some monster and "monster skill" equipped guys to some story battle?
21) (Even if I like CoK) Kanbabomb battles should be removed
22) Guests should be able to join randoms fight (Zodiac can help with this one)
23) Guests should be player controlled, or at least some guest AI should be improved (Agrias at Zirekile falls, Mustadio...I'm looking at you >_>)
24) We should create some custom skill for wizards (I was thinking about mini flare: a 1 panel low damage ranged instant magic), thieves (Maybe an attack that inflicts a status) and for Archers/Ninjas, that requires a whole new skillsets...Need ideas on this
25) It's possible to make an hack that allows to chose which battle of the DD you will fight, and to go on the lower floor just winning a fight (And not having to search for the exit)?

ASM'd does a lot of what is proposed here.  Imho it's time we as a whole focused less from 1.3 modification and more on creation.  Yes, this is a bit of mini advertising and yes, if I was really really focused it'd be done by now, and, yes, if you're really interested in starting this up yourself dome I'm sorry I'm being an overbearing wetblanket, but!

1) Ramza does gain additional abilities as his squire class\
2) This is the case (for normal)
3) This is somewhat the case (there isn't something steal-worthy in -every- battle)
4) I disagree with this - if the player wants to grind more to get better stuff they should be rewarded thusly.
5) Certaintly.  The ASM'd DD in fact has at least one floor with each of the five party level sizes for different degrees of stuff to do
6) Still on the fence, as it means sacrificing a special job slot - though replacing Undead Oracle shouldn't tip too many scales :)
8- ASM'd does this :)
10) ASM'd does this :) -- I think the current increments are 15.  Mediators have both the Br/Fa altering ablities and the new ones from 1.3, so talk skill is better by proxy as well
13) Yup.
14) Yup.
15) Archer has a new skillset, Ninja is still as-is though.
16) Same as 3
17) That is a wonderful idea!  Let's expand upon this momentarily.
18) That, too, works.  So far in ASM'd many of the wider AoE has been reformed to tri- and linear attacks, but that sort of variance will certainly be a boon to black magic
19) ASM'd does this :) (mind, of course, most of the upper-teir poaching goods are now not poachable to prevent absolutely destroying the gear curve in chapter 3
20) One step ahead of you my friend
21) Well, yeah.  Banish sucks.
22) Eh, maybe.
23) on the fence, but this'll likely happen
24) in ASM'd, thieves gain an add: confuse ability (like steal heart, only this works on all genders) and an ability called "last laugh" which is a deadly combination of status but is only useable while critical.  Meanwhile all mages gain a single target 0 CTR spell.
25) Not without destroying other fights/scene in the process.  It's possible to piggyback off the Season3 or 4 tourney ppf, but those require a savegame that it itself cannot provide.  It'd be an additional patch (ex pac, if you will) -- 1.3 mechanics with battles upon battles but no progression but ideal for endgame saves.

Regarding specials with additional RSM -- default squire currently has weapon guard, monster skill, equip axe, and move +1 in its slots.  If we move monster skill to mediators, we'd down one more.  There's 6 total spaces meaning... 3;  each special can take on one additional reaction, support, and movement.  

imo:

Mustadio: Speed Save, Equip Gun, Concentrate
Agrias: PA Save, Def Up, Move HP Up
Rafa: Abandon, Magic Attack Up, Magic Def Up
Malak: Hamedo, Two Swords, Magic Attack Up
Cid: HP Restore, Def Up, Move MP Up
Meliadoul: Damage Split, Attack Up, Move +2
Beowulf: Counter Magic, Magic Def Up, Move MP Up
Reis: Counter Flood, Magic Attack Up, Move +2
Cloud: Damage Split, Half MP(?), Move +3

Only kicker is that ASM'd also has a decent degree of difference with movement/range reduction, lower speed growth (yay charge time abilities) which... might take some time for people to get used to.  By all means continue this discussion, but ultimately it's better rolled into something newer than what 1.3 simply offers.  Just a thought.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: LightningHax on December 07, 2010, 01:26:22 pm
Quote from: "philsov"take on one additional reaction, support, and movement.  

imo:

Mustadio: Speed Save, Equip Gun, Concentrate
Agrias: PA Save, Def Up, Move HP Up
Rafa: Abandon, Magic Attack Up, Magic Def Up
Malak: Hamedo, Two Swords, Magic Attack Up
Cid: HP Restore, Def Up, Move MP Up
Meliadoul: Damage Split, Attack Up, Move +2
Beowulf: Counter Magic, Magic Def Up, Move MP Up
Reis: Counter Flood, Magic Attack Up, Move +2
Cloud: Damage Split, Half MP(?), Move +3


Looks good, but there is something that worries me. Why the movement abilities? I think you could just leave them with Move+1. They don't really need. They'll unlock all the movement skills they need getting other abilities. Also, considering how hard you have to work to unlock Cloud, give Soldier innate Short Charge. Other than that, looks good, Phil.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 01:27:31 pm
- Phil, you don't need to apologize at all
Everyone has the right to say whatever he wants (Of course, without being harsh...spam is the right section for everyone that  wants to be an asshole xD)

- You can advertise whatever you want in this topic, this is not a tyrannical kingdom where I rule supreme (And alone)
I've never followed ASM'd much (Ok, at all), but I'm glad that a lot of the ideas proposed here are the same you already had: It means that are good ideas :-)

- Your suggestions have been added to the main post

- I focus on modifying 1.3 instead of starting from scratch because
1) whoever created 1.3 made a good work
2) I'm not skilled in hacking

- My idea is just to fix what's wrong in 1.3, and destroy the dual thing patch (No offense here, you are doing a wonderful work), because I don't like the idea of a dual patch at all...if 1.3 needs a patch to help the newcomers, it means that it's not well designed, IMHO

- My aim is to create the definitive FFT 1.3 version (That's why 1.4), that should be the starting point for every other patch in terms of gameplay balance and difficult...the new, better and upgraded vanilla version, that 1.3 was meant to be and never become because...well, I already said why

- Of course discussion will continue here, only sharing our opinions/toughts/problems about 1.3 we can reach perfection

My idea is that ASM'd should be an advanced version of 1.4, focused on adding more ASM hacks and reducing movement/speed
1.4 is going to be the starting point...for a lot of things
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 01:29:51 pm
Quote from: "LightningHax"
Quote from: "philsov"take on one additional reaction, support, and movement.  

imo:

Mustadio: Speed Save, Equip Gun, Concentrate
Agrias: PA Save, Def Up, Move HP Up
Rafa: Abandon, Magic Attack Up, Magic Def Up
Malak: Hamedo, Two Swords, Magic Attack Up
Cid: HP Restore, Def Up, Move MP Up
Meliadoul: Damage Split, Attack Up, Move +2
Beowulf: Counter Magic, Magic Def Up, Move MP Up
Reis: Counter Flood, Magic Attack Up, Move +2
Cloud: Damage Split, Half MP(?), Move +3


Looks good, but there is something that worries me. Why the movement abilities? I think you could just leave them with Move+1. They don't really need. They'll unlock all the movement skills they need getting other abilities. Also, considering how hard you have to work to unlock Cloud, give Soldier innate Short Charge. Other than that, looks good, Phil.
Cloud with innate short charge, IMHO, is broken...but let's listen what others think about this matter
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Archael2 on December 07, 2010, 02:28:03 pm
Quote- My aim is to create the definitive FFT 1.3 version (That's why 1.4), that should be the starting point for every other patch in terms of gameplay balance and difficult...the new, better and upgraded vanilla version, that 1.3 was meant to be and never become because...well, I already said why

Dome, the goals I set for 1.3 were reached.

- Greatly Increased Difficulty
- Mechanics Rebalance
- Spice up Storyline / DD / World Map enemies
- Make monsters and more items more relevant throughout the game

You should state new, separate goals for 1.4 when you make it, and that's cool, but don't think that 1.3 didn't reach it's goals, because it clearly did.

1.4 has NEW goals, which YOU are stating now. But don't try to tell people that YOUR goals for 1.4 were somehow 1.3's original goals which were never realized.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 02:34:52 pm
Quote from: "Voldemort2"
Quote- My aim is to create the definitive FFT 1.3 version (That's why 1.4), that should be the starting point for every other patch in terms of gameplay balance and difficult...the new, better and upgraded vanilla version, that 1.3 was meant to be and never become because...well, I already said why

Dome, the goals I set for 1.3 were reached.

- Greatly Increased Difficulty
- Mechanics Rebalance
- Spice up Storyline / DD / World Map enemies
- Make monsters and more items more relevant throughout the game

You should state new, separate goals for 1.4 when you make it, and that's cool, but don't think that 1.3 didn't reach it's goals, because it clearly did.

1.4 has NEW goals, which YOU are stating now. But don't try to tell people that YOUR goals for 1.4 were 1.3's original goals
QuoteFFT community's effort to create an updated, balanced, and challenging FFT experience
It wasn't a community effort
It wasn't balanced (Too focused on difficult)

My opinion is that 1.3 goals weren't reached (While still being a great mod), because there are still a lot of things that should/can be improved
Now, please stop posting with an alt account; If you must post something, wait for the end of the ban and then return here, like I did
Otherwise you can go to FFH chat
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Archael2 on December 07, 2010, 02:37:04 pm
It was very much a community effort, you just weren't here for when tons of people were working on it at once. I can give you a list of people who worked put in a great deal of work into 1.3 besides myself in it's earlier stages.

As for balance, that's very debatable. 1.3 is balanced to be as difficult as it intended to be, if you balance it to be easier, then that is a new goal for 1.4, but it was never a 1.3 goal for the game to be easier. Are you trying to say that 1.3 isn't more balanced than vanilla? Because if you're not, then 1.3 reached it's goal of increasing balance.

Like I said, you can do whatever you want with your project, including lowering the difficulty, but don't try to tell people that YOUR goals for 1.4 were 1.3's original goals which were never realized. 1.3 was never meant to be any easier than it is currently, it wasn't meant to cater to average FFT players, and it wasn't meant to be like easytype or any other goal you're throwing out now. Those are new, 1.4 goals, not 1.3 goals. And that's fine. But don't try to pass them off as something that they are not.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 02:49:31 pm
Quote from: "Voldemort2"It was very much a community effort, you just weren't here for when tons of people were working on it at once.

As for balance, that's very debatable. 1.3 is balanced to be as difficult as it intended to be, if you balance it to be easier, then that is a new goal for 1.4, but it was never a 1.3 goal for the game to be easier. Are you trying to say that 1.3 isn't more balanced than vanilla? Because if you're not, then 1.3 reached it's goal of increasing balance.

Like I said, you can do whatever you want with your project, including lowering the difficulty, but don't try to tell people that YOUR goals for 1.4 were 1.3's original goals which were never realized.
I will reply to you only once more, because this topic is not for discussing such things
(Also, you shouldn't post with an alt anymore)
- Community? It may have been at the beginning, but not in the later parts, because YOU were the only on that decided what to put in, and nobody else. Your attitude "I am the only one right, if you don't agree with me GTFO" prevented the others to give their feedback about any change
In fact, the last few changes were purely made by you

- Balanced? FFT 1.3 it's focused just on difficult
WAY too focused on the difficult part, even "fake difficult"...and there are still other wrong things in 1.3, IMHO: That's why I say it's not balanced
When I say that FFT 1.3 didn't reach his goals, I mean that it fails to be an upgraded version of FFT, because, as I already said, it's just a difficult patch, while it could have been awesome
^That's my opinion, ofc
You can agree or disagree, but I won't change it

Now, think/say/do whatever you want, but leave this topic to the ones that want to work for FFT 1.4
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Archael2 on December 07, 2010, 02:53:38 pm
Quote- Community? It may have been at the beginning, but not in the later parts, because YOU were the only on that decided what to put in, and nobody else. Your attitude "I am the only one right, if you don't agree with me GTFO" prevented the others to give their feedback about any change
It was a community project all along, like I said, you just weren't here for 75% of it. You're rather new to FFH, you know. And I never had an attitude like that. I ALWAYS posted feedback threads before releasing updates. Please stop flat out lying. 1.3 has so many community-suggested changes in each and every version I can't even count.

QuoteBalanced? FFT 1.3 it's focused just on difficult
Yes, balance. 1.3 is focused on balance between player vs AI enemies and it does this well. It's ALSO a hard mode patch. Why you are choosing to ignore this is beyond me.
The fact that 1.3 has a huge focus on difficulty is one of it's goals.

QuoteWAY too focused on the difficult part, even "fake difficult"...and there are still other wrong things in 1.3, IMHO: That's why I say it's not balanced
When I say that FFT 1.3 didn't reach his goals, I mean that it fails to be an upgraded version of FFT, because, as I already said, it's just difficult
Again, it is VERY focused on difficulty because that's one of it's goals. FFT needed ALOT of increase in difficulty, and it got it. I'm not going to reply to your fake difficulty claim, because you and I both know fake difficulty is a fallacy.

QuoteIMHO
EXACTLY. INYO: Meaning, the 1.4 goals YOU are now declaring, which have nothing to do with 1.3 goals. You are free to make 1.4, 1.5, or 1.999 and make any goals / changes to it, but don't try to advertise by mincing the intentions or achievements of 1.3.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 02:56:27 pm
Whatever you want, Arch, I already explained you what I mean
Now, leave this topic alone, and use the chat if you want to tell us/me something else
P.s: Your post has been reported because made with an alt while being banned, as I warned you before
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: ffzman on December 07, 2010, 03:02:00 pm
1.3 has absolutely been a community effort. Granted, recent versions have all technical work attributed to Arch, but the changes he has made have been based off of feedback from the community. Hell, right now there's a discussion(BY THE COMMUNITY!!!) going on at ID about possibly completely reworking the charge skillset. While I'd agree that Arch sometimes has an attitude problem, to make it seem like he has completely ignored the community is asinine.

And as far as balance? The problem there is interpretation. "Balance" as far as FFT 1.3 is concerned was an attempt to keep the player from being able to "break" the game. This meant the JP scroll glitch was removed, as well as "broken" things like blade grasp, mp switch/move mp up, or more recently Golem.

All that being said, good luck with 1.4.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Archael2 on December 07, 2010, 03:02:41 pm
^ This.

@ Dome: You can report me or ban me, you and everyone else on this site know full well I don't care about that anymore. People like you making threads as if they knew 5% about the history of 1.3 and FFH are one of this site's major problems, and the fact that people like you are taken seriously here is even worse, and is one of the reasons I am happy to hold no attachment to this place anymore.

It's not about "whatever you want Arch", it was about keeping people informed of 1.3's goals and making a distinction between those and the ones you're setting now for 1.4, which have zero relation to each-other.

You don't have to get angry just because I diffused your lame advertising strategy.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 07, 2010, 03:08:19 pm
I've always said that Charge was complete shit and it finally gets worked on after like a year. lol

And yes, it was a community effort. I was there while the beta releases were around, and know that everyone was there helping 1.3.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: ffzman on December 07, 2010, 03:11:22 pm
Yeah, better late than never, eh? Charge was made better than it was in vanilla, but it definitely needs a complete overhaul.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Sterling LaVaughn on December 07, 2010, 03:28:01 pm
Quote from: "Dome"If you think there are LOTSA of crap moves, you should list them, so we can try to improve, if it's possible

Guess I probably should've emphasized "mediocre," and also noting that you really don't need every single ability in the game to be a great unit (especially as things become outdated later on).

But I would say that stuff like the gear breaks (aside from Weapon), most of the movement abilities, and a good chunk of enfeebles are crap. I'd nominate Charge but you guys beat me to it.


Quote from: "philsov"4) I disagree with this - if the player wants to grind more to get better stuff they should be rewarded thusly.

The problem people have with random gear (for those that consider it a problem, of course) is that you can't use Steal at all if you don't want to break the first three chapters. Enemies are supposed to have better gear so that they'd have an advantage over you, but they lose that advantage quickly if you can capitalize on it. You end up with something that was IMO not much harder than vanilla FFT until the endgame. It's actually worse given how much time is spent on farming gear/crystals rather than just fighting to win.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 07, 2010, 03:59:35 pm
Quoteis that you can't use Steal at all if you don't want to break the first three chapters

That's one of the impasses about Steal -- if all the enemies have your gear, then theres no point in stealing it.  If they outgear you, then you steal it, and they no longer outgear you, and that advantage is gone.  Randoms with set equips don't really seem like that bad of an idea -- its akin to most other games where the stuff around the starting areas are in fact easier.  It'd take a lot of micromanagement to setup but it'd nerf steal while keeping the game more balanced.  Thuuus, Steal can gain additional abilities to not be "only for stealing".  

QuoteEnemies are supposed to have better gear so that they'd have an advantage over you, but they lose that advantage quickly if you can capitalize on it.

Which is another conundrum.  Thus, we can use other avenues for advantage like advanced/custom/combined/etc skillsets, greater numbers, and/or higher levels.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 07, 2010, 04:04:00 pm
The problem with giving set equipment for randoms/story battles is that you can power through with a team of monks. If I can do it at level 99 on Dorter 1 while they have crystal equips, anyone can do it while they have set equipment.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 07, 2010, 05:16:37 pm
yes, but then how do we fix that?  Fix monks?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Sterling LaVaughn on December 07, 2010, 05:26:58 pm
Quote from: "philsov"
Quoteis that you can't use Steal at all if you don't want to break the first three chapters

That's one of the impasses about Steal -- if all the enemies have your gear, then theres no point in stealing it.  If they outgear you, then you steal it, and they no longer outgear you, and that advantage is gone.  Randoms with set equips don't really seem like that bad of an idea -- its akin to most other games where the stuff around the starting areas are in fact easier.  It'd take a lot of micromanagement to setup but it'd nerf steal while keeping the game more balanced.  Thuuus, Steal can gain additional abilities to not be "only for stealing".  

Well I was more referring to the idea that to properly use Steal, you gain lots of experience from crowd controlling all the enemies. The next batch shows up with nicer gear, you steal that, level up a bunch, steal the next batch, etc. Technically you can do that in vanilla FFT with random battles.

As for keeping Steal as a good skillset, I like the suggestion of usually having an enemy with a nice item to steal in each fight. Otherwise though, I'd say it'd be fine as is, but if people want more, then that's fine.

Quote from: "philsov"
QuoteEnemies are supposed to have better gear so that they'd have an advantage over you, but they lose that advantage quickly if you can capitalize on it.

Which is another conundrum.  Thus, we can use other avenues for advantage like advanced/custom/combined/etc skillsets, greater numbers, and/or higher levels.

Remember that we can still use <random> gear, just gotta limit it to Maintenance/Immortal characters outside of Chapter 4ish. It means promoting some enemies to "miniboss," but that shouldn't be an issue. The only downside seems to be that those characters are forced to use Maintenance, but there shouldn't be too much trouble in making them unique somehow.


Quote from: "FFMaster"The problem with giving set equipment for randoms/story battles is that you can power through with a team of monks. If I can do it at level 99 on Dorter 1 while they have crystal equips, anyone can do it while they have set equipment.

The abilities you gain through leveling to 99 do more to break the game than just having Monk with high attack power, even with <random> gear (since you can catch up immediately with Steal).

Which reminds me: people make kind of a big deal about gaining 20+ levels for Dorter, but how many people actually do this? There's something about this one fight that I think automatically scares people in some way or another, even if it's not particularly notable after your first time playing.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 07, 2010, 05:48:08 pm
You really don't need many abilities to power through the game. Chakra, Revive/PD, and Stigma Magic/Esuna. Everything else is a luxury. You can replace monks with any class really. I just used monks because they were the most powerful. A team of Squires at high level could beat Chapter 1 with the enemies having set gear, even if they are 1-2 steps above. The problem is that the weapons are restricting them from doing any meaningful damage later on. Beware the Knights at level 60 with Long Swords!

So I suggest this. At least keep weapons to scale with party level.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 07, 2010, 05:53:49 pm
Quotebut how many people actually do this?

Decent chunk.  mostly newbies who think they need ninja for dorter only to find out that the enemy leveled up with them.  There's a handful of regulars that are 99 in chapter 1 woot woot style but I'm pretty sure the majority are there at a reasonable level.

Also its the first major battle with humans after having the ability to level up, so it's kinda a milestone?  idk.

QuoteRemember that we can still use <random> gear, just gotta limit it to Maintenance/Immortal characters outside of Chapter 4ish.

A unit with def up and normal gear is usually harder to kill than a unit with mainenance and an advanced piece of gear.  Immortal flag aside, of course.

imo steal is a killer opener -- it deals real, permanent (unhealable) damage provided the unit is a max health.  There are uses of it beyond just trying to acquire better gear.  But that's me.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 07, 2010, 06:01:18 pm
Quoteimo steal is a killer opener -- it deals real, permanent (unhealable) damage provided the unit is a max health. There are uses of it beyond just trying to acquire better gear. But that's me.
Yeah, I agree. But I use Battle Skill Chemist for that =p

Leveling to 99 makes the game easier. That's about it. I've played level 99, level 1 and normal. Normal is by far the hardest type of playthrough overall, level 1 is hard once you hit end chapter 3, and level 99 is a cakewalk until chapter 4, where it would basically be the same as a normal playthrough.

And leveling before Dorter 1 doesn't have any significant meaning. It's just the spot where all challenges start normally. At least, that is what I see.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Sterling LaVaughn on December 07, 2010, 06:11:37 pm
Ah, I always assumed people only did it when they were too afraid of Dorter after their first time.

Well the only other suggestion I'd make then is some sort of automatic level cap for different parts of the game, but I'm guessing that's been discussed before since no one seems to bring it up.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 06:23:26 pm
Quote from: "philsov"yes, but then how do we fix that?  Fix monks?
Monks are bronken...maybe we should remove Martial arts as an innate, or reduce their multipliers?

Quote from: "Sterling LaVaughn"But I would say that stuff like the gear breaks (aside from Weapon), most of the movement abilities, and a good chunk of enfeebles are crap. I'd nominate Charge but you guys beat me to it
Yeah, usually Steal>Break
Same in-battle effect, better reward
Maybe we should improve the "break" skills accuracy to counter this?

Quote from: "FFMaster"The problem with giving set equipment for randoms/story battles is that you can power through with a team of monks. If I can do it at level 99 on Dorter 1 while they have crystal equips, anyone can do it while they have set equipment.
Veterans/skilled players will always be able to smash the game no matter what
That's why there are hard battles scattered all around the map and into the DD
Anyway...you are suggesting to give enemies that rely on weapons <random> weapon?
That might work
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 06:49:33 pm
Added point 26
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 07, 2010, 07:06:35 pm
that hack sucks - allows for equipment duping.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 07:10:58 pm
Quote from: "philsov"that hack sucks - allows for equipment duping.
How?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 07, 2010, 07:16:29 pm
I'm not too sure, but if you break your own stuff maybe? I know there was a problem with being able to steal your own equipment.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 07:18:26 pm
Quote from: "FFMaster"I'm not too sure, but if you break your own stuff maybe? I know there was a problem with being able to steal your own equipment.
IIRC steal does not work on your units...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gaffy's stylin mustache on December 07, 2010, 07:20:32 pm
Quote from: "philsov"that hack sucks - allows for equipment duping.

I don't see how this matters, because duping is a conscious choice. It's like the console in most computer games. Yeah, you can make your character a god, but why would you want to cheapen the experience?

I mean, I can go into FFPatcher and play through 1.3 with a 255 multiplier All Swordskill Ramza, but why would I do that?

I think being able to buy back Masamunes/Chrijiradens is a great idea.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: PX_Timefordeath on December 07, 2010, 07:27:07 pm
Masamune/Chiri is stealable in DD though, so you can get an infinite supply of those. However, you can only get 2 Chaos Blades, and limited resources of various weapons.

Also, 1.3026 daggers had 25% steal, allowing you to mug your own weapons and duplicate them as they returned after the battle and showed up in your inventory. The more you know☆
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 07, 2010, 07:32:31 pm
Well...if someone wants to cheat, FFPatcher allows you to do whatever you want...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kourama on December 07, 2010, 08:49:11 pm
The hack that philsov is talking about sucks because it is glitched. Someone can break or steal one of your items then you sometimes end up having multiple of those items in the fur shop.

Dome - I know you played my patch a while back and made a lot of changes to the archer skillset as well as add a new ability to thief. I'm not sure how well it would work with your "1.4" ideas but I can post the skillset changes I made if you like.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on December 07, 2010, 09:18:59 pm
Hi, i´m a Brazilian guy who suck in english, but i´ll try to give my opinion too. I´ve been playing 1.3 since 1.302x-ish, don´t remember -_-, and always looking at here forum... but let´s go to the point.   [ again, sorry for the bad english ]

Quote from: "Dome"Together, for a better FFT 1.3!!! xD

I think that this Hack could use another name than FFT 1.4, cuz it´s, like you said, this one is for "FFT community's effort to create an updated, balanced, and challenging FFT experience", for me 1.3 is something that Arch created and if there is a 1.4, it should be the same or more hard than 1.3, cuz that the idea on 1.3




1) Every chapter Ramza base job could be diferent, with multiplier and growth beter each one, and Chap 4 could use more skills that could be learned from other special jobs ( like... hum... Crush punch ), i also dont think that Ramza need an uber, but a versatile class

2) Partily Agreed, one or another enemie could have a "Party + 1~5 level"


5) How about put at least one Zodiac Battle on each floor ?


6) I always wanted something like that.

7) I think that the growth on each special class should be different than any other job, if they hav better multiplier, then everybody would go Mime with they and return to the original class ( Like Special Knights could have a PA growth better than any other, at price of speed AND MA... )


10) That would be nice... reaaaly nice

11) (Under the spoiler)
Chocobos: MA Save
Pathers: I like the way they are ^^
Goblins: agreed
Bombs: I dont Think that Douse is reaaly need...
Treants: A Skill that hit all allies for small HP ?
Minotaurs: what about a innate Atack UP, MAtack UP ?
Malboros: IMHO Modball virus is fine the way it is, but i agree with the attack... why not instead of poison it would be an all around atack that target only enemies ( kinda Ultros tTentacle attack on all your team )
Behemots: Intead of nerfing the skill, i think they should hav DEF UP, MDEF UP, Halve Elements and be slower ( a little more like anothers FF game )
Dragons: Why dont put a "Cancel: Charging" on Tail Swing ?
Hydras: I´ve always trought about "why not each Hydra hav 3 different elements? They hav 3 different Head !!"

13) 3 on every Job ( except Bard/dancer )

15) Archer yes ^^



18) I liked this ideia, and why dont put more weakness on equips ???????? ( but taking care to putting on weakness on same equip class that hav an Absorb )

20) Porky Family and Yellow Chocobo could hav too Inate Monster skill, to put more use on then


23) Guests are Guests

24) Some custom skills that i thought
Wizard - an instant small Random MP Recover [(1~5)*MA;  Neutral instant skill with 2 or 3 range; Ultima Blow - an PA BASED melee attack, only learn by enemies hits ( only a few ones would hav this );
Archer - Mustadio´s aim ( but nerfed ); elemental Arrows ( for equips weakness ); multiple-shot; area shot
Priest - An instant ( or fast ) 1/2 HP damage on Undead
Geomancer - differ each skill damage, range, AOE
Thief - 2 Range instant attack, normal damage


Well, i think that´s all folks... for now [ again and again, i know my english sucks ]
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: MagiusRerecros on December 07, 2010, 11:08:22 pm
Haven't read the entire thread yet, but I wanted to get this idea out there before I forget. Why bother with making humans in random battles immortal? Why not just make them immune: treasure?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on December 07, 2010, 11:24:42 pm
steal/invite
durr
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 07, 2010, 11:38:07 pm
Quote from: "MagiusRerecros"Haven't read the entire thread yet, but I wanted to get this idea out there before I forget. Why bother with making humans in random battles immortal? Why not just make them immune: treasure?

It hangs the game if we try to do it your method.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: MagiusRerecros on December 07, 2010, 11:52:35 pm
Does it? I haven't had any problems with it, but then, I also haven't really experimented with it or anything.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 08, 2010, 03:40:01 am
Quote from: "Kourama"The hack that philsov is talking about sucks because it is glitched. Someone can break or steal one of your items then you sometimes end up having multiple of those items in the fur shop.

Dome - I know you played my patch a while back and made a lot of changes to the archer skillset as well as add a new ability to thief. I'm not sure how well it would work with your "1.4" ideas but I can post the skillset changes I made if you like.
Yeah, I played your ___ patch, but my memory is blurry
Feel free to post whatever you want here, it will be added to the main topic

@Lucifer_zero
Don't worry about your english xD
About the name...I decided to use 1.4 (atm) because this is supposed to be an upgrade from 1.3...but if you have a suggestion, feel free to post it :-)
I like the ideas you provided, I will add them to the main topic...except point 13...3 in every job means that you won't use mimes until endgame, which is bad, Imho

   
@MagiusRerecros
Immortal/maintenance guys in randoms means that you can't steal from them, so you can't obtain better gear when you shouldn't
Otherwise, people in randoms will have fixed equipment
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kourama on December 08, 2010, 09:18:19 pm
Quote from: "Dome"Yeah, I played your ___ patch, but my memory is blurry
Feel free to post whatever you want here, it will be added to the main topic

Copied and pasted from my topic with the archer skill set, also left necromancer in there.

New Jobs
- Archer changed to Ranger
Innate: Secret Hunt, Move-Find Item

Abilities:

Leg Aim
Arm Aim
Cupid - chance to add: charm
Tranquilizer - chance to add: sleep
Venom Shot - chance to add: poison

Catch
Arrow Guard
Secret Hunt
Train
Equip Bow - bow and crossbow
Jump +3

- Calculator changed to Necromancer with new sprites
Innate: Float, Undead Immune: Dead, Blood Suck, Death Sentence

Abilities:

Death
Drain Life
Osmose
Dark Holy
Manipulate - Add: Invite to Undead
Decay - Add: Undead, Poison, Slow

Absorb Used Mp
Damage Split
Float

I also remember giving Thief a move called quick attack that could hit from slightly further away and could add slow. Gave Mustadio all the "break moves" and also gave him a special new ability that gave a random buff.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 02:16:02 am
You left the necromancer for a reason? ;P
You'd like to see it implemented?
You know, I have a thing for undeads (Not in real life, ofc xD)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kourama on December 09, 2010, 06:30:45 am
Quote from: "Dome"You left the necromancer for a reason? ;P
You'd like to see it implemented?
You know, I have a thing for undeads (Not in real life, ofc xD)

Its an idea. I know the Sage that was added instead of calculator in 1.3 isn't that great so why not make a more useful job from that spot. I'd like to see one visual change though. Please, please, please replace the Male Samurai sprite with the new one in the custom sprite section. I always thought the old sprite looked ridiculous, more like a sumo wrestler in armor.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 06:37:32 am
Quote from: "Kourama"
Quote from: "Dome"You left the necromancer for a reason? ;P
You'd like to see it implemented?
You know, I have a thing for undeads (Not in real life, ofc xD)

Its an idea. I know the Sage that was added instead of calculator in 1.3 isn't that great so why not make a more useful job from that spot. I'd like to see one visual change though. Please, please, please replace the Male Samurai sprite with the new one in the custom sprite section. I always thought the old sprite looked ridiculous, more like a sumo wrestler in armor.
Shouldn't be a big problem
I'll upgrade the first post
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 09, 2010, 06:55:55 am
A few odd things on necromancer. It sounds like it should be a mage, yet some of the formulae which must be used aren't suitable for them at all.

For example, Drain Life I will assume to be like the old Oracle spell. This one was removed due to being able to 999 enemy units with ??? with no way to stop it. Removed for good reason.

Manipulate can only be done with the Hit_(Sp+X)% formula, which wouldn't fit a mage at all.

As for Ranger, it's pretty much Mustadio with another charm spamming ability. Musty is already unused outside of double break gimmick. However, Charge sucks balls, so I'm not too sure what to do for it. I also don't like when more than 1 class has the same ability.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 07:01:42 am
Quote from: "FFMaster"A few odd things on necromancer. It sounds like it should be a mage, yet some of the formulae which must be used aren't suitable for them at all.

For example, Drain Life I will assume to be like the old Oracle spell. This one was removed due to being able to 999 enemy units with ??? with no way to stop it. Removed for good reason.

Manipulate can only be done with the Hit_(Sp+X)% formula, which wouldn't fit a mage at all.

As for Ranger, it's pretty much Mustadio with another charm spamming ability. Musty is already unused outside of double break gimmick. However, Charge sucks balls, so I'm not too sure what to do for it. I also don't like when more than 1 class has the same ability.
Can't drain life be changed with Beowulf sword-skill?
Maybe we should buff up Mustadio a bit?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 09, 2010, 07:04:21 am
Beowulf Swordskill is Night Sword under a different name. So it uses Weapon damage.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 07:08:09 am
Quote from: "FFMaster"Beowulf Swordskill is Night Sword under a different name. So it uses Weapon damage.
Lol XD
Well...with weapon damage, the damage output will be low...but as an instant/no mp ability it could be nice
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Mando on December 09, 2010, 09:48:43 am
Ok. I have been tinkering with this edit 1.3 thing for some time now. It is just that I have been working on my master's degree. After this saturday I will be done with my huge research project and have 3 daily assignments left to finish off what I was working on hopefully in time for the holiday week.


That brings me to say this. I agree with almost all the changes wanting to be done here are some suggestions I have because I was doing similar things already.

1. Ramza topic- I changed his class to Leader he uses axes (new ones I added some are 1 handed lower dmg so you can shield and some are 2 handed with HIGH dmg)

My reasoning for giving him an axe is to make him a bit more unique. Giving him a sword only brings the temptation to give him a sword skill set. Some of the moves I have given him are.
Tomahawk ( a weaker ranged move essentially throwing his axe).
Explosion of Rage (looks like mimic titan does high MA dmg to people within a spinfist range has a charge time of 4)
Anger (raises PA by 2 Lowers MA by 3 ct time of 3)
Intellect (Raises MA by 2 lowers PA by 3 ct time of 3)
Reckless(Berserk + Regen -self target only)
Metatron Torment (Does intense amount of single Target PA damage ct time of 6)
-more skills can be added for  stat crippling or normal squire moves-

CHANGE priest and wizard to white mage and black mage - PLEASE whm and blm are much easier innitials to use
Ok now this part people will probably hate but hear me out for the reasonings.
1. Remove time mage(change this to mediator and completely remove skills) and disperse the skills. Some moves on blm are rarely used (looking at you poison/frog - death maybe)
2. Give blm the meteor (make it a bit weaker than flare smaller cast time too) as well as stop and dont move (only if you got rid of death too)
3. Give whm haste, haste2 float reflect
4. Balance the black mage lightning/ice/fire move to do roughly same damage and same mp cost ( you prolly just have to tune down lightning since it is a bit stronger )
5. Create Red mage in the place of time mage give them single target all elemental spells (this means wind/earth/water too)
These spells should be lv 1 and lv 2 (level 1 having a shorter range / cast time) (level 2 being slightly stronger 1 range increase and slightly longer cast time)
since we don't want the red mage to be too weak and useless these lv1 and lv2 spells are 1.5x dmg of a normal blm elemental spell that lv (but they are single target and cost more mp)
6. Give rdm the run off skills of time such as slow1 -2, give a single target haste, and give them demi(s) - maybe quick if you want

Also make swords of the 3 elements lightning fire so there just isn't Ice brand. Instead of it casting a spell make it increase dmg from that element and forced 2 hands.

Bard and Dancer should also be removed. Give those skills to RAFA/MALAK and scrap their original skill sets.
Put either a balanced Dark knight who only uses 2 handed swords (taking the place of LOLBAGS) and possibly a holy Knight - could make males the dark and the females the sacred
if you do that add new skills to the dark knight and change up holy knight skills remove stop from stasis sword, no lightning stab, give them Holy Blade ( sword swing + holy) high dmg  high CT holy damage (single target) same for dark knight but use Dark holy)

Give holy knight 'noble sacrafice' kills themselves to fully revive an ally (even out of crystal)
Give dark knight  'evil ritual' where they kill an ally to fully restore hp and mp for themselves

Orlandu should be the only person to use LIGHTNING STAB- makes his thunder god title count for something....

Give archers the ability to dual wield guns ???
- in which case add new guns!!!

ninja if you can asm please make it like FFTA ninjas  veils > throwing skill. Let the chemist have throwing balls of all elements or something

samurai make their dark draw out move undead reversible

Get rid of the 12897389217893 holy knight enemies you face make their class different like maybe draw upon a heavy tanking class

Also mighty skill should be different - i'd canabalize those skills and give to dark/holy knight removing the breaks

all dark based moves should have undead reversal on them flagged

- oh ya ramza's class should always have monster skill (innate further diversifying his skills without having to add any)
and also this is random.... BUT
zombie status = undead status so they could then benefit from undead reversal.
GO TEAM ZOMBIE!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 11:21:58 am
Added your suggestions to the main topic
My favourite one is the one that only Cid should have the "Lighting stab" skill :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 09, 2010, 11:42:26 am
QuoteThis one was removed due to being able to 999 enemy units with ??? with no way to stop it. Removed for good reason.

There is an ASM hack that capped the effects of Life Drain et al to 999 health.  So it'd be overpowered on queklain but rather reasonable output in all other places imo.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 11:43:43 am
Quote from: "philsov"
QuoteThis one was removed due to being able to 999 enemy units with ??? with no way to stop it. Removed for good reason.

There is an ASM hack that capped the effects of Life Drain et al to 999 health.  So it'd be overpowered on queklain but rather reasonable output in all other places imo.
Can't we just make it dark elemental and make all bosses immune to dark?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 09, 2010, 11:45:55 am
% drain effects cannot carry elements.

edit: all bosses are already immune to dark, which is why dimish/demi/lich/axe effect don't work.  This is intentional.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 11:46:48 am
Quote from: "philsov"% drain effects cannot carry elements.
Ok...so...what damage it will do to ??? Zodiacs?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 09, 2010, 11:49:14 am
% drain effects?  Damage is capped at 999 and varies based on percentage.  So... 2000 HP boss gets a 25% life drain for 500 damage, while everyone else is doing like... 100 damage to it?  5000 HP boss -> 999 life drains. lol.

With the ASM hack in place effective health is capped at 999 so the most a 25% life drain can do is 250 damage, which is a little more reasonable in terms of damage output, even on bosses, except queklain specifically.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 11:51:14 am
Quote from: "philsov"% drain effects?  Damage is capped at 999 and varies based on percentage.  So... 2000 HP boss gets a 25% life drain for 500 damage, while everyone else is doing like... 100 damage to it?  5000 HP boss -> 999 life drains. lol.

With the ASM hack in place effective health is capped at 999 so the most a 25% life drain can do is 250 damage, which is a little more reasonable in terms of damage output, even on bosses, except queklain specifically.
Could you explain this please?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 09, 2010, 11:57:24 am
In chapter 2 your people shouldn't be doing 250 damage to anything that has Def Up/Magic Def up.  250 damage is  more reasonable for Velius, and outclassed on later bosses, due to PA/MA/WP/spells that just happen with game progression.

edit:  So if you don't mind Queklain being a complete curbstomp in order to bring Life Drain back into the game, go for it.  But I like Queklain a lot, soooo :3
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 12:17:03 pm
Well...this is bad
But if they unlocked sage (Necromancer) job by Queklain...they should have way more powerful abilities than drain...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 12:18:39 pm
Added point 29 to the list
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 09, 2010, 12:23:31 pm
Quote from: "Dome"Well...this is bad
But if they unlocked sage (Necromancer) job by Queklain...they should have way more powerful abilities than drain...

No, not really >_>

An MA-stacked female wizard with MAU does 400+ damage with flare, but the kicker is that they only have the MP to cast it once without getting a recharge, which is limited to self-ether (20 mp!  woo!), angel song (not likely unlocked) or a stacked chakra-bot (AU monk with best compat or something), meaning you're now doing 200 damage an action which is less than what life drain offers.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: pokeytax on December 09, 2010, 12:24:45 pm
All you have to do is make Queklain Undead! And, uh, immune to Holy, and make Raise/Raise 2 Holy, and uh, Phoenix Down... yeah.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 09, 2010, 12:26:16 pm
Quote from: "pokeytax"All you have to do is make Queklain Undead! And, uh, immune to Holy, and make Raise/Raise 2 Holy, and uh, Phoenix Down... yeah.
That might work...
Phil? it's possible to do this?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 09, 2010, 12:52:17 pm
holy PD isn't possible, and I don't think raise can take an ele either.  it's even worse.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: DaveSW on December 09, 2010, 05:13:51 pm
Just throwing it out there, but why not make stat growth the same for every job?

I hate having to decide between using the job I actually want to play as, and the job that gives me the best stat growth.  Ultimately, if I choose to not stat max,  I end up with slightly gimped characters.  Also, stat growth is incredibly important when deciding how to build characters, but is not something displayed in game.  I know I can't be alone in saying that I hate hidden stats, especially when they effect the game in such a permanent way.

I also see no point in having every battle consist of enemies that are your level.  That kinda kills the point of leveling, doesn't it?  Why not just remove leveling all together in that case?  Is it just the illusion of growth that is satisfying?

I might just be missing something here, but both of those things seem to just serve to make certain aspects of the game more tedious and pointless.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on December 09, 2010, 05:56:11 pm
I´ve loved some of Mando´s ideas, but hate some too.

Quote from: "Mando"5. Create Red mage in the place of time mage give them single target all elemental spells (this means wind/earth/water too)
These spells should be lv 1 and lv 2 (level 1 having a shorter range / cast time) (level 2 being slightly stronger 1 range increase and slightly longer cast time)
since we don't want the red mage to be too weak and useless these lv1 and lv2 spells are 1.5x dmg of a normal blm elemental spell that lv (but they are single target and cost more mp)
6. Give rdm the run off skills of time such as slow1 -2, give a single target haste, and give them demi(s) - maybe quick if you want

Instead of Red Mage why not make a new color Mage ? Cuz for for most of people Red Mage is some mixture of White and Black ( yeah... ) and that wont make soo much sense on FFT, even with other elementals.

What i think of this is some... "Purple" (or another color ) mage with the elementals that Black don´t hav like QUAKE, TORNADO, DEMIs and BIO. ( ohh, and slow, quick, FROG )


Quote from: "Mando"Bard and Dancer should also be removed. Give those skills to RAFA/MALAK and scrap their original skill sets.
Put either a balanced Dark knight who only uses 2 handed swords (taking the place of LOLBAGS) and possibly a holy Knight - could make males the dark and the females the sacred
if you do that add new skills to the dark knight and change up holy knight skills remove stop from stasis sword, no lightning stab, give them Holy Blade ( sword swing + holy) high dmg  high CT holy damage (single target) same for dark knight but use Dark holy)

I think that the Dark and Holy Knight must remain special classes ( unless u talking about PSP Dark Knight ), Bard and Dancer are good suport classes IMHO, turning Rafa and Malak into Bard and Dancer would ruin the Unique Classes they hav, but like i said, it my opinion.

And about Rafa and Malak, i´ve thought on this: why don´t make they more Ying-Yang ? Like, Rafa beign all skills MA-Faith based, with the best MA and MP growth ( at price of HP and PA ) and Malak  hav all his untruth skill PA-BRAVE based, with best PA and HP growth ( at price of MP and MA ).

Quote from: "Mando"Orlandu should be the only person to use LIGHTNING STAB- makes his thunder god title count for something....

That would be great, and also make Holy Explosion only for Agrias !!!


More ideias other day
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: StarScythe on December 09, 2010, 08:01:03 pm
So I've been away for a while studying for my finals next week... and I come back to this.

Wow.

1. Yes, though it still needs to be a job thats chapter appropriate. I like the idea of his job "evolving" as the game progresses, but it needs to be within reason. I dont think Ramza should have an entirely unique skillset, but rather an optimized one. Sorta like Algus having some knight skills throuwn in. Later, as the base job evolves other skills could be added, such as Gaff's skills being given (Ive always thought this should happen).

Or we could just leave his base class as it is and give it some nice innate. Say monster skill, attack up, magic attack up. That would not make the class game breaking early on, and would still be useful later in the game, and stays with Ramza's ubersquire them of being a jack of all trades. This version of Ramza will do anything well, as well as carry the squires "basic skills" of being able to restore, heal, and revive.

2-4 Agree

5. Only change the battles that havent been beaten yet. I especially like the idea of the rematches. Put a rematch with two people in elmdor's job that has a masamune and chirijiriden and is accomponied by various demons. Gives a decent challenge from teleport 2 chiri spam, but would provide a less stressful way of getting more masamunes. IMO Genji gear should still be one of a kind.

6. agree

7. I'm not sure on this one, as it would do more to encourage low level's for people that want to train them for something specific. Most of the special jobs growths are optimized for that jobs abilites. I much preffer the method of making all growths the same and only making use of multipliers.

8-10 agree

11. I like most of lucifer_zero's ideas, otherwise leave monsters be.

12-13 agree

14. DISAGREE. Bosses are supposed to be hard, and by lowering their multipliers below the players all we would be doing is encouraging leveling to even the playing field. This would eliminate strategy. Beating a boss should be about correct strategy, not haha i levelled till I was buffer than you. At higher levels the player has more skills available, and therefore better strategies, and so the bosses are stronger than normal to offset them. Bosses are fine. Leave them be!

15. Hell no. Both skillsets are just fine the way they are. The only change to archer I would make is take concentrate away from theives and give it to archers. Or if it was possible to find a way to make short charge apply to charge skillset that would be better, but I dont think thats possible.

16. disagree

17. Interesting... but I think Philsov took it a little too far. I can tell you know, looking at what he put in as innates, I would NEVER take them out of their base classes. Maybe one, max of two innates a piece.

18. I think it would be much more interesting to give poison and frog to oracle, drop death, and then give black mage three spells that make the target(s) weak to a specific element. This would be a nice strategical addition, and would encourage more elemental synergy withing teams.

19. I dislike rare poaching as well, but if everything can only give you one item then thats less things you can gain poaching. Is there a way to make it 50/50 on which item you get?

20. Agree, but only in randoms. Monster skill is really powerful, and would make a few good hard fun randoms.

21. No.

22. Yes

23-25 No.

26. Interesting. Sort of a "repair" feature, though it doesnt really work with stolen stuff rpg wise, but oh well. Cant have everything. I like it.

27. Agree

28. I think the new and improved sage bears more testing till we change it. That being said, I LOVE THE IDEA OF A NECROMANCER. Though I would change the the suggested skills. Manipulate to high % charm only on undead, and drop decay for the current sage zombie spell. Reason for manipulate being changed is that the ability to turn a unit into an undead and then invite it seems a bit too powerful. Also, give the necromance the ability to "revive" undead. INJECT Necromancer injects disabled undead with dark energies.

29. No, but see above...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: ffta707 on December 09, 2010, 08:04:59 pm
I don't even think it should be 1.4 to be honest. Why not make a new name. We could get the hole community involved, and it would be a much better patch, without all the haters. That is just my opinion.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: StarScythe on December 09, 2010, 08:05:49 pm
I'm really wary of changing entire skillsets other than the sage skillset. 1.3 (and subsequent updates) Is meant to be a more balanced/harder version of vanilla. The only reason that calculator was entirely changed was because of how game breaking it was. Other than that, we should not change an entire skillset.

Remember Occam's razor. The simplest solution is most often the best one. Changing an entire skill set is going to cause some serious balance issues and is going to take some serious time to figure it all out.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: ffzman on December 09, 2010, 09:37:22 pm
That's all well and good, but the thought(among some at least) is that there is no "simple solution" to fix, say, charge. There is no reason to ever use that skillset. That's not to say some of the skills can't be left in(leave some charge+s and add other skills, for example), but it needs something to spice it up and make it worth considering.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 09, 2010, 09:56:39 pm
If it was... affected by Short Charge, would people consider using it? Just seeing if it's worth the effort to try.

Really, it's just easier to make a new skillset for it.

EDIT: Some people have said having Charge and normal skills in the same skillset isn't possible. I haven't tried myself though.

EDIT2: It seems to be working, if you swap Archer skillset to default.

EDIT3: Scrap that, testing some more. Archer didn't attack.

EDIT4: Putting normal skills and Charge skills doesn't work, even with the generic skillset hack. So there goes that plan. Arch was planning the same thing, so I hope he has better ASM skills than I do at the very minimum.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: ffzman on December 09, 2010, 11:16:37 pm
Yeah it's what he was planning to do, so I just assumed it's possible.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Mando on December 09, 2010, 11:26:57 pm
Quote from: "Lucifer_zero"I´ve loved some of Mando´s ideas, but hate some too.

Instead of Red Mage why not make a new color Mage ? Cuz for for most of people Red Mage is some mixture of White and Black ( yeah... ) and that wont make soo much sense on FFT, even with other elementals.

What i think of this is some... "Purple" (or another color ) mage with the elementals that Black don´t hav like QUAKE, TORNADO, DEMIs and BIO. ( ohh, and slow, quick, FROG )

I think that the Dark and Holy Knight must remain special classes ( unless u talking about PSP Dark Knight ), Bard and Dancer are good suport classes IMHO, turning Rafa and Malak into Bard and Dancer would ruin the Unique Classes they hav, but like i said, it my opinion.

And about Rafa and Malak, i´ve thought on this: why don´t make they more Ying-Yang ? Like, Rafa beign all skills MA-Faith based, with the best MA and MP growth ( at price of HP and PA ) and Malak  hav all his untruth skill PA-BRAVE based, with best PA and HP growth ( at price of MP and MA ).

Quote from: "Mando"Orlandu should be the only person to use LIGHTNING STAB- makes his thunder god title count for something....

That would be great, and also make Holy Explosion only for Agrias !!!


For the red mage thing... since I do have on mine using all elmental spells + some magic debuffs + buff  it could be Elementalist (ffta stolen name) and just ask someone to make a sprite.

The reason I have a beef with bard and dancer is the fact that they diverge from each other. If I want a class to buff I want it to de-buff as well. In which case I also don't care much for a chance of a chance to be hit with an effect I want and vice versa for the debuff. Now in Chat I actually brought up the "Cook" idea which took off like a storm and I think Celdia is actually wanting to make that class. It has some great thought behind it from xif, cel, myself, and a few others in chat. Admittedly it was kind of a joke at first but essentially it would be a buff/debuff class. Which this game someone lacks as a dedicated class all others are hybrid buff + damage (or heals for preists) or de-buff + damage.

Which brings me to rafa and malak. It seems to me they either will be OP as hell or gimp as hell. That is why i suggested if you want to keep bard/ dancer in the game give them those skills remove their old skills to make way for new skills for classes.

Ya I think many people agree with the Orlandu idea. Also the reason I say add a balanced holy/dark knight class is this. You get Agrias anyways. However not everyone wants to use her as the sole holy knight. But hell the game practically forces you too which means you put in more f'n time building her up and you just wasted time with another unit you had previously. Not to mention you have to look at the same sprite no matter what class she is. This applies to all "special" unit classes.

Also imagine if this all becomes balanced enough it will make for some really interesting AI fights because people love them sword skills even if they do get the nerf hammer.

Same goes with Orlandu. However in my patch I made him use my ff7 cid sprite and have lances. He also summons Highwind that uses All-Ultima animation. It kills him hitting all unit in that radius regardless of enemy or allies lol.

I don't care much for mediator though. Its essentially advanced thief. Get a unit to join you. Rob them! Give them the boot... otherwise all their skills fit into the context of another class like black mage de-buffs.

So I mean if you wanted to add a red mage like class and yet keep time mage mediator is the man to go! Followed by Geomancer (if you do the generic class ASM)

Also I think FFM was working on some editing for Lancer which would be cool. Although I'd love to see Dragoon get some skills like in FFTA the breath attacks.

Oh ya and a side note if Dark was made into a class I would say make it like FFTA Fighter class where they have moves that damage the target and themselves. FFXI dark knight had the same concept except they used scythes and greatswords. (move called soul eater enhanced their physical attack but caused them to lose 1/3 in hp relative to damage they dealt to the target)

<3 wall-o-text
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: StarScythe on December 10, 2010, 05:08:34 am
I could see maybe archer getting revamped, but will most likely oppose a complete overhaul of any other class.

We should change things cause they need to be changed, not just cause we can do something different. The point I'm trying to make is that this patch has always been about balancing, and adding challenge to, the original game, and sticking with that it should be as close to the original as we can get it while still fulfilling those goals.

Changing things cause "I think black mages should be more like this cause of such and such RP reason" or "lets just spread this classes abilities to some other classes so we can make way for this other really class idea" dont really help the balance of the game at all, in fact they are more likely to cause imbalance later on, cause they will be introducing elements that havent been accounted for.

Now changing something for BALANCE reasons, such as elements not having as much an effect as before with the removal of a lot of the monster weaknesses warrants a change, but that change should be as minimalistic as possible, say adding spells to their list that force weaknesses, similar to oil. Simple, doesn't significantly alter the class, sticks with its theme, and most importantly, gives BALANCE.

dont get me wrong, I LOVE some of the ideas Ive heard (read i guess) here, but its just not 1.3. It was said in the OP that 1.4 ought to be a starting point for future patches. A lot of these suggestions are things that belong in future patches.

As for balancing the archer class, why not just convert the charge skills into spells? Give the spells the relative speed of the original charge abilities, have them use the WP like sword skills do, and then have them use the weapon animation. Boom! We've now got practically the same abilities that archer did before, but now they can be affected by short charge for late game, and can be mixed with a few custom skills so archers arent a one trick pony. Say something like VOLLEY: Random hits in an aoe, AIM: normal attack ignores evasion, PIN: Attack adds dont move. This follows the same theme as archers in vanilla, but improves it in such a way that it is balanced, good early game, and good late game too.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on December 10, 2010, 05:29:01 am
Quote from: "Mando"For the red mage thing... since I do have on mine using all elmental spells + some magic debuffs + buff  it could be Elementalist (ffta stolen name) and just ask someone to make a sprite.

I´ve throught the same thing, but i do like more another Color Mage idea hahaha and the skills that i trhought on then are ( the new ones, the rest ( QUAKE, TORNADO, BIO, etc.. ) is the same:
Heal Rain - RNG 0 AOE 2, cure Status and some HP
Acid Rain - RNG 4 AOE 1, Water-based with poison chance
[ Yeah... i´m a Tactic Ogre fan...]
Earth Slash - Yes... the MONK skill, take it from them and put here [ make one similar non-elemental for them, like... Ogre Run ]
WindStorm - RNG 3 AOE 2, Wind Based with silence chance ( Siren hahahaha )


IMHO if we had a class dedicated to buff/debuff like u said i fear that it could turn into a kinda broken class, cuz then u could hav a single unit who could buff/debuff AND Heal or Damage, just see what happens at the Tournament, Time Mage + Talk Skill can reaaaally be annoying, imagine they with Esuna and raise ? Now on a Normal play, having 2 unit that are dedicaded to buff/debuff with heal would be reaally nice, leaving more space for the other 3 units.


But i liked the idea of the Dark Knight idea ( Cecil FF4, skill at cost of Health ), if i would change Bard and Dancer i would put this one Dark Knight for male, and a Sacred Knight for female ( Still think that Holy Knight NEED to be unique ), they skill set would be only of skills that cost no MP or little MP and a % of current HP, for Dark skills that only target enimies, and for Sacred skills that only target Allies, the skills that i trhought are ( no names for now, all they don´t target caster, except last one )
15% HP- Rng 3 AOE 2 little Damage enemies / little Heal allies
20% HP- rng 0 AOE 2 little MP damage enemies / little MP heal allies
35% HP- Low~Medium % chance of give dark OR poison OR dont act OR dont Move / medium~high % chance of clearing the same status ( this one is a skills that affect BODY )
40% HP- Low % chance of give Confuse OR Sleep OR Charm OR stop / Medium % chance of clearing the same status ( MIND affecting Skill )
90% HP- (RNG < AOE-1) Debuff everyone on range and medium % of  Death Sentence / Remove Debuffs on everyone on Range and medium % chance of Reraise ( the ultimate CURSE / BLESS SKILL )

The High HP cost is to prevent spam, or u need someone else healing the unit spaming these skills.

Special Character are mean to be a little more OP, IMHO, Agrias is one of them, meaning she is to be unique, having more not only would ruin her, but the class too, if u hav an class with sword skills then ALL would need to be so nerfed that they would end nearly usable ( remember, u always could use they, but the computer would use only now and then )


And do not underestimate Talk Skills they hav low % for one reason, Instant Cast + status, i use it more than oracle, to be honest i almost NEVER use oracle ( mimic daravon for the win !!! )

Surprisingly for some, a special character that i always use is Mustadio, Snipe + Battle Skill make him some good use, i really wanted to hav more snipe than Sword Skill ( LOL )


Another ideas that i had

- is there any way to make a new reaction ? if there, i was thinkin on Behemot again, give them a reaction that counter all type of attacks with single target meteorian.

- Thief hav an attack that ignore reaction, also ninja hav one like this too

- if the idea of "hav all char on random battle hav imortal + maintance" is aproved, then on chapt 4 all places could hav 4 types of random battle: 2 normals ones, 1 hard and 1 very hard, the Hard one comes with a guest that is a human character that joins after battle, on each location hav a different class, all they with mime unlocked ( for less grind purpose )

- Instead of making Holy Knigth a common class, i think that  Divine Knight would be more a challenge ( instant break ARE powerfull )

- if only Ourlando hav Lighting Stab, maybe make it ADD don´t Move + Don´t act, Stun purpose...

- can potion and ether formulas hav a PA+MA formula ? I saying it cuz on latter lvls X-potion dont help much ( i was thinking of something like POTION = 10*(3+[PA+MA]/20]), H. POTION = 10*(7 + [MA+PA]/10), X-POTION = 10*(15 + [MA+PA] / 7) ) or X-POTION and HIGH ETHER hav a % heal    [ i know that itens are itens and should not be influenced by the person using... but healing 150 while enemies do 250~400 dont help much ]



sad that i only can help with ideas and opinions -_-


Quote from: "Mando"Same goes with Orlandu. However in my patch I made him use my ff7 cid sprite and have lances. He also summons Highwind that uses All-Ultima animation. It kills him hitting all unit in that radius regardless of enemy or allies lol.

WOW i want to see HIGHWIND haahahahahaha ( "Hey Highwind, come and beat that F$#@%#&* UP !!!!... WAIT DONT HIT ME YOU M0*%@-F&$*#@ !!!")
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: StarScythe on December 10, 2010, 05:42:28 am
Proposed Archer Change

Change all "charge" skills to abilities that use the PA*(WP+Y) formula of sword skills.
CT for abilities stay the same, but can now be affected by short charge.
Y is equivalent to the "number of the charge"
(These charge abilities will do slightly more damage due to speed no longer being a factor, as well as Attack up having a greater effect for the same reason, but these also help to keep the class alive later in the game)
Add the following skills:
VOLLEY: 4 random hits in 1 aoe, 3 vert tolerance [requires bow]
Aim: Normal attack ignores evasion [requires bow]
Hail Mary: reduced chance of hitting, vastly increased range [requires bow]

The archer is now ranged damage king, both early and late game, but I dont think this setup would be OP, and if need be the bow WP could be adjusted.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on December 10, 2010, 06:05:23 am
@StarScythe

You got the point in your post before mine, but i think that even though the central idea is the balance of game, new ideias, new class and more are welcome, not that they will be used, but all ideas are valid, maybe altarnate pacthes or another hacks ^^, anyways, i liked the changes of Archer u suggest, but isn´t better hav one skill that hit area and another that hit more than once  ? And instead of accurance, Hail Mary should be less damage ( CONCENTRATE )
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 10, 2010, 06:23:17 am
@StarScythe

It would be tricky to balance those charge abilities with Katanas. Those weapons have brave in the formula, and if we left them as they are, then the damage would become at minimum 30% higher since using that ability would be a way to get around the Brave restriction. It would be messy to balance, if not impossible.

I honestly hate the abilities which are restricted to a certain weapon. All it is doing is restricting them to only be an Archer if they want to use those skills.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kourama on December 10, 2010, 07:41:11 am
Quote from: "FFMaster"A few odd things on necromancer. It sounds like it should be a mage, yet some of the formulae which must be used aren't suitable for them at all.

For example, Drain Life I will assume to be like the old Oracle spell. This one was removed due to being able to 999 enemy units with ??? with no way to stop it. Removed for good reason.

Manipulate can only be done with the Hit_(Sp+X)% formula, which wouldn't fit a mage at all.

As for Ranger, it's pretty much Mustadio with another charm spamming ability. Musty is already unused outside of double break gimmick. However, Charge sucks balls, so I'm not too sure what to do for it. I also don't like when more than 1 class has the same ability.

- Instead of Drain Life you can just make a new attack. I made a move for a unique character that used the blood suck animation, absorbed some hp from enemy and removed positive status effects, but you had to be right next to the enemy. I think this would work.

- For Manipulate I can't really disagree with you on what to do with the formula. All I did was increase "X" in the formula to make it more accessible to a "mage" unit.

- As for Ranger/Mustadio, I removed all of Mustadio's original moves and gave him all the break skills as well as one extra ability called "Heaven's Gift" that did a random positive effect on ally, 100% of the time based on weapon range. So basically Mustadio and Ranger had totally different moves.

Edit:
Quote from: "Dome the Spam Mod"29) Maybe we should make undeads able to come back to life 100% of the times, making every human job/monster that doesn't has it as an innate immune to it...

I tried this before and I just want to let you know that it does work but the numbers above a "dead" undead monster don't mean a thing. They can come back to live with 3 above them or stay with 0 above them for 4 turns and then come back to life. It was pretty interesting to use.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Mando on December 10, 2010, 01:39:14 pm
FFM and I were talking yesterday when I asked about adding lancer breath skills... cause I mean jump is cool- but thats all they have for the requirements to unlock lancer >.>
Kind of makes it lack luster.

However, he brought up the whole generic asm thing : mentioning jump could be innate for lancer but that kind of F's up when jump is used as secondary skill (I dont see that part too often though)


When the whole time mage / talk skill was mentioned its only annoying because no one uses finger gaurd. Making a class that uses magical debuffs is owned by reflect mail. You cannot compare the two.

Do not forget talk can be spammed where mp is limited (well not towards end game but in a tourney it is.)

Finally a new class doesn't mean the game will become "unbalanced" because unbalancing will occur due to perceptions of something being better than another   -i.e all those original fire absorbing teams in the 1.3 tournament and ninja / thief units.

Which brings me to this- remove fire/ice shield or add one for each element. If your going to balance each element must be absorbed / halved just as much as any other. Otherwise people will stick to 1 thing due to its strength and not preferences.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 10, 2010, 07:14:35 pm
Please guys, could you post your suggestion with less text, or at least make a bolded TL;DR version at the end of each post?
This wall of text is giving me Headache...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Mando on December 11, 2010, 12:24:14 pm
For you Dome.
[attachment=0:av0v8cs4]textwall.jpg[/attachment:av0v8cs4]
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 11, 2010, 02:42:10 pm
Personal thoughts on everything in the first post

1 - I fully agree with the new job with axes that Ryudo posted. I pretty much never used axes before, and this would be pretty interesting. The idea of a Berserker class with options is something I'd really like to see.

2 - I guess this is fine, though I'd also add that all guests join at party level if they do not do so already. If you do grind up to level 99 before recruiting Mustadio (not sure why you would want to...) it shouldn't make him useless. Then again this is mostly because of what a pain it was to train Cloud in the main game, I know that particular issue has been fixed

3 - This is so perfect. People who like high numbers shouldn't be punished for getting a few levelups, so forcing equips would keep it balanced. I support this 100%

4 - Hm...not sure what I think of this...I actually do like the idea of getting stronger equipment from randoms (to an extent, they shouldn't have DD things until late ch4 xD), and if you do cap them it would make tons of late-game random battles too easy. Unless you can somehow change their equips from chapter to chapter? Not sure if that's possible via ASM. Still, fighting someone with a Broadsword on Mandalia in Chapter 4 is rather discouraging.

5 - Fine by me, I do like the idea of refacing old enemies. Algus should have his Dark Knight class one way or another, from WotL if you do this. Are you able to add new battles to the game in vanilla FFT? I'm curious if the WotL only battles are possible where they are

6 - Agreed, he's just a random Chocobo as is. He needs something special to set him apart

7 - I guess this is fine. I'd suggest lowering Mime growths slightly to make every class somewhat viable to grow in

11 - I specifically second the thought that all monster types need some kind of weakness, makes using more elements viable. Chocobos weak to Bolt, for example.

15 - I do agree that Archer needs a rehaul. Specifically I'd *love* elemental arrow attacks to counteract the fact that more monsters would have more weaknesses. Would be like a less overpowered version of Sidewinder in FFTA. Secret Hunt would work better on them than on thieves too. Ninjas...well I don't really like the veil idea a lot, but Throw is rather boring...I'd prefer some kind of Assassin type skillset, but it would need a lot of balancing. Again Ryudo's ideas are pretty spot on with the mage rehaul and some other things, though I don't care for the dual-gun archer part of it. Rest of his post is fine.

16 - I *LOVE* this idea. 100%. I can see it being hard to use in Ch1 though, since you always have guests doing whatever the hell they want.

18 - I'd prefer all monsters getting some kind of weakness, though there should be some other tweaks to make other magic more viable to use on humans...not sure how though

19 - Either this or adding two items at 50/50 just to increase the amount of things you can get

20 - Agree 100% .

23 - I'd prefer some kind of AI boost, myself

24 - Didn't we just go over this in 15? Pretty much the same answer. Ryudo's mage rehaul and more hunter-like Archers with elemental arrow attacks would be perfect

26 - Agreed 100%. No more resetting when your Excalibur breaks, you'd just have to pay for a new one :D

28 - FUCK YES! NECROMANCER WITH DARK HOLY = LOVE <333333

Edit - As a tl;dr to Dome, I just edited out all the ones that I had no real preference about. Made my post slightly smaller
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Skip Sandwich on December 11, 2010, 02:55:13 pm
in regards to balancing a PA * [WP + Y] version of charge with other weapons, specifically katana, why not remove the lower level charge skills completely? This would make attempting to use them in melee much more difficult, even with short charge support.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 11, 2010, 06:44:19 pm
Lot of ideas running wild in this topic, glad I made this discussion start
I will ask a sub forum for 1.4 here in 1.3, where we can better organize our ideas/discuss them
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 11, 2010, 07:03:01 pm
request denied.  It's waaaaaay too early for a 1.4 subforum.

While more organization is obviously needed, either spawn multiple topics in this forum itself or use the new project idea subforum for now.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 11, 2010, 07:04:52 pm
Quote from: "philsov"request denied. It's waaaaaay too early for a 1.4 subforum.

While more organization is obviously needed, either spawn multiple topics in this forum itself or use the new project idea subforum for now.
>_>
Ok, I will do my best to organize ideas somehow
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 11, 2010, 07:08:49 pm
Ok, since this topic is becoming WAY too chaotic, and we won't have a sub-forum support for the moment, we must discuss ideas in a better-organized way
FROM NOW ON, WE WILL DISCUSS 1 POINT OF THE LIST AT TIME
After an agreement is reached, I will edit the first post and we will start discuss the point after

Discussion will focus on point 1 for now
Quote1) Ramza sucks right now, he is a nerfed squire: He should get lower multipliers, higher growths (On par with mime), and a unique skillset focused on the fact that he is the leader of a small army (And his class name should be changed to something else...something like Cadet - Mercenary - Heavenly Knight, for example...THIS IS NOT A LOLSWORDSKILL PATCH, just Ramza's class name will change)
Quote from: "ryudo6850"1. Ramza topic- I changed his class to Leader he uses axes (new ones I added some are 1 handed lower dmg so you can shield and some are 2 handed with HIGH dmg)

My reasoning for giving him an axe is to make him a bit more unique. Giving him a sword only brings the temptation to give him a sword skill set. Some of the moves I have given him are.
Tomahawk ( a weaker ranged move essentially throwing his axe).
Explosion of Rage (looks like mimic titan does high MA dmg to people within a spinfist range has a charge time of 4)
Anger (raises PA by 2 Lowers MA by 3 ct time of 3)
Intellect (Raises MA by 2 lowers PA by 3 ct time of 3)
Reckless(Berserk + Regen -self target only)
Metatron Torment (Does intense amount of single Target PA damage ct time of 6)
-more skills can be added for  stat crippling or normal squire moves-
Post your thoughts about this one
P.s: If you have already posted your idea/s about this one, it would be helpful to copy-paste them, so we can better discuss/analize them
P.p.s: If you want to discuss other points, you are free to do so...but please, put your thoughts/suggestions/ideas about them between spoilers
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 11, 2010, 07:58:35 pm
QuotePost your thoughts about this one

Needs focus.  

Are you trying to make an improved 1.3 or are you trying to make something new?  Because Ramza as Conan the axe-wielding Barbarian is something new and left-fieldish.  Ramza's never equipped Axes from Vanilla to 1.3.  Tomahawk is improved Stone Throw, Explosion of Rage is nothing something I'd attribute to a leader type unit, anger and intellect aren't even possible atm, reckless is basically the same as Scream, only weaker, and Metatron Torment, despite my various Alan Rickman fantasies, isn't too fitting name-theme-wise is nothing else.  Ramza's oddly secular.

If you're going to focus on the leader aspect, give him improved talk skills, support-type abilities for other members, and one or two unique damaging abilities.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 11, 2010, 08:18:54 pm
That's just an idea that was posted
My idea is still to make an improved FFT 1.3

I was thinking this about Ramza's class:

Quote- Multipliers and growths will be the same for each version of his class (Same growths of mime, nerf his multipliers)

- The names of his class will be: Cadet (Chapter 1) Mercenary (Chapter 2/3, but I'm not sure about this name) Heavenly knight (Or whatever the rank of his dead father his...Yeah, before asking it, slaying 2 Zodiac monsters is more than enough to deserve this title IMHO xD)

- By chapter 4, he should be able to wear everything (Or at least almost)

-Skillsets:
- Skillset chapter 1: Normal squire skillset (He is just a cadet after all), plus a special skill (That should be decided)
- Skillset chapter 2/3: 2 other special skills should be added (And squire-abilities should be removed)
- Skillset chapter 4: 2 other special skills should be added

- Some ideas for custom skills: (Nothing definitive, just ideas)
1 panel - 3 range instant skill that removes every negative status from an ally
An instant skill that heals every ally unit on the map for small amount of hp (Costs some mp)
An auto-buff spell that gives Ramza Protect - Shell - Haste (CT, costs some MP)
An high accuracy invite (30%)? that works only on "critical" enemies
1 panel - 3 range instant skill that 100% adds regen and defend to an ally unit
-More to come later-
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Aquilae on December 11, 2010, 09:45:01 pm
I agree with philsov, your plans are very vague. How do you want 1.3 to be improved? Is altering Ramza's base class necessary? For casual gamers, there is 1.3 Easytype. I don't see how making 1.3 easier is much of an improvement.

From what I see, Ramza does just fine as a Squire, and he is unique in his equipment options (as a Ch2-Ch4 Squire) and his above-average stats. I use Squire as a carrier class quite frequently because it can equip hats and armor and equip a different support. Improving Ramza's base class and its skills doesn't help balance the jobs out, because Ch2-Ch4 Squire is already very usable in comparison to other jobs.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 12, 2010, 05:08:03 am
Focus of the discussion:
Quote1) Ramza sucks right now, he is a nerfed squire: He should get lower multipliers, higher growths (On par with mime), and a unique skillset focused on the fact that he is the leader of a small army (And his class name should be changed to something else...something like Cadet - Mercenary - Heavenly Knight, for example...THIS IS NOT A LOLSWORDSKILL PATCH, just Ramza's class name will change)
Quote from: "ryudo6850"1. Ramza topic- I changed his class to Leader he uses axes (new ones I added some are 1 handed lower dmg so you can shield and some are 2 handed with HIGH dmg)

My reasoning for giving him an axe is to make him a bit more unique. Giving him a sword only brings the temptation to give him a sword skill set. Some of the moves I have given him are.
Tomahawk ( a weaker ranged move essentially throwing his axe).
Explosion of Rage (looks like mimic titan does high MA dmg to people within a spinfist range has a charge time of 4)
Anger (raises PA by 2 Lowers MA by 3 ct time of 3)
Intellect (Raises MA by 2 lowers PA by 3 ct time of 3)
Reckless(Berserk + Regen -self target only)
Metatron Torment (Does intense amount of single Target PA damage ct time of 6)
-more skills can be added for  stat crippling or normal squire moves-

Replies/feedbacks/ideas/suggestions:
Quote from: "Eternal248"@1: Ramza is Cadet/Mercenary/Heretic in Newtype and it seems to work fairly well. I think LD gave him the Mercenary job on Mercs. In regards to his skillset, I had come up with a few "Command" skills for Zalbag for Newtype that I had originally created for Ramza. Basically, it was skills that used the Talk Skill formula and affected all allies, and would give them various statii, such as Defend, or PA +1, with a CT/MP Cost. Not sure if that's the flavor you want to go for, but that's my two cents. :P
Quote from: "Otabo"1. Agreed. Ubersquire stats could use a buff, even if it's only slight. Also think that something else should be done to Scream (does anyone use Scream, or at least find it remotely useful?).
Quote from: "philsov"1) Yes, Ramza needs to be at least on par with normal squires for stats and abilities.  He only goes through 3 total classes though, and "Heavenly Knight" makes me throw up a little in my mouth.
Quote from: "Gotwald"1. Ramza could have better growths (a little) better multipliers (again, a little) and the regular squire stats, possible a change to the useless scream, but she should not become some special class. He is a squire. Remember, calculater would be really hard to balance, so it was replace by sage. Ramza doesn't need to be a special swordkiller because he is ramza; the only reason he could have better growths and equipment is because he actually grows in the plot and story, it would make sense
Quote from: "Gaffy's stylin mustache"1) I agree; it's pretty sad that Squires have better stat growths than "uber"Squire. I'd say leave chapter 1 Squire as is (with slightly buffed growths, like 9/9/95/45/45), and throw him into something completely new in chapter 2 - maybe something that plays off the fact that he's equally good at fighting and casting magic? One thing I've always wanted to see done was a black magic variant of Beowulf's skillset: single target, no CT sword spells, but I'm not sure it would fit Ramza too well. Another idea would be to simply one-up the Squire abilities: Heal removes more statuses, Dash has a 100% chance to interrupt spellcasting, Wish is 100%, Accumulate loses CT, stuff like that.
Quote from: "Zenius"1. Agree. I see no merits having Ramza in Ubersquire class. The only time I ever used Scream was against the Colliery Engineers
Quote from: "Lucifer_zero"1) Every chapter Ramza base job could be diferent, with multiplier and growth beter each one, and Chap 4 could use more skills that could be learned from other special jobs ( like... hum... Crush punch ), i also dont think that Ramza need an uber, but a versatile class
Quote from: "StarScythe"1. Yes, though it still needs to be a job thats chapter appropriate. I like the idea of his job "evolving" as the game progresses, but it needs to be within reason. I dont think Ramza should have an entirely unique skillset, but rather an optimized one. Sorta like Algus having some knight skills throuwn in. Later, as the base job evolves other skills could be added, such as Gaff's skills being given (Ive always thought this should happen).

Or we could just leave his base class as it is and give it some nice innate. Say monster skill, attack up, magic attack up. That would not make the class game breaking early on, and would still be useful later in the game, and stays with Ramza's ubersquire them of being a jack of all trades. This version of Ramza will do anything well, as well as carry the squires "basic skills" of being able to restore, heal, and revive.
Quote from: "Chrona"1 - I fully agree with the new job with axes that Ryudo posted. I pretty much never used axes before, and this would be pretty interesting. The idea of a Berserker class with options is something I'd really like to see
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 12, 2010, 05:28:03 am
Quote from: "Aquilae"I agree with philsov, your plans are very vague. How do you want 1.3 to be improved? Is altering Ramza's base class necessary? For casual gamers, there is 1.3 Easytype. I don't see how making 1.3 easier is much of an improvement.

From what I see, Ramza does just fine as a Squire, and he is unique in his equipment options (as a Ch2-Ch4 Squire) and his above-average stats. I use Squire as a carrier class quite frequently because it can equip hats and armor and equip a different support. Improving Ramza's base class and its skills doesn't help balance the jobs out, because Ch2-Ch4 Squire is already very usable in comparison to other jobs.
About Ramza:
Quote- Multipliers and growths will be the same for each version of his class (Same growths of mime, nerf his multipliers)

- The names of his class will be: Cadet (Chapter 1) Mercenary (Chapter 2/3, but I'm not sure about this name) Heavenly knight (Or whatever the rank of his dead father his...Yeah, before asking it, slaying 2 Zodiac monsters is more than enough to deserve this title IMHO xD)

- By chapter 4, he should be able to wear everything (Or at least almost)

-Skillsets:
- Skillset chapter 1: Normal squire skillset (He is just a cadet after all), plus a special skill (That should be decided)
- Skillset chapter 2/3: 2 other special skills should be added (And squire-abilities should be removed)
- Skillset chapter 4: 2 other special skills should be added

- Some ideas for custom skills: (Nothing definitive, just ideas)
1 panel - 3 range instant skill that removes every negative status from an ally
An instant skill that heals every ally unit on the map for small amount of hp (Costs some mp)
An auto-buff spell that gives Ramza Protect - Shell - Haste (CT, costs some MP)
An high accuracy invite (30%)? that works only on "critical" enemies
1 panel - 3 range instant skill that 100% adds regen and defend to an ally unit
-More to come later-
(http://img337.imageshack.us/img337/8393/xxxly.png)
(http://img139.imageshack.us/img139/8647/nuovoimmaginebitmap2j.png)
Ramza does not have better stats
Better equipment options for sure, but not better stats
Also, while I agree that his class is usable, a normal squire gets better abilities (Wild blow and bull eye) while he gets almost useless one (SCREAM >_>)
Also, I'd like to ask you this: Would you use him if he was a random special character and not the main one? (I mean, if he wasn't forced in each story fight?)
I wouldn't, at all
My opinion is that Ramza IS a special character, and as such should get unique abilities and better stats than a normal generic
Ramza's class is easier to balance rather than other specials, because it grows up with the player, instead of unleashing it's full potential in the instant you get him
I also hate the fact that his class name is Squire...COME ON!
The hero of the game...a squire! And Divine/holy knights takes orders from him...

About 1.4:
I'd like to turn FFT 1.4 into a community project, where everyone can propose ideas about how FFT 1.3 can be balanced in order to be better and funnier to play
It's still vague, because the project is in his larval stage...
That's why the main focus of this topic is the Discussion of the ideas
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 12, 2010, 05:52:18 pm
Points 2/3/4/12 should be the first points addressed, since they affect the whole game. May have missed a few, but yeah, work on things that affect the whole game first.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Skip Sandwich on December 12, 2010, 08:51:39 pm
my five cents

I agree that the ubersquire job classes need attention. The progression I feel would flow best is Cadet/Mercenary/Heretic
Cadet - Wish should be unique to ramza/chapter 1 delita, Lasting Dawn has made some good points about how this ability represents in a subtle way the major split in ramza and delita's worldviews post chapter 1. ramza also needs some way of inviting enemies, perhaps invite should be a ramza unique ability as well (train and monster talk can stay on mediator though).

Mercenary - loses most of his special cadet skills, with the exception of Wish and possibly invite. in terms of magic ability, why not make ramza into a designated blue mage of sorts? with the ability to learn new spells from the various zodiac demons and a few high-tier monster types (this also serves as a lead-in explaining his ability to learn ultima from the assassins, it's a talent he always had, but didn't develop until he was on his own)

Heretic - any changes at this point are mostly stat and equipment based.

fully agree, though I also think that most battles need one designated "leader" enemy set to a higher level, with "boss" units set to even higher levels then that.

fully agree with no stipulations

again, fully agree with no stipulations

I would rather see permament brave/faith manipulation to follow a ratio of 31 points temp = 1 point permament. This would still allow you to manually adjust the brave/faith of your units, but not beyond a minimum of 30 points and a maximum of  70.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 12, 2010, 09:56:06 pm
Actually, I think that 30/70 cap is pretty reasonable. Is there a way to just cap it though? Raising 30 points a battle would be pretty time consuming and basically lead to needless grinding, the current 4:1 ratio would be fine if there was a way to cap
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on December 12, 2010, 10:54:00 pm
screw the name 1.3
Final fantasy tactics : hacktics addition
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on December 13, 2010, 09:16:16 am
It´s all about Ramza, but each quote is about one topic

Quote from: "CLASS NAME"Can we make 4 class instead of 3 for Ramza ?

I´ve liked the "heretic" name, but only for chapter 3 that would be nice... if i would name the class for each chapter would be like

Chapter 1 - CADET   [ cuz he really start the chapter as a cadet ]
Chapter 2 - MERCENARY [ he start as a mercenary....]
Chapter 3 - HERETIC [ what he became ]
Chapter 4 - VAGRANT KNIGHT [ cuz he is someone who travels the world as the adventure goes on ]

Quote from: "GROWTH AND MULTIPLIER"And about the growth, i still think that each chapter need a better growth than the previous one, as a reflection of Ramza growth, and with it, people who like to hav a "perfect stats" would hav make a low level game

Multipliers the same idea, as game goes on, the multipliers go up too.


Quote from: "SKILLSET"I agree with:
- Skillset chapter 1: Normal squire skillset (He is just a cadet after all), plus a special skill (That should be decided)
- Skillset chapter 2/3: 2 other special skills should be added (And squire-abilities should be removed)
- Skillset chapter 4: 2 other special skills should be added

But, at Chapter 4, Ramza hav gone almost all world, seeing all, learning a little of every people around the world, that´s why i´ve said to make he be able to learn more than ULTIMA from enemies.... and that would give his class more like an appearance of a "jack of all trade, master of nothing", IMHO all the ideas from Dome make Ramza more like a Cleric support than a Adventure look, except the INVITE one, but if proposal #4 is accept, then this skill would be meaningless.

For instance, as he worked with Galfgarion, then he could learn to use one of his skills



Quote from: "GeneralStrife"screw the name 1.3
Final fantasy tactics : hacktics addition

Heeey... i liked that name !
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 13, 2010, 10:45:46 am
Good news guys, I'm working on a small demo to be released as soon as possible
It will feature the whole chapter 1 :-)

Features that are going to be implemented: (Remember that nothing is set in stone)
- Every non-monster class in the game has fixed growths: 10 Hp 10 Mp 90 Speed 42 Pa 42 Ma (In this way we can test if it's a good idea or not)
- Ramza will be a cadet (Special class, very similar to squire) with 2 custom learnable skills (Also, he is the only playable class with the wish skill and invite, but it won't get the latter until chapter 4...all those skills will be Ramza exclusive) (He also gains bull's eye, and the other custom ability that was originaly made for squire, but It won't be learnable in chapter 1), and different R/S/M (His cadet class will have Weapon guard/Counter/Equip armor/Move +1) He can equip shields (Like any other squire)
- Squire lost Bull's eye and the other custom ability, gained revive (Which was buffed a bit and renamed) which has been removed from the monk arsenal (Wish is Ramza-only, so Squires had to gain something that allowed them to resurrect others)
- Knight gained weapon guard and chemist gained monster skill for the moment (If the archer is going to be replaced with hunter, the new class will get it)
- Every enemy is party level with fixed equipment, and every battle will have something worth stealing
- You cannot steal BETTER equipment from randoms (you can steal, but you can't get better equip that the one you can buy)
- Starter generics you get at the beginning of the game have fixed Br/Fa (Good one, ofc) but random Zodiac signs
- Brave/Faith changes are not permanent (Talk skills did not change, atm...they just lost invite, because it's going to be a Ramza-only skill)
- First battle guests are controlled by you, except Agrias and Gaffy
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 13, 2010, 11:38:45 am
Quote from: "Dome"Good news guys, I'm working on a small demo to be released as soon as possible
It will feature the whole chapter 1 :-)

Features that are going to be implemented:
- Every non-monster class in the game has fixed growths: 10 Hp 10 Mp 90 Speed 42 Pa 42 Ma (Yeah, even specials)
- Ramza will be a cadet (Special class) with 2 custom learnable skills (Also, he is the only playable class with the wish skill and invite, but it won't get the latter until chapter 4) (He also gains bull's eye, and the other custom ability that was originaly made for squire will be learnable in chapter 2), and different R/S/M. He can equip shields.
- Squire lost Bull's eye and the other custom ability, gained revived (Which was buffed a bit and renamed) which has been removed from the monk arsenal
- Knight gained weapon guard but the squire didn't lost it (I will explain this later) and chemist gained monster skill for the moment (If the archer is going to be replaced with hunter, the new class will get it)
- Every enemy is party level with fixed equipment, and every battle will have something worth stealing
- You cannot steal BETTER equipment from randoms (you can steal, but you can't get better equip that the one you can buy)
- Starter generics you get at the beginning of the game have fixed Br/Fa and Zodiac signs (Good one, ofc)
- Brave/Faith changes are not permanent
- First battle guests are controlled by you, except Agrias and Gaffy

-More to come later-

wat.

- Fixed growths were never discussed
- What ARE these skills?  What different RSM?
- Why did the Squire lose those skills?
- Why did Punch Art lose Revive?
- Why are there two classes with the same reaction ability (that's set to 0, no less)
- Hunter class?  WTF
- EASYTYPE DOES THIS
- That's the like... only thing that's been remotely discussed so far
- STRONGLY against set zodiacs, as Ramza's zodiac is always free to be chosen and you will ideally want a group that synergizes well with him.
- Did you revert the talk skills?  Did you bring back Foxbird?  Are the 1.3 talk skills still a part of the Talk Skill skillset?
- This is a minor blip in the grand scheme of things

This is not a continuation of 1.3, this is not community involved, and your descriptions are far too vague and rushed.  You have two days to fix this before I move this topic into new projects because at this rate this topic certainly does not belong here.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 13, 2010, 11:51:40 am
Quote from: "philsov"wat
Ok...someone asked a demo, in order to make everyone able to discuss on something "Solid" rather than 100% theory
That's why I'm pulling out this...those are just my ideas
None of this changes are definitive, AT ALL
Just take it like...a pre-alpha, or as a "Working ground"
I ask you to trust me: the release of this alpha will allow the development of this project. If you don't agree, or for whatever reason you think this topic should not stay here anymore move it, I won't take offense, I promise.
Also, I apologize if it's looks confused, I will try to clean up

Edit
I'll answer your questions, just remember, nothing that has been done is permanent
- Fixed growths were never discussed
Seeing them in action will allow us to see by ourself if they are good or wrong, IMHO, and better discuss IF they should be implemented or not, that's why I put them in
- What ARE these skills?  What different RSM?
I'll post a video soon (Don't expect anything spectacular)
Weapon guard/Counter/Equip armor/Move +1
- Why did the Squire lose those skills?
At the moment, to make Ramza the only one able to use them...
- Why did Punch Art lose Revive?
To give it to squires
- Why are there two classes with the same reaction ability (that's set to 0, no less)
Yeah, it's stupid. Fixed
- Hunter class?  WTF
That's just one of the suggestions that floated in this topic
- EASYTYPE DOES THIS
We already know that easytipe does almost half of the things discussed here...
- That's the like... only thing that's been remotely discussed so far
The Alpha will allow us to see if it works well or not, I suppose
- STRONGLY against set zodiacs, as Ramza's zodiac is always free to be chosen and you will ideally want a group that synergizes well with him.
Yeah you are right, I'll make them random
- Did you revert the talk skills?  Did you bring back Foxbird?  Are the 1.3 talk skills still a part of the Talk Skill skillset?
No, no, yes

Anyway, Added point 30 to the list
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 13, 2010, 01:46:17 pm
Quoteseeing them in action will allow us to see by ourself if they are good or wrong, IMHO, and better discuss IF they should be implemented or not, that's why I put them in

There's spreadsheets and stat calcs.  I'm not about to get to 99 to just explore how things are.

Quote- Why did the Squire lose those skills?
At the moment, to make Ramza the only one able to use them...

Basic skill really needs them.  If you want to give something unique to Ramza don't cannibalize a different skillset to do so.

Quote- Why did Punch Art lose Revive?
To give it to squires

1.3 Wish is the bastard child of Revive and Phoenix Down -- it's instant, has vert tol, not 100%, and revives with very low HP.  Squires already had a revival move.  Punch Art did not need to lose reviving function.  If you wanted Wish to revive people with more HP, just tweak that.

Quote- Did you revert the talk skills? Did you bring back Foxbird? Are the 1.3 talk skills still a part of the Talk Skill skillset?
No, no, yes

Then.... there's no Fa altering even possible, and the only Br modifications are: the permanent gains from Chapter 1, saving Boco, and saving Musty plus the losses from... Look of Fright? What's the point?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gaffy's stylin mustache on December 13, 2010, 02:53:01 pm
My first thought is that, if we want to create 1.4, we have to first look at the scope and purpose of 1.3, which was apparently to re-balance the game and increase its difficulty. Some of the ideas in your prospective demo don't seem to have any relevance to that. Before moving on with this topic, we ought to come to a consensus on a number of questions:

1) What is wrong with 1.3? Are certain skillsets too powerful? Too weak?
2) Is 1.3 too difficult? Not difficult enough? Whenever I mention the patch to gaming communities off-site, the response is largely along the lines of "Fuck FFT 1.3, even the easy patch is so hard it's just not fun."
3) In light of question 2, should 1.4 be aimed at this site's community (which largely doesn't have trouble with 1.3's difficulty) or should it appeal to more people?
4) What specific battles are too difficult? Too easy? How could we re-balance them?

Dome, it seems to me like you're trying to make sweeping changes to the game, which is why philsov threatened to send the thread to New Projects. Some of the suggestions, like changing Ramza's class name, really have little to do with re-balancing the game and improving the experience.

- Every non-monster class in the game has fixed growths: 10 Hp 10 Mp 90 Speed 42 Pa 42 Ma (Yeah, even specials)

I can see that the point is to make it so a caster can switch to the Knight class without being screwed on AP and HP, but I don't see how differing growths are a balance issue at all.

- Ramza will be a cadet (Special class) with 2 custom learnable skills (Also, he is the only playable class with the wish skill and invite, but it won't get the latter until chapter 4) (He also gains bull's eye, and the other custom ability that was originaly made for squire will be learnable in chapter 2), and different R/S/M. He can equip shields.

To me, the balance issues with Ramza are:

a. Growths are weaker than generic Squires'. Should probably be comparable to early bosses or other specials.
b. Can't wear shields in Ch.1 for some reason
c. Needs a better skillset. Yell loses in usefulness as you advance in levels, and Scream is flat out terrible. Lost Cheer Up when it turned into Regen.

I agree with giving him Invite, but unless you jack up the success rate, there isn't much reason to wait until ch. 4 to give it to him. I'm not too sure how relevant changing his class name is. First off, I think we have to come to an agreement as to what's wrong with 1.3 Ramza and how we should fix it.

- Squire lost Bull's eye and the other custom ability, gained revived (Which was buffed a bit and renamed) which has been removed from the monk arsenal

Punch Art is really strong, yeah, but I think nerfing Chakra is the solution to that.

- Knight gained weapon guard but the squire didn't lost it (I will explain this later) and chemist gained monster skill for the moment (If the archer is going to be replaced with hunter, the new class will get it)

I'm not sure why Chemists should have Monster Skill. My thoughts were that Geomancers or Mediators should have it.

- Every enemy is party level with fixed equipment, and every battle will have something worth stealing
- You cannot steal BETTER equipment from randoms (you can steal, but you can't get better equip that the one you can buy)


I think this will unbalance the game, making monks comparatively way too powerful.

- Starter generics you get at the beginning of the game have fixed Br/Fa and Zodiac signs (Good one, ofc)

Agree with fixed Br/Fa, but not with fixed Zodiacs.

- Brave/Faith changes are not permanent

Are you going to put back Br/Fa modifying skills in? It doesn't seem very worthwhile to me; fights are difficult enough that you can't afford to waste turns buffing Br and Fa.

- First battle guests are controlled by you, except Agrias and Gaffy

I really don't see why that matters.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on December 13, 2010, 03:43:48 pm
Before Dome gets attacked any further, I will say that I'm the one who suggested he have a demo out. Dome may have rushed a few things, but eventually, he will have to put his foot down for things like this. For example, I don't think either side for stat growths back in 1.3 would relent. Those guys were firmly committed to either equal growths for all unit or keeping it the way Arch did it. Personally, I don't care either way. The effects are too little outside of 1.3 DD.

Before I go further though. Dome, you need to answer this. Do you care about how far away this project strays away from the original game?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dokurider on December 13, 2010, 06:36:06 pm
I haven't read most of this topic, so I'm just going to throw my suggestions out there:

1. Increase Mediator's speed to120/115 SPM. I suggested this to Voldemort a while back, but he shot it down on the premise that "there were too many fast classes already." This was a reasonable explaination to me back then, but as I started work on my own project, this explaination fell apart. How many fast classes that already exist doesn't matter because each classes is fast or slow for different reasons. What classes should get should be decided by a case-by-case fashion rather than maintaining some imaginary quota. Mediator really need the speed boost.

2. This is a pretty major change, but at least try to consider thinking about it. In ASM'D, Speed overall was dropped. Highest Speed attainable was 12. I think this is a great idea and should be worth considering.

3. Innate Weapon Guard? I think it overall makes for a better game, but it also is a drastic change and needs to carefully considered.

4. Another idea from ASM'D. Philsov condensed several of the 1 range Monster Attacks into one skill successfully, freeing up a lot of space for more skills. This definitely should be implemented, giving all new skills to use. Speaking of new skills...

5. A hack that makes Oil work correctly exists. Let's finally put it to good use and actually have a skill, skills that utilizes Oil. IT IS TIME FOR THE FIGHT. FOR. OIL.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 13, 2010, 06:39:27 pm
QuoteThere's spreadsheets and stat calcs.  I'm not about to get to 99 to just explore how things are.
With the demo released we (Or whoever wants to) will be able to test if it feels much different or not playing with them

QuoteBasic skill really needs them.  If you want to give something unique to Ramza don't cannibalize a different skillset to do so
Basic skills may get them back, if we see that the squire job sucks without them (Remember, nothing is set in stone!)

Quote1.3 Wish is the bastard child of Revive and Phoenix Down -- it's instant, has vert tol, not 100%, and revives with very low HP.  Squires already had a revival move.  Punch Art did not need to lose reviving function.  If you wanted Wish to revive people with more HP, just tweak that
Wish is now 100% and Ramza only. I like the fact that only Ramza (and Delita at the beginning) can use wish...it's something related to his personality, not just gameplay

QuoteThen.... there's no Fa altering even possible, and the only Br modifications are: the permanent gains from Chapter 1, saving Boco, and saving Musty plus the losses from... Look of Fright? What's the point?
It's just an ASM hack, it takes 5 seconds to put in...

Quote1) What is wrong with 1.3? Are certain skillsets too powerful? Too weak?
Sometimes it just isn't funny, and someone who doesn't know the game well won't play it at all: And a game that isn't funny is not a game

Quote2) Is 1.3 too difficult? Not difficult enough? Whenever I mention the patch to gaming communities off-site, the response is largely along the lines of "Fuck FFT 1.3, even the easy patch is so hard it's just not fun."
I want to make a patch that can be funny to play for everyone (Story = not so hard,special fights = Hard DD = Very hard)

Quote3) In light of question 2, should 1.4 be aimed at this site's community (which largely doesn't have trouble with 1.3's difficulty) or should it appeal to more people?
Everyone

Quote4) What specific battles are too difficult? Too easy? How could we re-balance them?
The better way to find them is by playing them (I'm testing a lot of chapter 1 battles atm)

QuoteDome, it seems to me like you're trying to make sweeping changes to the game, which is why philsov threatened to send the thread to New Projects. Some of the suggestions, like changing Ramza's class name, really have little to do with re-balancing the game and improving the experience
We are an hacking site, we can hack the game: Changing a name will make everything appear cooler without changing much (About the balance)
Why shouldn't we?

QuoteI can see that the point is to make it so a caster can switch to the Knight class without being screwed on AP and HP, but I don't see how differing growths are a balance issue at all
There are two sides about this one, that will never find common ground...(like FFMaster said)
I just choose one

QuoteTo me, the balance issues with Ramza are:

a. Growths are weaker than generic Squires'. Should probably be comparable to early bosses or other specials.
b. Can't wear shields in Ch.1 for some reason
c. Needs a better skillset. Yell loses in usefulness as you advance in levels, and Scream is flat out terrible. Lost Cheer Up when it turned into Regen.

I agree with giving him Invite, but unless you jack up the success rate, there isn't much reason to wait until ch. 4 to give it to him. I'm not too sure how relevant changing his class name is. First off, I think we have to come to an agreement as to what's wrong with 1.3 Ramza and how we should fix it.
Same ideas here, I did all the 3 points you wrote here

QuotePunch Art is really strong, yeah, but I think nerfing Chakra is the solution to that
My (Secret) plan was to remove ALL monk skills (Again, just an idea)...but I don't know, the only thing I know is that Monk is overpowered at the moment

QuoteI'm not sure why Chemists should have Monster Skill. My thoughts were that Geomancers or Mediators should have it
We can change that in 5 seconds :-)
Anyway yeah, mediator seems the most fitting for the role

QuoteI think this will unbalance the game, making monks comparatively way too powerful.
We can discuss on how they should be balanced
For example, we can remove martial arts as an innate for them, or we can remove their whole skillset...or else

QuoteAgree with fixed Br/Fa, but not with fixed Zodiacs
Already fixed

QuoteAre you going to put back Br/Fa modifying skills in? It doesn't seem very worthwhile to me; fights are difficult enough that you can't afford to waste turns buffing Br and Fa
Yeah, my plan was to bring them back...but everything is still on development

QuoteI really don't see why that matters
It was just one of the many changes, that's all
Also, I hate battles that are hard because you cannot customize your equipment/skills and you can't control (almost) anyone

Quote from: "FFMaster"Before Dome gets attacked any further, I will say that I'm the one who suggested he have a demo out. Dome may have rushed a few things, but eventually, he will have to put his foot down for things like this. For example, I don't think either side for stat growths back in 1.3 would relent. Those guys were firmly committed to either equal growths for all unit or keeping it the way Arch did it. Personally, I don't care either way. The effects are too little outside of 1.3 DD.

Before I go further though. Dome, you need to answer this. Do you care about how far away this project strays away from the original game?
I will release the alpha anyway, I get attacked anyway xD
I don't want to differ MUCH, but something WILL change
What? That's why this topic has been created: To start a discussion...

QuoteI haven't read most of this topic, so I'm just going to throw my suggestions out there
I know, it's WAY too long, and it's hard to keep track of the discussions: but for the moment, we must work with what we have.
I hope to get more space soon
Anyway

Quote1. Increase Mediator's speed to120/115 SPM. I suggested this to Voldemort a while back, but he shot it down on the premise that "there were too many fast classes already." This was a reasonable explaination to me back then, but as I started work on my own project, this explaination fell apart. How many fast classes that already exist doesn't matter because each classes is fast or slow for different reasons. What classes should get should be decided by a case-by-case fashion rather than maintaining some imaginary quota. Mediator really need the speed boost.
Yeah...let's hear what the other think about this

Quote2. This is a pretty major change, but at least try to consider thinking about it. In ASM'D, Speed overall was dropped. Highest Speed attainable was 12. I think this is a great idea and should be worth considering.
Dunno about this one...

Quote3. Innate Weapon Guard? I think it overall makes for a better game, but it also is a drastic change and needs to carefully considered
I'll add this point to the list

Quote4. Another idea from ASM'D. Philsov condensed several of the 1 range Monster Attacks into one skill successfully, freeing up a lot of space for more skills. This definitely should be implemented, giving all new skills to use. Speaking of new skills...
That's an awesome idea, lot of free space for us to play with
In this way we can give squires skills back to them and give Ramza improved version of his old skills...

Quote5. A hack that makes Oil work correctly exists. Let's finally put it to good use and actually have a skill, skills that utilizes Oil. IT IS TIME FOR THE FIGHT. FOR. OIL
This should be already implemented...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 13, 2010, 06:48:00 pm
Point 31 added to the list
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 13, 2010, 06:51:36 pm
QuoteIT IS TIME FOR THE FIGHT. FOR. OIL.

This was addressed and added into 13034 with Bombs and their new ability Douse.  :)

QuotePhilsov condensed several of the 1 range Monster Attacks into one skill successfully, freeing up a lot of space for more skills. This definitely should be implemented, giving all new skills to use.

And then I looked around, saw my spare space, and gave a handful of them unique attack abilities back!  Woo 25% status procs!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 13, 2010, 06:54:13 pm
QuoteAnd then I looked around, saw my spare space, and gave a handful of them unique attack abilities back!  Woo 25% status procs!
I was thinking about how morbol's attack should inflict poison...did you have the same idea?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 13, 2010, 07:06:31 pm
maaaaaybe.*


*yes.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 13, 2010, 07:28:38 pm
Quote from: "philsov"maaaaaybe.*


*yes.
Lol
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Eternal on December 13, 2010, 09:03:03 pm
If I can give my two cents here...

I'll be honest. I'm not liking where this is going. Furthering 1.3 is a great idea, but I think things are very disorganized right now. For one, Dome, you need to set a clear goal. What exactly do you want to accomplish in future updates? Further, who do you want to play the new 1.3?

Secondly, things need to be more organized. Forget about everything that's been posted thus far, and start discussing -one- thing at a time. Right now, this topic looks like a giant mob of people throwing their ideas out there. Not saying those ideas are bad, and I contributed some myself, but I think you all need to slow down and reexamine what you're doing. Rome wasn't built in a day, afterall.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 13, 2010, 09:04:50 pm
31 - I agree with this point. Weapon Guard  in and of itself is pretty useless, and there's no reason to use it in favor or something like Abandon. Still, Abandon + Mantle + Defender with Weapon Guard would pretty much make you unhittable, unless I'm calculating this wrong. It's a good change overall, but some things like this would have to be looked at
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gotwald on December 13, 2010, 09:58:49 pm
Quote from: "FFMaster"Do you care about how far away this project strays away from the original game?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on December 13, 2010, 11:44:39 pm
I think Dome it is time to start hacking 1.3 with your vision and these great ideas people have given you. Then grow from that.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 14, 2010, 02:14:38 am
QuoteIf I can give my two cents here...
No you can't
Everyone said something here, but you can't 'cause I hate admins
Nothing personal xD

QuoteI'll be honest. I'm not liking where this is going. Furthering 1.3 is a great idea, but I think things are very disorganized right now. For one, Dome, you need to set a clear goal. What exactly do you want to accomplish in future updates? Further, who do you want to play the new 1.3?
- 1.4 should be funnier than 1.3, that's my only goal
How to reach it? I wanted to discuss it with the community, but the topic got bigger than I could ever dream in no time
- 1.4 should be for everyone, not just for veterans or skilled players (One of 1.3 faults, IMHO)
How to reach this goal? Again, by discussing with the community

QuoteSecondly, things need to be more organized. Forget about everything that's been posted thus far, and start discussing -one- thing at a time. Right now, this topic looks like a giant mob of people throwing their ideas out there. Not saying those ideas are bad, and I contributed some myself, but I think you all need to slow down and reexamine what you're doing. Rome wasn't built in a day, afterall
I agree, that's why I asked a sub section to be placed in the 1.3 section for 1.4
My plan was to create 1 topic for each point, locking-unlocking-stickying them in order to focus the discussion on which point we wanted, still allowing discussion for other points (And keeping everything organized)
Then, this topic would have been closed and left as a "General brainstorming topic"
I tought it was possible to organize all the ideas in one topic, but it seems impossible...
I mean, it depends on how the project is
If it's already created in your mind, and you open a topic just to inform the others, it's fine, but if you want to build everything from scratch (Like I would like to do) and discuss...one topic simply isn't enough, or at least it seems...
Anyway, at the moment, I will focus on releasing the alpha version in order to improve the quality of the discussion
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on December 14, 2010, 05:10:47 am
Quote- 1.4 should be for everyone, not just for veterans or skilled players (One of 1.3 faults, IMHO)
How to reach this goal? Again, by discussing with the community

I like this very much!!!!!!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 14, 2010, 05:22:15 am
Quote from: "dinosaur"
Quote- 1.4 should be for everyone, not just for veterans or skilled players (One of 1.3 faults, IMHO)
How to reach this goal? Again, by discussing with the community

I like this very much!!!!!!
Well, the whole point of this topic is to discuss together and then create something new from 1.3, something enjoyable for everyone
FFT is a game after all, and a game should be fun
The release of the alpha is just a way to have a "Working ground" for us
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Vaynard on December 14, 2010, 06:03:06 am
The new versions will be a profession like the black knight, celestial knights, etc?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 14, 2010, 06:04:55 am
Quote from: "Vaynard"The new versions will be a profession like the black knight, celestial knights, etc?
New version? of what?
Please explain :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Vaynard on December 14, 2010, 07:47:02 am
Quote from: "Dome"
Quote from: "Vaynard"The new versions will be a profession like the black knight, celestial knights, etc?
New version? of what?
Please explain :-)
Sorry for the inaccuracy ... In versions FFH1.5 and above =D
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 14, 2010, 08:01:14 am
Quote from: "Vaynard"
Quote from: "Dome"
Quote from: "Vaynard"The new versions will be a profession like the black knight, celestial knights, etc?
New version? of what?
Please explain :-)
Sorry for the inaccuracy ... In versions FFH1.5 and above =D
Wow xD
Let us finish 1.4 first xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Vaynard on December 14, 2010, 08:12:03 am
Quote from: "Dome"Wow xD
Let us finish 1.4 first xD
FFT is an epic victory by Square. And with each new patch you bring it up to the ideal game =) I have not seen any game out there upgraded =) So what version above 1.4 will be 100% = D
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Barren on December 14, 2010, 02:03:41 pm
I wonder if 1.4 will have a special new boss fight like how you get to face Vormav one-on-one  before he turns into a zodiac monster? I'm trying to think of something new to contribute to this project unless someone has this whole thing already figured out. What I am thinking though is a way to make 1.4 more unique than 1.3 in terms of storyline battles
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Vaynard on December 14, 2010, 02:38:51 pm
Quote from: "Barren"I wonder if 1.4 will have a special new boss fight like how you get to face Vormav one-on-one  before he turns into a zodiac monster? I'm trying to think of something new to contribute to this project unless someone has this whole thing already figured out. What I am thinking though is a way to make 1.4 more unique than 1.3 in terms of storyline battles
for a new boss can be done separate mission?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Barren on December 14, 2010, 04:47:11 pm
Yes, something like that
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Vaynard on December 14, 2010, 05:20:51 pm
For example, a new node can be overheard rumors in the bar. Like a mini-mission with Beowulf
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on December 14, 2010, 05:34:22 pm
Quote from: "Barren"I wonder if 1.4 will have a special new boss fight like how you get to face Vormav one-on-one  before he turns into a zodiac monster? I'm trying to think of something new to contribute to this project unless someone has this whole thing already figured out. What I am thinking though is a way to make 1.4 more unique than 1.3 in terms of storyline battles

I like Barrens idea- this will enhance 1.4 a lot! I will too think of an idea, I will get back to you. (ps. Barren I miss your chocobo it was so cute!)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 14, 2010, 07:04:55 pm
Quote from: "dinosaur"
Quote from: "Barren"I wonder if 1.4 will have a special new boss fight like how you get to face Vormav one-on-one  before he turns into a zodiac monster? I'm trying to think of something new to contribute to this project unless someone has this whole thing already figured out. What I am thinking though is a way to make 1.4 more unique than 1.3 in terms of storyline battles

I like Barrens idea- this will enhance 1.4 a lot! I will too think of an idea, I will get back to you. (ps. Barren I miss your chocobo it was so cute!)
I like it too, but I'm not skilled at all in event editing...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on December 14, 2010, 08:51:06 pm
Quote from: "Dome"
Quote from: "dinosaur"
Quote from: "Barren"I wonder if 1.4 will have a special new boss fight like how you get to face Vormav one-on-one  before he turns into a zodiac monster? I'm trying to think of something new to contribute to this project unless someone has this whole thing already figured out. What I am thinking though is a way to make 1.4 more unique than 1.3 in terms of storyline battles

I like Barrens idea- this will enhance 1.4 a lot! I will too think of an idea, I will get back to you. (ps. Barren I miss your chocobo it was so cute!)
I like it too, but I'm not skilled at all in event editing...

Someone on FFH is ;) We can find someone.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 15, 2010, 02:41:49 am
Quote from: "dinosaur"Someone on FFH is ;) We can find someone.
I don't know if someone is willing to help me in this project (I mean, actually event edit something)
It's better to focus on what I can do (All the FFTPatcher stuff)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Zenius on December 15, 2010, 06:16:31 am
Can we make katanas not Brave-dependent? >_>
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 15, 2010, 06:25:22 am
Quote from: "Zenius"Can we make katanas not Brave-dependent? >_>
Of course we CAN
I don't know if it's a good idea or not...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Barren on December 15, 2010, 07:19:50 am
It was just a idea I thought of and hopefully it can be done. Although I'm not sure what specifically but I and hopefully anyone else who likes the idea will think of something. And to dinosaur who liked my red chocobo, yes red chocobos are cool and its a shame that i didnt move on from my match but i am in the loser's bracket still and hopefully my chocobo power will steal the win :)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 15, 2010, 09:28:23 am
/punt

Moving this topic to New Project Ideas.  If you want to spawn multiple topics, you're free to do so there.  Tag them all in the topic title with "1.4" or "Dome's 1.3 patch" or something.  If these extra topics are closed or don't see any activity for four weeks, they'll be deleted/moved to archives.  Keeping this master topic around to keep tabs on all the mini topics that'll be spawned, though.  Time to get organized.

QuoteI like it too, but I'm not skilled at all in event editing...

Thats because you've never tried.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on December 15, 2010, 02:15:53 pm
Quote from: "philsov"/punt

Moving this topic to New Project Ideas.  If you want to spawn multiple topics, you're free to do so there.  Tag them all in the topic title with "1.4" or "Dome's 1.3 patch" or something.  If these extra topics are closed or don't see any activity for four weeks, they'll be deleted/moved to archives.  Keeping this master topic around to keep tabs on all the mini topics that'll be spawned, though.  Time to get organized.

QuoteI like it too, but I'm not skilled at all in event editing...

Thats because you've never tried.


Thanks Philsov
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on December 16, 2010, 04:07:12 am
I may have missed this point...

But monsters should have weaknesses. Because the Black mage becomes kind of pointless. The black magic all does the same just has element effect. Thus, making the black mage only useful for healing (black costume, rubber clothes, ect) and using only one of the three (blot, ice, fire) for damage.

[I know there is death, poison, flare. but death has such a low percent rate that I never use it. Poison does not hurt bosses or main character. I guess flare is the only good spell (though I think it is weak sometime) but still sage has flare 2 which is way better.]
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on December 16, 2010, 04:09:46 am
Quote from: "Barren"And to dinosaur who liked my red chocobo, yes red chocobos are cool and its a shame that i didnt move on from my match but i am in the loser's bracket still and hopefully my chocobo power will steal the win ;) I was referring to your old avatar. It was a very cute yellow chocobo. Now it is some guy giving me creepy looks  :shock:
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 16, 2010, 05:29:32 am
Quote from: "dinosaur"I may have missed this point...

But monsters should have weaknesses. Because the Black mage becomes kind of pointless. The black magic all does the same just has element effect. Thus, making the black mage only useful for healing (black costume, rubber clothes, ect) and using only one of the three (blot, ice, fire) for damage.

[I know there is death, poison, flare. but death has such a low percent rate that I never use it. Poison does not hurt bosses or main character. I guess flare is the only good spell (though I think it is weak sometime) but still sage has flare 2 which is way better.]
One of the (many) ideas that floated around was to give EACH monster at least 1 weakness, some immunities and to make the ice/fire/bolt spells different (More area/More damage/Faster Charging time, for example)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Barren on December 16, 2010, 08:05:42 am
Quote from: "dinosaur"
Quote from: "Barren"And to dinosaur who liked my red chocobo, yes red chocobos are cool and its a shame that i didnt move on from my match but i am in the loser's bracket still and hopefully my chocobo power will steal the win ;) I was referring to your old avatar. It was a very cute yellow chocobo. Now it is some guy giving me creepy looks  :) and besides i like my avatar and thats all that counts ;)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 16, 2010, 05:36:12 pm
Posting to let you all know that I have an exam soon, so the work will slow down for some day...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: StarScythe on December 16, 2010, 11:56:41 pm
I had another idea concerning improving the archer class.

Give Mustadio's skill set to archers. Arm aim, leg aim, seal evil, maybe a unique skill or two. We already know that the skill set is useful, and will be more so if accessible earlier.

Then we make Musty a new skill set that will see him used a bit more. Rough idea:

MACHINEST (experts in using forgotten technologies, iconic for using guns) [basically this class focuses on using guns]

all abilities require a gun to use. all abilities use the gun's attributes (range, ignores evasion) where applicable

Headshot: Aims for an enemies head hoping to end them in one blow (normal damage, chance to add:dead) [think weak, long range crush punch]

Explosive round: Fires a special bullet designed to explode on impact (1 aoe, normal damage)

Sticky round: Fires a special shell that coats the target in sticky substance that impedes movement (no damage, adds slow or stop

Piercing round: Fires a sabot round that pierces through multiple targets (less damage, strikes in a line, 4 aoe)

Basically the idea is to turn mustadio into the premier gun user. Sure anyone can aim the thing and pull the trigger, but musty know how to really put it to use. I would think with the gun damage equation being what it is that the damage from these skills would be easy to control. The idea is to have un-evadable low to medium damage skills that are instant ranged abilities.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: MarblesX on December 17, 2010, 01:21:40 am
That sounds like a fun class for Mustadio, I'd use him.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 03:08:28 am
Quote from: "StarScythe"I had another idea concerning improving the archer class.

Give Mustadio's skill set to archers. Arm aim, leg aim, seal evil, maybe a unique skill or two. We already know that the skill set is useful, and will be more so if accessible earlier.

Then we make Musty a new skill set that will see him used a bit more. Rough idea:

MACHINEST (experts in using forgotten technologies, iconic for using guns) [basically this class focuses on using guns]

all abilities require a gun to use. all abilities use the gun's attributes (range, ignores evasion) where applicable

Headshot: Aims for an enemies head hoping to end them in one blow (normal damage, chance to add:dead) [think weak, long range crush punch]

Explosive round: Fires a special bullet designed to explode on impact (1 aoe, normal damage)

Sticky round: Fires a special shell that coats the target in sticky substance that impedes movement (no damage, adds slow or stop

Piercing round: Fires a sabot round that pierces through multiple targets (less damage, strikes in a line, 4 aoe)

Basically the idea is to turn mustadio into the premier gun user. Sure anyone can aim the thing and pull the trigger, but musty know how to really put it to use. I would think with the gun damage equation being what it is that the damage from these skills would be easy to control. The idea is to have un-evadable low to medium damage skills that are instant ranged abilities.
I like the idea :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 03:50:39 am
Quote- Storyline battle enemies level should be the same level of your party, and only bosses should be set on "Party level + something"
- Equipment of storyline battles enemies should be fixed, and just a "tier" upper yours (steal it's still worthy, because you can get things before you can buy them in stores)
- Random battles should only contain monsters, or immortal humans with maintenance as an ability, or humans with fixed equipment, in this way you can't steal better equipment that the one you can get in stores/storyline battles
- Almost every story battle should have 1 thing worth stealing (From chapter 1 to 3, pieces of equipment that you can get only much later, and chapter in 4 poachable-only items or very expensive items) in this way stealing will be very useful
The idea behind this is to make impossible for the player (and the enemy) to obtain better gear that the one you can buy in stores
You can still steal, and sometimes you can get some nice piece of equipment from storyline fights, but no more TROLOLOL FLASH HAT CRYSTAL MAIL in chapter 1

Like? Don't like? Think something should be changed?
Discuss
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 03:56:34 am
QuoteChocobos: Choco ball effect has been replaced with an istant, low % quick
Pathers: Cat kick (Tier 1 ability) sucks  IMHO, but otherwise panther family it's fine
Goblins: Goblin family monster skill should be based on PA, not MA (In order to get boosted from PA Save)
Bombs: Each member of the bomb family will represent an element (Fire, Ice, Thunder), will absorb that element and be weak to the opposite element (Fire->water, Ice->Fire, Thunder->Nothing since they float and they are immune to Earth xD) and instead of their normal attack, they will get the tier 1 black mage spell, no ct.
Their MS will do the same damage as small bomb but it will be fire, ice, thunder elemental, with cherry blossom animation)
Psico demons: They are fine
Skeletons: They are fine
Ghosts: I don't like the fact that tier 3 ghosts skill stops the enemy and monster skill ability does the same (Even if ranged): This should be changed
Evil Eyes: I don't like the skill that lowers brave by 10 (Tier 2), the amount is too low, IMHO, and they should halve all elements (If it has been removed)
Birds: They are fine as they are
Pigs: Pooh should return to 100%, and nose breath too (Or we should give it something like 80% accuracy) Otherwise, we can give them steal heart instead of nose breath. Monster skill should go back to moogle, or become 100% accuracy
Treants: Maybe their skill hit % should rise up to 100? (And a skill that target all the allies on the field for a small hp recover?)
Minotaurs: Maybe a better reaction? (And innate attack up - MA up?)
Malboros: Modball virus should be changed to something more useful (Maybe a 4 linear range, 1 panel 70% don't move? the spit something sticky to enemies leg, in order to make it unable to escape), and maybe their normal attack should have a chance to inflict posion
Behemots: Their monster skills needs a nerf (Charge time or lowered damage)
Dragons: I don't like tail Whip...some suggestion here? (Maybe 100% cancel: Charge?)
Hydras: they have been nerfed a lot, give back to dark whisper 6 hits, and to every hydra skill 0 vert tollerance. Give another skill to tier 1 (Ever monster has 3 skills + monster skill)

- Maybe every monster should receive at least 1 weakness and 1 absorb, and some status immunity
- Boco should be changed to a "Special monster" much like Byblos and Worker 8 (There is an asm that allows you to "Ride" a special job IIRC)
- Maybe we should make undeads able to come back to life 100% of the times, making every human job/monster that doesn't has it as an innate immune to it...


QuoteMonsters of the same family should have same stats: Only the skills will change


Like? Don't like? Think something should be changed?
Discuss
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 04:27:36 am
QuoteRamza sucks right now, he is a nerfed squire: He should get lower multipliers, higher growths (On par with mime), and a unique skillset focused on the fact that he is the leader of a small army (And his class name should be changed to something else...something like Cadet - Mercenary - Heavenly Knight, for example...THIS IS NOT A LOLSWORDSKILL PATCH, just Ramza's class name will change)
My idea:
Chapter 1 skillset:
Everyone defend! (Instant, inflict "Defend" on every ally on the field, 100% hit 5 mp) (Basic strategy taught at the accademy)
Cheer up (Range 3 vertical 3 Remove every negative status from an ally, 100% hit 10 mp) (Basic leadership command, being able to "cure" the allies from doubts and such)
Throw stone (Still in training like a normal squire)
Dash (Still in training like a normal squire)
Wish (Now Ramza only, the same as 1.3 but 100% hit) (Represent the fact that he is pure of heart)
Bull's eye (Now Ramza only, same as 1.3 but costs 10 mp) (Accurate skill taught at the accademy)
Chapter 2/3 skillset
Loses dash and throw stone, (Not in training anymore) gets "Defensive position" (Auto-instant skill that gives him shell - protect - regen, 100% hit, costs 15 mp) (Being a mercenary taught him how to survive on a battlefield) and beatdown (The same as 1.3, but it's Ramza only and costs 10 mp) (Being reckless sometimes pays off, something that would never be taught in a normal accademy)
Chapter 4 skillset
Gets invite (Ramza is the only one able to use it, hit % increased by 5%) (The leader of an army should be able to "entice" others) and a unique skill (Ultima? I must admit I don't like it at all) that should be learnt when hit from an enemy

Like? Don't like? Think something should be changed?
Discuss
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 04:46:39 am
Quote- Mime needs less requirements in order to be unlocked (3 geomancer, lancer, mediator, and summoner maybe?)
- Some skillset should be changed (Ninja, Archer)
Some idea for the ninja skillset:
Throw shuriken (Range 4, deals damage based on speed and PA, at 99 should deal something around 200 dmg)
Demistyfyer (Range 1, removes every positive status from the target)
Smoke bomb (4 range 3 AoE small damage skill that can miss (Magic evadable) and can inflict poison or darkness)
Some idea for the archer skillset:
Leg aim
Arm aim
Seal evil
An accurate attack that does less damage
(Mustadio should get a new skillset)
- Some class should be changed (Archer -> Hunter? Sage -> Necromancer?) and nerfed (Monk?)
Hunter should be a class focused on monsters (Should get the support skills tame and monster skill, for example
Necromancer should be a caster class focused on buffing - debuffing undead monster, should get dark holy


Like? Don't like? Think something should be changed?
Discuss
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on December 17, 2010, 07:31:53 am
Quote from: "StarScythe"I had another idea concerning improving the archer class.

Give Mustadio's skill set to archers. Arm aim, leg aim, seal evil, maybe a unique skill or two. We already know that the skill set is useful, and will be more so if accessible earlier.

Then we make Musty a new skill set that will see him used a bit more. Rough idea:

MACHINEST (experts in using forgotten technologies, iconic for using guns) [basically this class focuses on using guns]

all abilities require a gun to use. all abilities use the gun's attributes (range, ignores evasion) where applicable

Headshot: Aims for an enemies head hoping to end them in one blow (normal damage, chance to add:dead) [think weak, long range crush punch]

Explosive round: Fires a special bullet designed to explode on impact (1 aoe, normal damage)

Sticky round: Fires a special shell that coats the target in sticky substance that impedes movement (no damage, adds slow or stop

Piercing round: Fires a sabot round that pierces through multiple targets (less damage, strikes in a line, 4 aoe)

Basically the idea is to turn mustadio into the premier gun user. Sure anyone can aim the thing and pull the trigger, but musty know how to really put it to use. I would think with the gun damage equation being what it is that the damage from these skills would be easy to control. The idea is to have un-evadable low to medium damage skills that are instant ranged abilities.

That is a great skillset you dreamed up there.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: MarblesX on December 17, 2010, 08:09:13 am
Necromancer is a much cooler sounding job name than sage.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 10:05:36 am
Agreed, would make a fine addition for Musty
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 10:07:10 am
Agree with all those, would also put elemental arrow attacks on the Hunter(?) for type covering if monsters all get a weakness
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 10:09:58 am
Is there a way to manipulate all battles per chapter? I like the idea of making super rare stuff unstealable but fighting someone with a Broadsword in a Ch4 random would be rather disheartening
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: LightningHax on December 17, 2010, 10:19:53 am
Quote- Storyline battle enemies level should be the same level of your party, and only bosses should be set on "Party level + something"
- Equipment of storyline battles enemies should be fixed, and just a "tier" upper yours (steal it's still worthy, because you can get things before you can buy them in stores)

I like the sound of this, but I'm not sure if it will work as planned. For now, this works.

QuoteRandom battles should only contain monsters, or immortal humans with maintenance as an ability, or humans with fixed equipment, in this way you can't steal better equipment that the one you can get in stores/storyline battles

OK, but I don't like the immortal flag part. Having immortal enemies everywhere will devalue some status ailments. Maybe you could just get rid of invite. Besides, even if you increase the % like you say in the Ramza thread, 5% is not enough, but too much will make it broken. Just get rid of it. Other than that, give most enemies fixed equipment. After all in most other RPGs, random battles from old areas become pathetically easy endgame, so make most randoms have fixed gear, then make 1 or 2 randoms per map have <random>. That should keeps status viable in randoms and keep steal useful in Chapter 4.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: LastingDawn on December 17, 2010, 10:33:02 am
To reiterate... no "Knight" title works for Ramza. The various Knight titles are given only by the Church and Nobility and heaven knows that Ramza is not going to gain their favor anytime soon. His final class should be Heretic. It's what he is known as for the entirety of Chapter 4. 1.3 displayed this well with "Scream" doing something that made Ramza seem rather dangerous and unpredictable and this worked Very well.  Taking away Ultima from Ramza in the normal game is taking away part of the underlying meaning behind the character, so I must insist that stay. Invite does not work as a Chapter 4 skill. By that point hardly anyone is invitable and it no longer fits the framework of Ramza. Remember he is considered a Heretic by this point. Honeyed words would do little good towards those that fear for their immortal souls.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: LastingDawn on December 17, 2010, 10:37:41 am
Part of 1.3's appeal to me was Stealing goodies from every foe I could come across. I absolutely loved that about 1.3. With the ever moving equipment border up until the 30's and by that time Rare equipment started to be supplied to some story enemies. If you can somehow keep a good variety while keeping the Steal commands as useful then go for it.  But I dislike entirely not being able to steal from foes in Random battles. The Randoms weren't redone with a lot of humans for the express purpose of the units not being worth anything. You'll need to really find a good balance to pull this off well.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 10:41:17 am
Quote from: "LastingDawn"To reiterate... no "Knight" title works for Ramza. The various Knight titles are given only by the Church and Nobility and heaven knows that Ramza is not going to gain their favor anytime soon. His final class should be Heretic. It's what he is known as for the entirety of Chapter 4. 1.3 displayed this well with "Scream" doing something that made Ramza seem rather dangerous and unpredictable and this worked Very well.  Taking away Ultima from Ramza in the normal game is taking away part of the underlying meaning behind the character, so I must insist that stay. Invite does not work as a Chapter 4 skill. By that point hardly anyone is invitable and it no longer fits the framework of Ramza. Remember he is considered a Heretic by this point. Honeyed words would do little good towards those that fear for their immortal souls.
Yeah, you are right, titles are given by the church...but in the end, he is the only one that is truly following Balbanes's words about the Beoulve's honor
I must admit that I don't understand why taking away ultima takes away  a part of the underlying meaning behind the character...can you explain that?
I agree with the meaning behind the "scream" skill, but gameplay-wise it sucks...
I disagree about the "invite" skill: I don't think everyone believes in god in Ivalice, and someone that can be convinced by words (Or money) can always be found...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 10:41:44 am
Invite fits in well on the earlier chapters if anything, storywise.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: LastingDawn on December 17, 2010, 10:48:49 am
Ultima is something special, just as Wish is. Only five story characters have it and two of them are Ultima Demons in disguise. It is something unspoken but Alma and Ramza have something special about them that they can also attain Ultima, it may deal something with them being the "Descendants of Altima's Slayer in years past". Taking away Ultima would be the same as taking away Wish, it just should not be done. It takes away a layer of depth in doing so.

Aside from that I applaud you changing Wish back to Ramza/Delita/Teta/Alma only.

Also Scream itself is subject to change, if you really want it to be viable might as well make it an M-Barrier with Berserk attached to it.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 10:50:42 am
Ch1 - Squire
Ch2 - Mercenary
Ch3 - ?
Ch4 - Heretic

Thoughts?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 10:53:12 am
Just an off-hand thought - many monster types have alternate graphics present in the game. Any chance of making say dark dragon/skeleton/bird a 4th tier monster? Or would that just take too much recoding for those classes alone
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 10:53:47 am
Quote from: "Chrona"Is there a way to manipulate all battles per chapter? I like the idea of making super rare stuff unstealable but fighting someone with a Broadsword in a Ch4 random would be rather disheartening
Don't worry, with FFPatcher we can decide each piece of equipment the enemy will wear
If we want, nothing at all will be "Random"

If enemies equipped items are better that the one you can buy in stores, steal will be always worth
It just won't be gamebreaking as before, because you won't be able to steal end-game equipment in chapter 1 (In 1.3 it was possible)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 10:59:17 am
@Chrona: Ramza has only 3 classes aviable
I like the first and the second, but I must admit I don't like the last name...Heretic seems so "Bad" and Ramza is one of the most "Pure" characters I've ever played...Maybe Knight is not fitting for the reasons explained above, but I don't like "Heretic"

@Lasting_dawn: Yeah, I've decided to follow the suggestion you gave some time ago to Arch (?)...I like the idea of wish being exclusive to the characters that are pure of heart
About Scream...it WILL be changed, because as it is now is useles...

Anyway, I will upgrade the first post, I will post some better explaination about each skill
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 11:04:19 am
I see what you mean - it should be what Ramza sees himself as in a way, not how the world sees him.

I'd say Beoulve as a tribute to his father but he basically rejected his family name based on how his brothers were acting. It should be something like Freedom Fighter except not nearly as cheesy.

...

Son Of Balbanes?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 11:05:09 am
Quote from: "Chrona"Just an off-hand thought - many monster types have alternate graphics present in the game. Any chance of making say dark dragon/skeleton/bird a 4th tier monster? Or would that just take too much recoding for those classes alone
It's possible, but I don't know if it's worth or not...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 11:08:41 am
Probably isn't, just wanted to propose some kind of idea to get this topic started. That and I wanted an excuse to use Dark Dragon XD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 12:14:23 pm
Quote from: "Chrona"Probably isn't, just wanted to propose some kind of idea to get this topic started. That and I wanted an excuse to use Dark Dragon XD
We can make him a powerful enemy xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 12:16:44 pm
xD YAY
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 17, 2010, 12:18:09 pm
Going to bring up an idea from the long thread - bring back br/fa altering, but cap it at something like 30/70 (or 25/75?). You can still cast Chicken on someone, but their perma-brave wouldn't go below 30.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 12:24:48 pm
Quote from: "Chrona"Going to bring up an idea from the long thread - bring back br/fa altering, but cap it at something like 30/70 (or 25/75?). You can still cast Chicken on someone, but their perma-brave wouldn't go below 30.
TBH I don't know if it's possible...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: thi13en on December 17, 2010, 12:49:40 pm
I could suggest CH4 Ramza be Light Bringer or something near that, since he's on the mission to purge the evil and save his sister.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 12:53:38 pm
Quote from: "thi13en"I could suggest CH4 Ramza be Light Bringer or something near that, since he's on the mission to purge the evil and save his sister.
I like it, but it feels so generic...it could work better for a "normal" class...something more specific for him?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kill_Bones on December 17, 2010, 01:22:11 pm
Possible Ch. 4 names: Hero or Savior... TBH I like Heretic...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 17, 2010, 01:34:44 pm
Quote from: "Kill_Bones"Possible Ch. 4 names: Hero or Savior... TBH I like Heretic...
But it feels so...bad...and Ramza is an hero
Something like Batman, it does the good thing but almost no one understands it
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kourama on December 17, 2010, 06:24:22 pm
- I've always liked the skillset I had for mustadio. Give him all the original break skills, give him one extra special ability and innate maintenance.

- Any change you can make to Ninja's skillset would work. You can always give Ninja an ability that makes them transparent as well. I made it for the "Vincent" character in my patch called Camouflage. It was 100% self Transparent.

- Archer should definitely get the Leg Aim, Arm Aim. I think they should also be able to inflict a few other statuses that are not overpowered. Maybe a poison arrow and one that does confuse? The Charm shot I had in my patch seemed a little too overpowered. As far as elemental shots, I am all for them but there is a glitch with adding effects to ranged attacks from arrows that shows damage or effect given twice.

- Jump Skillset - I think this set needs a little more to it. Jump is great and all but it tends to get outclassed by other skillsets and only reason Lancers would get used is because Spears were much improved. Maybe have standard Jump in the skillset and then add other abilities.

- As far as Sage goes. I don't mind if Sage is kept or if Necromancer was added. Anything is better than the overpowered Calculator but it needs to be a job worth unlocking with decent abilities.

- Last thing is I think all jobs should have something about them that makes it better to use their skillset on the same job than any other job. For example, using Summon skillset should be better when used on the Summoner job as opposed to lets say the Black Mage job.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kourama on December 17, 2010, 06:28:08 pm
- I don't think all monsters need a elemental weakness/immunity/absorb, just some.

- I do like the idea of Boco being a special chocobo though. His only use really was for breeding. Maybe make him a gold or white chocobo with more abilities. Maybe an ability that heals mp?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kourama on December 17, 2010, 06:32:55 pm
I think you should be able to steal from enemies in random battles. I also think that for the most part they should have fixed equipment, unless it was a special battle with a special unit. Story battles should have better equipment than what you can buy to make at least something worth stealing. Lastly some random battles appear after certain chapters/events etc. Maybe those battles should have better equipment then what is currently available to be bought, that way stealing in random battles still is worth it.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on December 17, 2010, 08:49:27 pm
Quote from: "Dome"But it feels so...bad...and Ramza is an hero
Something like Batman, it does the good thing but almost no one understands it

Can't really agree with Ramza being a Hero.  He's a kid at heart most of the times, sure, though still a bit of a prick (see: the victory event of Grog Hill), but he's not out to save the world.  He spends the first Chapter being an idiot then saving Teta, the second Chapter following Gafgarion then trying to fix his own mistake, the third Chapter trying to tell Zalbag what's going on so he can do something about it, goes to Orbonne when Zalbag doesn't believe him to nab a quick Stone and get further proof of what's going on, then spends the rest of the game on a huge quest to save his sister and to somewhat see what the fuck is up with Delita.

"Save the world" is never on his agenda honestly.  Killing all the demons and saving the world is more like an accident because he needed to so he could save Alma.  He wants to stop the Church, but his intent is to tell other people (Zalbag, T.G. Cid, etc.), and have them do most of the work... things just turn out so that he's stuck doing it all instead.  He just wants to save his sister, so there's really no reason to see him as a "Hero" on a personal level.  It also makes the whole Batman comparison also flop.  I'm pretty sure he doesn't even see himself as any kind of hero or anything special at all.

He has no reason to be a Knight or to honestly have any kind of heroic title whatsoever.  Really, Cadet/Mercenary/Heretic is probably the best set of alternatives you're going to get because they reflect how other people see him.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on December 17, 2010, 08:54:54 pm
Don't take this the wrong way, Domey boy, but a lot of these changes feel kinda generic, lolpatchy, and honestly unnecessary.

Don't change things for the sake of change.  

If you try to edit the skillsets on Geomancer/Lancer/Ninja, you're also going to hit a few problems unless that ASM from Zodiac actually works correctly.  I remember hearing it had a glitch but that was ages ago, so you should test to make sure you CAN edit those skillsets properly with said ASM and that those skillsets all work properly when none are learned, some are learned, some are learned when the unit does not know the equivalent Squire skills, and all are learned to be sure.

It's either that or using that janky Squire Workaround, which is garbage.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on December 17, 2010, 08:57:36 pm
Serious Question: Is your final product meant to be easier than 1.3 EasyType?

Answer heavily influences what I think about your ideas, because I need to know where your target lies before I can say such modifications would be good or not.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: AnTi90d on December 17, 2010, 09:46:25 pm
I usually just lurk around here, but I had to login to say this: That Mustadio skill set is absolutely fantastic. Something like that would get me excited about the game again (and get me to use Mustadio more often.)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Wistfulness on December 18, 2010, 01:16:53 am
Some ideas that are ''better sounding'' than heretic in case someone finds it too harsh:

Benefactor
Idealist
Protector
Wanderer
Vanguard
Righteous Soul
Renegade
Schismatic
Dissedent/Dissenter
Rebel Knight

Out of these, the most suitable would probably be Vanguard as it is completely neutral and only denotes the fact that he is in the leading position in a movement.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: StarScythe on December 18, 2010, 01:50:15 am
Few more thoughts on the matter.

Head shot would need to have a charge time, otherwise it would completely replace the normal attack and leave the unit with no reason to ever use the attack command. Thus, adding a small charge time, nothing significant, would balance that out perfectly.

Shotgun: Fires a shell filled with small metal balls that is deadly at short range. (medium high damage, 1 range)

Rapid Fire: Three shots are fired in rapid succession at a single target (evadable, single target, 1-3 random hits)

These are a bit more iffy, though they fit with the theme.

If someone could send me a mem card save thats right before the first musty fight, ill go ahead and make a test patch of this job and record his three forced battles to see how the AI handles this, after I get my tourney vids finished. Ive got work in the morning and a vocal piece to practice later that afternoon, so I'll probably start recording those tomorrow evening.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: theultrawolf on December 18, 2010, 02:51:42 am
i think apostate sounds more fitting than heretic, because he chose his own leave of the ways of the Glabados church, conflicting with his "heresy" which was dubbed upon him for unfitting reasons. So apostasy (abandonment of the church and beliefs) fits more than a heretic (someone branded by the church as a disbeliever) idk. just fits more imo.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 18, 2010, 03:14:15 am
Oh well, seems that I'm the only one that doesn't like the name "Heretic"...
Ok, his final class will be Heretic or something similar
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 18, 2010, 03:15:35 am
Quote from: "RavenOfRazgriz"Serious Question: Is your final product meant to be easier than 1.3 EasyType?

Answer heavily influences what I think about your ideas, because I need to know where your target lies before I can say such modifications would be good or not.
My aim is to make 1.4 funnier and enjoyable than 1.3 (For EVERYONE, not only skilled players)
Speaking about the difficulty:
If you consider only the storyline battles...yes
Casual gamers should be able to enjoy it (Even if they never played FFT before)
DD and extra battles will be on par with normal 1.3
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 18, 2010, 03:20:21 am
@Kourama I almost agree with you, but I don't know if the last point is possible

@RavenOfRazgriz: Why should I? If you think so, you did the right thing posting it
Also, post more specific feedback, so we can improve the ideas
Anyway:
I think you agree with me that Archer's skillset sucks
Ninja...it's not so good
Lancer get used because the class is good, but the skillset is usually crap

Of course the ASM will be tested before is implemented
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 18, 2010, 03:21:24 am
@Kourama
- Imho the same abilities as the yellow chocobo for boco are enough, but he has 75 br/70 fa and innate defense up/move hp-up
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: MysticKnightFF5 on December 18, 2010, 08:04:40 pm
Instead of editing Ninja skillset, because God knows their passive skills are rigged, just give them a few nice innate abilities.
As for Lancer, you should give them the abilities that ignores shield evasion and stuff, and make jump a single skill with 5 square range and infinite vertical. Lancers were traditionally offensive, if you want to be realistic, keep that in mind. Swordsmen were traditionally defensive.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on December 18, 2010, 08:57:01 pm
Quote from: "Dome"@RavenOfRazgriz: Why should I? If you think so, you did the right thing posting it
Also, post more specific feedback, so we can improve the ideas
Anyway:
I think you agree with me that Archer's skillset sucks
Ninja...it's not so good
Lancer get used because the class is good, but the skillset is usually crap

Archer sucks obviously and editing it is easy.  My comment on it is that"Archer -> Hunter, guy whose basically a beastmaster and/or steals all of Mustardio's thunder." is a really common change to perform on it.  Unless you do it well, it'll end up being rather lolpatchy or scrubby feeling.

Ninja is... debatable.  The power of its skillset depends on a lot of other factors, considering it's huge range and fairly constant damage that can access almost every element in the game.  It can probably benefit a "standard" skillset, but because Ninja interacts with a lot of things most classes don't (Speed as a direct offensive element, almost every equipment item in the game, max Move range, elemental variance, etc.) actually deciding whether to edit the skillset should probably wait until most of your other ideas are set in stone so you know how good post-change Throw is before deciding whether it needs to be changed.

Jump is usually crap?  1.34x Physical Damage boosted by Attack UP (iirc) with huge range, a CT that never becomes outdated, and never misses... is crap?  Think about that, think about why it's crap, and think about whether that should be crap, then decide whether you want to change the skillset and how.

Necromancer is also *slightly* common... but also very niche.  You need to pull it off very well for it to be worth the space on the Job wheel.  Your best bet would be to give them a skill that makes all allies Undead at 100% rate so they can lead off the battle with it, but the AI probably would not use such a skill and as such the class itself would remain mostly redundant and wasteful.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on December 18, 2010, 09:21:20 pm
If that's the case, then the rough outline you presented should be alright.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 19, 2010, 08:03:57 am
QuoteArcher sucks obviously and editing it is easy.  My comment on it is that"Archer -> Hunter, guy whose basically a beastmaster and/or steals all of Mustardio's thunder." is a really common change to perform on it.  Unless you do it well, it'll end up being rather lolpatchy or scrubby feeling.
Well, in a world filled with monsters, I find strange that no-one is specializing in hunting them, that's why the hunter idea
Well, about being made well...that's why this topic is here :-)
Also, if everyone else dislike that idea, it won't be implemented

QuoteJump is usually crap?  1.34x Physical Damage boosted by Attack UP (iirc) with huge range, a CT that never becomes outdated, and never misses... is crap?  Think about that, think about why it's crap, and think about whether that should be crap, then decide whether you want to change the skillset and how.
IIRC is not boosted by Attack up.
Yeah, maybe I've choosen the wrong word, and crap is not appropriate...but it's not very good
We can still give him a jump ability (Like the one in FFTA) and something else, shouldn't be that hard to make

QuoteNecromancer is also *slightly* common... but also very niche.  You need to pull it off very well for it to be worth the space on the Job wheel.  Your best bet would be to give them a skill that makes all allies Undead at 100% rate so they can lead off the battle with it, but the AI probably would not use such a skill and as such the class itself would remain mostly redundant and wasteful.
I think we can edit the flags in the FFPatcher for that
Also, some undead class is already in the game, we can put necromancer with them in storyline battles
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on December 20, 2010, 05:20:37 am
Quote from: "Dome"IIRC is not boosted by Attack up.
Yeah, maybe I've choosen the wrong word, and crap is not appropriate...but it's not very good
We can still give him a jump ability (Like the one in FFTA) and something else, shouldn't be that hard to make

I'm not saying you shouldn't replace it.  I was more commenting on the fact that if you sit down and think of what actually goes into the Jump command - "Not very good" is something that should probably not be attached.  If Lightning Stab were WP +8, 100% accurate, and added 1-turn wall to the user... "bad" wouldn't be the word to describe it.  The fact a skill that is basically that is crap should make you think a bit.

Quote from: "Dome"I think we can edit the flags in the FFPatcher for that
Also, some undead class is already in the game, we can put necromancer with them in storyline battles

Not really.

That's also what I mean - it's niche.  Maybe a Special Unit but nothing that belongs on the Job Wheel unless it can easily supply its own Undead.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: winshmo2 on December 20, 2010, 07:06:24 am
False Heretic :P
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on December 23, 2010, 10:59:58 am
Hero Of Ivalice
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: AeroGP on December 23, 2010, 12:48:52 pm
Remember, this is not the story of Ramza as told through the mouths of the Ivalician people. This is the story of Ramza as told through the lips of Arazlam J. Durai. And what did Arazlam think of Ramza?

Noble -> Mercenary -> Mercenary -> Hero
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dominic NY18 on December 24, 2010, 01:36:06 am
Quote from: RavenOfRazgriz on December 17, 2010, 08:49:27 pm
Can't really agree with Ramza being a Hero.  He's a kid at heart most of the times, sure, though still a bit of a prick (see: the victory event of Grog Hill), but he's not out to save the world.  He spends the first Chapter being an idiot then saving Teta, the second Chapter following Gafgarion then trying to fix his own mistake, the third Chapter trying to tell Zalbag what's going on so he can do something about it, goes to Orbonne when Zalbag doesn't believe him to nab a quick Stone and get further proof of what's going on, then spends the rest of the game on a huge quest to save his sister and to somewhat see what the fuck is up with Delita.

"Save the world" is never on his agenda honestly.  Killing all the demons and saving the world is more like an accident because he needed to so he could save Alma.  He wants to stop the Church, but his intent is to tell other people (Zalbag, T.G. Cid, etc.), and have them do most of the work... things just turn out so that he's stuck doing it all instead.  He just wants to save his sister, so there's really no reason to see him as a "Hero" on a personal level.  It also makes the whole Batman comparison also flop.  I'm pretty sure he doesn't even see himself as any kind of hero or anything special at all.

He has no reason to be a Knight or to honestly have any kind of heroic title whatsoever.  Really, Cadet/Mercenary/Heretic is probably the best set of alternatives you're going to get because they reflect how other people see him.


I disagree with much of what you're saying Raven because I don't think Ramza's nearly as selfish as you're making him out to be, but I'll come back to this tomorrow (or really later on today) with a proper rebuttal.

In any case though, I think the name of his job class should be the last thing to be debated over.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 24, 2010, 05:42:27 am
QuoteAt the moment, the demo I'm working on has every human character with fixed growths (10 hp / 10 mp / 90 speed / 42 PA / 42 MA)
My idea is to make stats fixed in order to make people able to play (and enjoy) the game without worrying about stats and staying low level in order to raise special guys in the best classes (Bye Bye Lame challenge)


Now, my other idea...
QuoteWith fixed growths, it should be easier for us to work with every class stat
I mean, we can decide "Tiers" of every stat for every class, and adjust the multipliers accordingly
For example:
1/5: multiplier 90
2/5: multiplier 100
3/5: multiplier 110
4/5: multiplier 120
5/5: multiplier 130
Knight class
Hp: 5/5 (130)
Mp: 2/5 (100)
Speed: 1/5 (90)
PA: 5/5 (130)
MA: 2/5 (100)
Having fixed growths and "normalized" stats it will make easier for us to predict stats of every character, and adjust enemy stats (Expecially bossed) accordingly


Like? Don't like? Think something should be changed?
Discuss
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on December 24, 2010, 08:54:30 am
People probably won't want fixed growths on anything meant to be an "updated, more challenging patch" in the vein of 1.3 without the monster difficulty because it's less faithful.  Stuff like the Lame Challenge and the ability to Min/Max stats was one of the replayability foils of both Vanilla and 1.30XX, because it was just more to do and some people love it.

I love flat growths personally even though I find your Growth values a bit bleh (10/10[190 or 255]/50/50 has a far better curve/predictability to it, imo), though like I said, given your original intent for this project I'm not sure they're actually a good route to take, and honestly predicting stats still isn't too hard.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 24, 2010, 09:09:37 am
1.4 is not meant to be harder than 1.3
1.4 aim is to be funnier to play without having broken abilities/combo or being hard as hell (Only the DD will be hard, because it's an optional sidequest and I like the idea of an uber-hard dungeon with very good rewards)
I'm not good with numbers, so numbers will probably be changed later...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on December 24, 2010, 09:25:54 am
Quote from: Dome on December 24, 2010, 09:09:37 am
1.4 is not meant to be harder than 1.3


I didn't say it was, but it's still meant to be rather faithful to the original, no?  As in an actual "update to vanilla's gameplay" patch and not a new take?

In which case, people will probably wig out over flat growths, because it does remove a few of the things that made the original replayable, as already said, and does remove some of that "roleplaying" aspect for people who like to really get into that.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 24, 2010, 09:29:08 am
Quote from: RavenOfRazgriz on December 24, 2010, 09:25:54 am
I didn't say it was, but it's still meant to be rather faithful to the original, no?  As in an actual "update to vanilla's gameplay" patch and not a new take?

In which case, people will probably wig out over flat growths, because it does remove a few of the things that made the original replayable, as already said, and does remove some of that "roleplaying" aspect for people who like to really get into that.

Well...let's see what the others think about this...if no-one likes the fixed growths they will be reverted back to normal...
Anyway, I liked the idea of fixed growths because it allows you to better focus on fighting without worrying about growing in the right classes to get better (but not by much) stats
P.s: I'm playing right now with fixed growths, and there isn't so much difference...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Arganthonius7 on December 25, 2010, 11:06:19 pm
Why not make necromancer an enemy-only class, and replace it with something else?
Then place it on maps full of undead.
Otherwise, it might be too overpowered or weak.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on December 26, 2010, 02:06:03 am
Nooooooooooooooo fixed growths
Nooooooo.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on December 26, 2010, 02:22:12 am
Quote from: Dome on December 24, 2010, 09:29:08 am
Well...let's see what the others think about this...if no-one likes the fixed growths they will be reverted back to normal...
Anyway, I liked the idea of fixed growths because it allows you to better focus on fighting without worrying about growing in the right classes to get better (but not by much) stats
P.s: I'm playing right now with fixed growths, and there isn't so much difference...


Thing is, a lot of people don't care about the fact growths exist, others love the fact because again, it increases the roleplay element some people like to inject into their FFT run and gives min/maxers more reasons to play longer.

They work perfectly in gameplay, I find when done well they're amazing, however they're not very fitting to what your current Project seems to be aiming for and most people going into it expecting an updated but not hellishly hard FFT experience will be disheartened by it because they were expecting the ability to be able to focus on certain classes and get rewards for it either immediately or later on.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 28, 2010, 02:37:45 pm
Good news!
The alpha-demo of chapter 1 is ready!
I just need to learn how to make a .pff and it will be released :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 28, 2010, 03:29:38 pm
Cool :D

This is moving along much faster than expected <3
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 28, 2010, 03:30:46 pm
Quote from: Chrona on December 28, 2010, 03:29:38 pm
Cool :D

This is moving along much faster than expected <3

Well, the release of the demo required only a lot of FFPatcher editing, and it's still a beta xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Chrona on December 28, 2010, 03:32:18 pm
Haha still :p
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 28, 2010, 03:44:04 pm
QuoteIn which case, people will probably wig out over flat growths, because it does remove a few of the things that made the original replayable,


I doubt it.  In vanilla FFT the differences in growths were so minor that the only people who actually used them used them in conjuction with level up/down to go 999/999/50/99/99 in masturbatory delight.  

In 1.3 growths were thoroughly implemented with noticeable effects, which while making it more pleasing to the min-maxers and the RPers and the strategists, effectively damned the more casual player because they were now getting "penalized" when a lifelong wizard wanted to be a monk.  

That said, I'm all for making standardized growths, but please don't oversimplify the generic classes by having set multiplier tiers.  It's good to know what 120 or 140 multiplier will get you with these growths, but use those those numbers as guides, not go-to's (obviously 125 multiplier nets you halfway between 120 and 130, e.g.).
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 28, 2010, 05:27:52 pm
Ok, I'll upload this ppf, I hope it works
http://www.mediafire.com/?8d706k6wbbu1b1c (http://www.mediafire.com/?8d706k6wbbu1b1c)
Changelog:
- Starter generics have good Br/Fa and random zodiac signs
- The only units that you can't control in the first battle are Agrias and Gaffy
- Ramza skillset and classes has been changed
- Every non-monster class in the game has the same fixed growths
- Every enemy is set at "Party level"
- Enemies in battles have fixed equipments (Powerlevelling to 99 will not let you get better gear that the one you can buy in stores/steal during storyline and random fights)
- Every fight (Starting from Dorter) has at least 1 thing worth stealing
- Storyline battles have been changed a bit in order to remove difficult spikes and make them a little different from 1.3
- Something else that I can't remember atm...

The alpha-demo ends when you recruit Rad, Alicia and Lavian
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 29, 2010, 06:33:35 am
No love for my demo ?_?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dominic NY18 on December 29, 2010, 12:13:03 pm
Downloading now and I'll try it a little later. The recent blizzard left me with spotty Internet service, so I haven't really been able to get online much since Monday.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dokurider on December 29, 2010, 03:20:43 pm
Okay, I just finished Gariland Magic City and here are my suggestions:

1. Basic Orders/Mercenary Skill/Ramza's skillset should just be called Leadership or Command

2. Scream should have it's old animation back. The shell animation is...underwelming to say the least.

3. Speed and Speed-stacking needs to be curbed.

3a. No more +1 Speed for daggers.

3b. Overall slower speed growth. From 80/90/100 to 90/100/110

4.
(http://i201.photobucket.com/albums/aa46/Dokurider/SCUS_94221_29122010_114910_0361.png)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dokurider on December 29, 2010, 03:29:47 pm
Allow me to suggest what I did for my tabletop:

Basically what I did was group all of the classes into Physical, Magical and Hybrid. All classes in the group then are given the EXACT SAME GROWTHS. No exceptions.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FaceFace on December 29, 2010, 04:31:29 pm
A necro class could be really cool in tactics, as dead bodies are part of the game but don't do much other then take up space and wait to get revived or boxed.

Zombify:  Revives, invites, and adds undead to a corpse.
Preserve: Adds stop to a corpse.
Quick death? (I'm bad with names): Quicks a corpse, randomly hits 1-2 or 1-3 times?
Move or skill: Switch places with a corpse.
Just move skill: walk on a corpse, it moves like a dead guy falling off a chocobo?

Zombie status stuff...
Zombie: oracle wouldn't have it anymore.
Reverse drain: Strong drain, damages you and heals target, unless target is undead.
Reverse mp drain: same but mp ;p

At the risk of mootching from diablo poison spells could also work.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 29, 2010, 06:34:12 pm
Quote from: Dokurider on December 29, 2010, 03:29:47 pm
Allow me to suggest what I did for my tabletop:

Basically what I did was group all of the classes into Physical, Magical and Hybrid. All classes in the group then are given the EXACT SAME GROWTHS. No exceptions.

So, you are suggesting to use different growths, but only 3 "Sets" of them?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 29, 2010, 06:36:31 pm
1) Yeah, I'm not good with names, it will be changed
2) Do you think the old animation is good for something that adds Protect-shell-regen?
3a) Speed growth is fixed at 90 atm, do you mean multipliers?
3b) I fear the daggers will be useless without the +1 speed...any suggestion about this?
4) Yeah xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dokurider on December 29, 2010, 10:20:42 pm
Yeah
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dokurider on December 29, 2010, 10:29:04 pm
2. idk but I do expect Scream to have the the Scream animation, irregardless of what it does.
3a. Okay I did see what you did with growths and stuff
3b. Perhaps they should be able to protect you from statuses?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 30, 2010, 06:28:03 am
Quote from: Dokurider on December 29, 2010, 10:20:42 pm
Yeah

I like this idea :-)
Soon I will open a poll to see what others think about the matter
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on December 30, 2010, 10:20:32 am
and when you do, say how much the gap will be in the first place. 
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 30, 2010, 10:46:46 am
Quote from: philsov on December 30, 2010, 10:20:32 am
and when you do, say how much the gap will be in the first place. 

Well, first of all, we should ask what the other think about the idea, and which one they prefer (Fixed, 3 tiers of growths, 1.3 like)
If Dokurider's idea is widely accepted, together we will decide the numbers :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 30, 2010, 10:53:06 am
Quote from: Dokurider on December 29, 2010, 10:29:04 pm
2. idk but I do expect Scream to have the the Scream animation, irregardless of what it does.
3a. Okay I did see what you did with growths and stuff
3b. Perhaps they should be able to protect you from statuses?

2) Probably the name of the skill will be changed...
3b) That's an idea...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on December 30, 2010, 01:51:23 pm
Daggers.
Let's think about them.
Vanilla, lots of them caused statuses, or had elementals.
I think ALL of them should do both of those. That might even it.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 30, 2010, 02:47:55 pm
Quote from: GeneralStrife on December 30, 2010, 01:51:23 pm
Daggers.
Let's think about them.
Vanilla, lots of them caused statuses, or had elementals.
I think ALL of them should do both of those. That might even it.

So, in your opinion every dagger should be elemental and should add statuses?
But, unless we change the WP of some dagger, some will be useless later on
Maybe...we could change every dagger WP to be the same, so every dagger will be useful from the beginning to the end of the game...after all, daggers are usually used as self-defense weapons...
The same might work for some other weapon as well...like the coral sword...and flails and guns, and maybe Axes...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on December 30, 2010, 04:16:03 pm
Quote from: Dome on December 30, 2010, 02:47:55 pm
So, in your opinion every dagger should be elemental and should add statuses?
But, unless we change the WP of some dagger, some will be useless later on
Maybe...we could change every dagger WP to be the same, so every dagger will be useful from the beginning to the end of the game...after all, daggers are usually used as self-defense weapons...
The same might work for some other weapon as well...like the coral sword...and flails and guns, and maybe Axes...


No no, we would have to do that to every weapon then, Just make them useful as you go.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on December 30, 2010, 04:20:49 pm
Quote from: GeneralStrife on December 30, 2010, 04:16:03 pm
No no, we would have to do that to every weapon then, Just make them useful as you go.

Don't worry about the matter, I'll open a topic about that soon
Anyway, any suggestion is welcome, feel free to post it :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dominic NY18 on January 01, 2011, 12:05:07 am
My thoughts:
- I'm probably going to be in the minority on this, but I think Ramza's skillset name could have been left as Guts. While it might be fitting to call it leadership when he has abilities like "Everyone Defend" (sidenote: I'm not a fan of some of the skill names either), most of his skills are still largely focused on supporting and buffing himself.

Again, I'll likely be in the minority for this one, but I also think that for chapter 1, he could still be called a squire, because...he is one.

- I don't think I need to point out the problems with your cameo in Gariland.

What's the difficulty curve going to look like? Honestly, vanilla FFT failed in this department and IMHO, so did 1.3.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: PX_Timefordeath on January 01, 2011, 04:12:51 am
Quote from: FaceFace on December 29, 2010, 04:31:29 pm
A necro class could be really cool in tactics, as dead bodies are part of the game but don't do much other then take up space and wait to get revived or boxed.

Zombify:  Revives, invites, and adds undead to a corpse.
Preserve: Adds stop to a corpse.
Quick death? (I'm bad with names): Quicks a corpse, randomly hits 1-2 or 1-3 times?
Move or skill: Switch places with a corpse.
Just move skill: walk on a corpse, it moves like a dead guy falling off a chocobo?

Zombie status stuff...
Zombie: oracle wouldn't have it anymore.
Reverse drain: Strong drain, damages you and heals target, unless target is undead.
Reverse mp drain: same but mp ;p

At the risk of mootching from diablo poison spells could also work.


Sadly for you, everything you proposed there is currently impossible.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: EpicSolidSnake on January 01, 2011, 05:20:01 am
I agree with dominic about Ramza staying Squire for the frist chapter.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 06:16:59 am
Quote- I'm probably going to be in the minority on this, but I think Ramza's skillset name could have been left as Guts. While it might be fitting to call it leadership when he has abilities like "Everyone Defend" (sidenote: I'm not a fan of some of the skill names either), most of his skills are still largely focused on supporting and buffing himself.
gain, I'll likely be in the minority for this one, but I also think that for chapter 1, he could still be called a squire, because...he is one.

This is meant to be a community project, and the one I released is an Alpha demo, so, nothing is permanent
Give more specific suggestions for the names/skills and we will discuss them
P.s: Seems that the majority of ppl likes the Cadet -> Mercenary -> Heretic progression, so I don't think it will be changed for now...but who knows?


Quote- I don't think I need to point out the problems with your cameo in Gariland.

Please point them, because I don't see the problem...

QuoteWhat's the difficulty curve going to look like? Honestly, vanilla FFT failed in this department and IMHO, so did 1.3.

Enemies will always be at your level, (Only bosses will be some level higher) and the enemy equipment in every fight (Random or storyline battle) will be the same you can buy in stores (Even if almost every battle will have at least 1 item worth stealing)
In this way, levelling won't punish you at all, you can't get LOLCRISTALMAIL at level 1, and steal will be still worth the slot
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Pride on January 01, 2011, 06:39:35 am
Having a cameo of yourself screams "lolpatch" and causes it to not be taken seriously, which it should be.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 06:42:58 am
Quote from: Pride on January 01, 2011, 06:39:35 am
Having a cameo of yourself screams "lolpatch" and causes it to not be taken seriously, which it should be.

A whole patch is judged by a useless cameo which only changes 4 letters on a name you may even not see?
Wow
If it is such a big problem, I'll remove it...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Eternal on January 01, 2011, 07:12:29 am
First impressions matter, sadly. Even if it's not a huge deal overall, it still gives a certain appearance that you want to avoid.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:18:45 am
Quote from: Eternal248 on January 01, 2011, 07:12:29 am
First impressions matter, sadly. Even if it's not a huge deal overall, it still gives a certain appearance that you want to avoid.

Ok ok, got the message
It will be removed in the next demo (Which will feature the whole chapter 2)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FaceFace on January 01, 2011, 10:42:32 am
What a shame
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: MysticKnightFF5 on January 01, 2011, 06:26:27 pm
The first is impossible? O.o
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:14:00 pm
QuoteDaggers: They will probably lose the +1 speed
My idea is that every dagger should have the same weapon power, (After all, daggers are usually meant as defensive weapons, and not for offense) also, every dagger should have something different to make them useful, like 25% to inflict status on hit or granting good statuses to the one who wields the dagger (In this way, almost all daggers will never be outclassed)


QuoteFlails: Same WP, different properties, like daggers


QuoteGuns: there are 2 non magic (buyable) guns; Those 2 should have the same WP but different properties as well


QuoteAxes: Same as flails


In this way, there will be a lot more of variety with those weapons, that are usually not used much

Like? Don't like? Think something should be changed?
Discuss


P.s: Swords should gain a 13 WP fire and thunder sword, like the Ice brand, just with a different element
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 01, 2011, 07:22:21 pm
What formula will the Flails and axes use? The old vanilla formula?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:25:45 pm
My ideas:

QuotePriest - Wizard - Time mage - Summoner - Oracle will get a instant spell, in this way they will always be able to use some kind of magic
My ideas:
Priest: 1 panel 3 range cure 2 (Mini cure)
Wizard: 1 panel 3 range flare (nerfed damage) (Mini flare)
Time mage: 1 panel 3 range haste (Small haste)
Summoner: Need suggestions here
Oracle: Need suggestions here


QuoteAbout wizard skillset:
Fire will do more damage than ice and thunder
Ice will have a wider range than fire and thunder
Thunder will charge faster than ice and fire
It will lose poison


Like? Don't like? Think something should be changed?
Discuss
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:27:16 pm
Quote from: FFMaster on January 01, 2011, 07:22:21 pm
What formula will the Flails and axes use? The old vanilla formula?

Still don't know about axes, but I think flails should use 1.3's formula
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 01, 2011, 07:27:36 pm
So, what is the point of adding in the instant spells again?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:29:47 pm
Quote from: FFMaster on January 01, 2011, 07:27:36 pm
So, what is the point of adding in the instant spells again?

During the first part of the game, you can charge whatever you want and the enemy won't probably be even able to move
Later in the game, you are not able to charge anything at all, and jobs like the black mage are usually...left behind
That's why the idea of an instant spell
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on January 01, 2011, 07:31:35 pm
That would be a twist on daggers, but why change them in the first place?  Daggers are used plenty, because of that +1 speed.

Changing these for guns, axes, and flails has some potential, but what sort of WP are you thinking about for them?  Are they going to be some sort of "stat stick" or with they have viable melee as well?

QuoteP.s: Swords should gain a 13 WP fire and thunder sword, like the Ice brand, just with a different element


And what gets sacrificed in the process?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on January 01, 2011, 07:33:18 pm
QuoteTime mage: 1 panel 3 range haste (Small haste)


that's yell.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 01, 2011, 07:34:15 pm
I can't remember if the gun formula had problems or not, but I suggest you test it if you already haven't. Your ideas as usual are very vague, except for the sword ones. Personally, I hate using anything with 25% status activation, and would rather use another alternative. Axes have always been terrible, and probably need a formula edit.

For the swords, which swords do you plan to replace? I honestly don't like how the elemental swords will be 13 WP. It will make sword scaling much harder as the game progresses, unless you want swords to jump from 9 to 13 WP instantly.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:36:38 pm
That would be a twist on daggers, but why change them in the first place?  Daggers are used plenty, because of that +1 speed.
I want to limit the +1 speed stuff

Changing these for guns, axes, and flails has some potential, but what sort of WP are you thinking about for them?  Are they going to be some sort of "stat stick" or with they have viable melee as well?
Still have to decide about the numbers, I have to test in-battle...but I want them to be useful in melee, and not just for stats/statuses

And what gets sacrificed in the process?
Coral sword will just see his stats (and aviability) change
Say bye bye to the "ancient sword", which will become the "blazing sword" or something similar
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 01, 2011, 07:37:17 pm
Well, that would be very hard, if not impossible to balance. What you are suggesting now, those spells will never be used in the latter part of the game anyway, except for the Haste one, which philsov has already mentioned as being a Yell clone. I will also add that Haste is 2 CT, and I would probably still use that due to AoE.

They will just deal too little damage later on, and if you buff them too much, too much damage early game.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:40:38 pm
Your ideas as usual are very vague, except for the sword ones.
I already have some idea in mind, but I'd like to hear the others suggestions before saying my ideas

Axes have always been terrible, and probably need a formula edit.
Axes will probably get lower WP and a less random formula

For the swords, which swords do you plan to replace? I honestly don't like how the elemental swords will be 13 WP. It will make sword scaling much harder as the game progresses, unless you want swords to jump from 9 to 13 WP instantly
4-5-6-7-9-10-12-13-13-13-14
(coral will see his stats changed, ancient sword will become the 13 wp elemental sword)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on January 01, 2011, 07:41:21 pm
QuoteThey will just deal too little damage later on, and if you buff them too much, too much damage early game.


Yes, but that's all spells. 
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 01, 2011, 07:44:18 pm
Yep. I still think the best idea is to reduce Speed Growth so that from about 1-99, you only gain about 3-4 speed. That will at least remove the need for Short Charge.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:44:30 pm
that's yell.
Yell is not the same of 1.3 in 1.4...

My idea was to make those spells cost a lot of jp, so they won't be acquired early in the game, and make them strong (Power between tier 2 and 3 spells)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on January 01, 2011, 07:44:47 pm
FFM nao we r BIG AVVY BUDDIEZ
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:46:28 pm
Quote from: GeneralStrife on January 01, 2011, 07:44:47 pm
FFM nao we r BIG AVVY BUDDIEZ


Please, don't spam in 1.4's topic xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:48:10 pm
Added another point in the first post
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 01, 2011, 07:50:14 pm
That isn't strong at all...

Sounds like you want them to aquire it at around chapter 3ish

It would be strong at about the beginning of Chapter 3. But it still doesn't remove the fact that mages simply will become weak mid-CH4. A bow or a sword would do just as much, if not more, and you wouldn't have to worry about MP at all. It would also probably be more accurate, since Concentrate exists.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on January 01, 2011, 07:52:34 pm
GS - Spam is not tolerated in these forums.  Keep it in general or spam and get the hell out.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 01, 2011, 07:53:00 pm
That isn't strong at all...

Sounds like you want them to aquire it at around chapter 3ish

It would be strong at about the beginning of Chapter 3. But it still doesn't remove the fact that mages simply will become weak mid-CH4. A bow or a sword would do just as much, if not more, and you wouldn't have to worry about MP at all. It would also probably be more accurate, since Concentrate exists.

An istant 200+ ranged magical damage (Magic is not so easy to evade) that doesn't require short charge doesn't seems weak to me...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on January 01, 2011, 07:54:03 pm
Quote from: philsov on January 01, 2011, 07:52:34 pm
GS - Spam is not tolerated in these forums.  Keep it in general or spam and get the hell out.

Holy shit, don't burst a blood vessel.
What about making short charge/Ma atkup easier to get?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on January 01, 2011, 07:55:05 pm
QuoteBut it still doesn't remove the fact that mages simply will become weak mid-CH4.


Yes, but even if you null out speed growth you run into that problem.

Only way to fix that would be to increase MA growth and reduce multipliers to almost monster-like levels.  
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on January 01, 2011, 07:57:06 pm
Dome, One thing, Voldemort removed weaknesses of monsters and such. IMHO, It just takes away from the strategy, and it's no fun then. You get what im saying?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 01, 2011, 07:58:26 pm
You can deal the same amount with a weapon, and never miss because of Concentrate.

EDIT: It would be easier if we continued on IRC imo
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on January 01, 2011, 07:59:36 pm
The same problem was in vanilla, Think it can easily be fixed?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 01, 2011, 08:01:44 pm
Another idea - If you guys can think of a good formula, I can ASM hack it and replace the Dmg_F(MA*Y) formula that spells use.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on January 01, 2011, 08:14:20 pm
I can ASM hack it and replace the Dmg_F(MA*Y) formula that spells use.

Maybe Dmg_F((MA + [MA/2])*Y)?

Make the MA matter more and let the Y come down.  It'd scale better?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 01, 2011, 08:33:57 pm
A couple of people on IRC have suggested to add Level to the formula, making it similar to Pokemon.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on January 01, 2011, 08:54:49 pm
Hm.  It'd be some pretty tricky business to get a constant for level because (*[lvl/100]) certainly won't cut it.  I'd suggest something like 50% damage at 1, 100% damage at 50, and 150% damage at 99 but I have no clue how to express that in a formula. 

Either one works, better scaling is welcome so whatever you can punch out go for it.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on January 01, 2011, 09:13:33 pm
Quotebut I want them to be useful in melee,


Then there's no way the entire class can have a set WP and be worthwhile without being overpowered unless you make them available at the very end of the game.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 01, 2011, 11:33:40 pm
Quote from: philsov on January 01, 2011, 08:14:20 pm
I can ASM hack it and replace the Dmg_F(MA*Y) formula that spells use.

Maybe Dmg_F((MA + [MA/2])*Y)?

Make the MA matter more and let the Y come down.  It'd scale better?


Kind of like this, but MA plus gear gets loads better over any kind of alternative.

Quote from: FFMaster on January 01, 2011, 08:33:57 pm
A couple of people on IRC have suggested to add Level to the formula, making it similar to Pokemon.


Quote from: philsov on January 01, 2011, 08:54:49 pm
Hm.  It'd be some pretty tricky business to get a constant for level because (*[lvl/100]) certainly won't cut it.  I'd suggest something like 50% damage at 1, 100% damage at 50, and 150% damage at 99 but I have no clue how to express that in a formula.


Dmg_F(MA * [50 / 100 + {level / 100}] * Y).

This adds a constant  (* .5) to the F_(MA*Y) formula, then an extra .1 for each level the unit has, ending at (*1.49) at Level 99.  This also allows the formula to be made pretty customizable by allowing the user to input an X value for the constant.

If you want to do it FFM, that's probably the easiest way to get it working.  You should also make it affect the Heal_F(MA*Y) formula as well, if the change wouldn't already.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 01, 2011, 11:34:51 pm
So you want to take a bunch of weapons no one cares about and apply the exact same idea to all four of them when that idea is already rather hard to make work?

C'mon Dome.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on January 02, 2011, 12:05:18 am
Yeah, I agree. I think the fails for 1.3 are a good formula.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 02, 2011, 04:16:35 am
Quote from: RavenOfRazgriz on January 01, 2011, 11:34:51 pm
So you want to take a bunch of weapons no one cares about and apply the exact same idea to all four of them when that idea is already rather hard to make work?

C'mon Dome.

Yeah, I want to do that
We can make a custom formula for them, a formula that (For example) uses the level of the one who wields the weapon
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: The Damned on January 02, 2011, 04:20:37 am
(Whoops. Posted that preemptively the first time.)

I haven't done anything related to FFT 1.3 since April, but I can't say that I like any of these changes outside of Mime becoming easier to get and maybe nerfing Monk.


  • "Some Skillset Should Be Changed": Meh. As far as I'm concerned (and even as much as I hate Chemist), the only class that needed a complete class overhaul was Calculator/Sage/Whatever. As boring as they may be, Ninja, Archer and Lancer don't need to be changed. Hell, as boring as it is still is, Archer's Charge skillset has been much improved time-wise what with being able to get Charge +20s off reliably. I mean, yeah, in a perfect world, where we could keep Jump and Charge and Throw and add other, more interesting skills without having to completely overhaul the class, that'd be fine. However, it just seems like a lot less trouble to focus on other areas of why those skills are being outclassed (if they're being outclassed) than trying to start from scratch. (I mean, hell, hasn't Sage's changes been plagued by people complaining it's way too weak now?)

  • Proposed Ninja Changes: Eh, I'd have to see the formula you'd use for Throw Shuriken before I could comment on that; it just sounds for something else to be abused via Speed Save right now. Smoke Bomb seems decent enough. Demystifier just seems like it's stepping on Oracle's toes, though, especially since no one really uses Dispel Magic as it is (as far as I'm aware).

  • Proposed Archer Changes: Eh, I don't like "stealing" from Mustadio unless you could at least provide a solid idea of what his skills would be getting replaced with. That said, putting Seal Evil on a generic class (or, at least, a ranged one) seems like it's screwing over Undead even more when they're already still completely screwed by Item in most cases. Also, I don't think a formula exists for that "less damaging, more accurate" attack, unfortunately.

  • Archer --> Hunter?: No. There's no formulas to support it. (At best, you could make Hunter a mini-Dragoner...with bows.) Also, Monster Skill kind of blows, so....

  • Sage --> Necromancer?: No. Sage just needs some type of solution to the inadequacy of its current skillset--hell if I know what it is, though. It doesn't help that you can't even really do Necromancer. At present, it just ends up being "mage with Dark magic plus Zombie and maybe drain" with the formulas we have. Hell, with just the in-game formulas that we have to use, it wouldn't even really be a mage since the only stat that singular Undead-affecting formula uses is Speed. So Thieves and Ninja (and possible Archers and Priest) would likely end up being (slightly) better Necromancers than Necromancers. That or Necromancers would end up being speedy mages, which is kind of a problem with how spellcasters get killed mid-charge as it is (and it's not like you'd want to give them Innate Short Charge).

  • Nerf Monk?: Probably. They're still able to do everything as long as Vertical doesn't screw them over and Martial Arts is still kind of inherently busted. Hell, they got buffed what with Spin Fist being actually usable now; you shouldn't weaken it again to nerf them, though. I figure if they get nerfed, it could probably be best to do so in their healing techniques. Stigma Magic kind of heals a lot of things for being instant and multi-hit and the same goes for Chakra, which is one of the few healing techniques that heal Undead. For starters, those could probably stand to just target the user or another (singular) person, not both.



Quote from: MysticKnightFF5 on January 01, 2011, 06:26:27 pm
The first is impossible? O.o


Affirmative, which is why Necromancer ultimately can't even be what one expects for the more popular understand of that term. (Not that Necromancer could match its classical definition in-battle either.)

The first ability is (currently) impossible because it asks for a Cancellation of status (Dead) at the same time that it asks for the Adding of status (Invite and Undead). There are additional problems, the primary one being unable to target Dead (or Petrified) units with any status outside of the cancellation of that status, so you can't even make a workaround of applying Undead to a corpse and going from there. Other additional problems are that you have absolutely no way to raise an Undead unit outside of chance and that the AI considers Undead a negative status, so they doubtless wouldn't apply it to allies unless Charm or Confused.

So...yeah.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dominic NY18 on January 02, 2011, 11:23:17 am
Quote from: Dome on January 01, 2011, 06:16:59 am
This is meant to be a community project, and the one I released is an Alpha demo, so, nothing is permanent
Give more specific suggestions for the names/skills and we will discuss them
P.s: Seems that the majority of ppl likes the Cadet -> Mercenary -> Heretic progression, so I don't think it will be changed for now...but who knows?


I...can't really be more specific about saying that his skillset name should remain the same if the skillset is mostly about buffing and supporting himself. "Leadership" just sounds generic. The only reasoning I see for it is because Ramza leads other people, but in that case, Cid's skillset can be called "Leadership."

I also can't be more specific about his job class name for the first chapter. He is a cadet, but he is also a squire. I never had a problem with him being called a squire after chapter 1 (because he's never knighted), but I thought it was only problematic that his chapter 2 and chapter 4 job classes are still called squire.

It's not a huge deal to me, despite how much I'm talking about though.

QuotePlease point them, because I don't see the problem...


To add on to what Pride said about the impression it gives, my biggest problem is how out of place your cameo is.

You don't see the problem with a 75 Brave/7 PA enemy w/Martial Arts as his support, Ignore Height for movement and some relatively advanced gear being in the first real battle? His physical attacks are pretty much instant death to whoever he targets.


QuoteEnemies will always be at your level, (Only bosses will be some level higher) and the enemy equipment in every fight (Random or storyline battle) will be the same you can buy in stores (Even if almost every battle will have at least 1 item worth stealing)
In this way, levelling won't punish you at all, you can't get LOLCRISTALMAIL at level 1, and steal will be still worth the slot


OK. Sounds good.

I'll actually have a chance to play it some more today, so I'll probably be giving more feedback soon.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 03, 2011, 04:51:35 am
I'm working on that
A lot of monsters will represent an element...they will absorb that element and be weak to the opposite
See the bomb family, for example
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: skiploom188 on January 03, 2011, 06:55:28 am
What if the axe's damages would never go below the given damage? Like the elemental guns? Is it possible?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 03, 2011, 07:07:42 am
Quote from: skiploom188 on January 03, 2011, 06:55:28 am
What if the axe's damages would never go below the given damage? Like the elemental guns? Is it possible?

Axes:
Dmg_[weapon] + 25% cast spell
How to edit weapon damage formula?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 03, 2011, 12:29:19 pm
Quote from: Dome on January 03, 2011, 07:07:42 am
Axes:
Dmg_[weapon] + 25% cast spell
How to edit weapon damage formula?


You could use the custom Axe/Flail/Bag Formula in OrgASM...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 03, 2011, 12:42:25 pm
Little update, next demo will be up soon, it will feature some monster change and the whole chapter 2
After that, the work will be slowed down (Exams...)
Just to let you know
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on January 03, 2011, 12:44:55 pm
Exams in January?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 03, 2011, 12:45:43 pm
Quote from: GeneralStrife on January 03, 2011, 12:44:55 pm
Exams in January?

Yeah, university kicks in
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on January 03, 2011, 12:46:57 pm
Quote from: Dome on January 03, 2011, 12:45:43 pm
Yeah, university kicks in

Damn, well good luck.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: MysticKnightFF5 on January 03, 2011, 09:36:18 pm
You should have axes increase in WP and have a strong level-based formula, but -1 speed
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: skiploom188 on January 04, 2011, 04:44:56 am
Quote from: MysticKnightFF5 on January 03, 2011, 09:36:18 pm
You should have axes increase in WP and have a strong level-based formula, but -1 speed


I was thinking about that one too, but I was too shy too suggest.

Quote from: RavenOfRazgriz on January 03, 2011, 12:29:19 pm
You could use the custom Axe/Flail/Bag Formula in OrgASM...
OrgASM = intentional?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 04, 2011, 04:51:54 am
yeah. the program is called FFTorgASM... yeah...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 04, 2011, 11:04:18 am
Together with my editing of 1.4, I'm working on a guide (Much like the FFT 1.3 Master guide)
I liked Arch idea about the format, so I decided to make my own
Do you like this format for monsters guys? (I made it with Excel and Paint)
(The info about chocobos are not complete)
(http://img146.imageshack.us/img146/4071/chocobo.png)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Pride on January 04, 2011, 11:09:55 am
Good format, it displays everything nicely. And it adds a bit of color and life to the set up.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 04, 2011, 05:20:35 pm
Quote from: Dome on January 04, 2011, 04:27:50 pm- Fire, Ice and Thunder spells have been changed to make them different (Fire focuses on damage, Ice on AoE and Thunder on speed)


Have fun rebalancing the Glacier, Blaze, and Blast Guns then.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 04, 2011, 05:23:24 pm
Quote
Quote- Fire, Ice and Thunder spells have been changed to make them different (Fire focuses on damage, Ice on AoE and Thunder on speed)


Have fun rebalancing the Glacier, Blaze, and Blast Guns then.

When the time comes I will work on them too
I will adjust the WP accordingly
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on January 04, 2011, 05:31:33 pm
Quote from: RavenOfRazgriz on January 04, 2011, 05:20:35 pm
Have fun rebalancing the Glacier, Blaze, and Blast Guns then.


Shouldn't be too hard, but I don't know how extreme the damage differences in black magic are.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 04, 2011, 05:35:26 pm
Quote from: philsov on January 04, 2011, 05:31:33 pm
Shouldn't be too hard, but I don't know how extreme the damage differences in black magic are.

black magic uses the same formula as before
Y = 17,21,27 (fire)
Y = 12,16,22 (Bolt)
Y = 10,14,20 (Ice)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 04, 2011, 06:07:44 pm
Quote from: philsov on January 04, 2011, 05:31:33 pm
Shouldn't be too hard, but I don't know how extreme the damage differences in black magic are.


Note that he also has to balance this next to a unit using the Knight's Break command (or other formula involving WP) in addition to just Fire/Ice/Bolt 3.

It's not as clear cut as you make it sound unless you intentionally make the gun with the weakest pairing magic the weakest Gun or consider a sizable bonus to Break chances with that Gun a design feature for some reason.

E:  He could always do the super-obvious solution though, I guess.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 04, 2011, 06:18:11 pm
Quote from: RavenOfRazgriz on January 04, 2011, 06:07:44 pm
E:  He could always do the super-obvious solution though, I guess.

Reducing the power of the fire gun by 2 and increasing the power of the ice gun by 1?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 04, 2011, 07:13:07 pm
Quote from: Dome on January 04, 2011, 06:18:11 pm
Reducing the power of the fire gun by 2 and increasing the power of the ice gun by 1?


No, not editing the original Fire/Bolt/Ice 1-3s, duping them elsewhere, making the changes you want to the dupes, then adding those into the Wizard's skillset.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 04, 2011, 07:33:26 pm
Quote from: RavenOfRazgriz on January 04, 2011, 07:13:07 pm
No, not editing the original Fire/Bolt/Ice 1-3s, duping them elsewhere, making the changes you want to the dupes, then adding those into the Wizard's skillset.

This would require a lot of free skills slot...
What's the problem if I leave everything as it is, or I just fix the WP of the guns?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 04, 2011, 08:42:41 pm
9 Skill Slots. Unless you intend to add a boatload, you have the space.

If you leave everything as is, huge disparity between Gun power.

Adjusting WP, doesn't seem as bad as it once looked, but both Glacier and Blast Guns need a WP of 24 and Blaze Gun needs a WP of 19 assuming we use the tier 3 casts as a benchmark.  If we use the tier 1 casts as a benchmark, they suddenly need 28 WP for Glacier Gun, 25 WP for Blast Gun, and 17 WP for Blaze Gun.  So no matter what, you hit inconsistencies with some Guns being too strong or too weak, and if you play to the lowest tier, lol28WPGun+BreakSkills.

Yeah.  Just using "new" skills for Fire/Bolt/Ice seems far simpler.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gotwald on January 04, 2011, 09:09:32 pm
Or, you could have 3 tiers of magic guns available at different times. Like romada and mythril gun, it could be 3 different strengths. Although, the fixed element isn't to nice, but it is a suggestion.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 04, 2011, 09:38:34 pm
Quote from: Gotwald on January 04, 2011, 09:09:32 pm
Or, you could have 3 tiers of magic guns available at different times. Like romada and mythril gun, it could be 3 different strengths. Although, the fixed element isn't to nice, but it is a suggestion.


If you remember Mustadio's dialog very early in the game, Magic Guns are rare relics, unlike the standard Guns which are far more common and easy to restore.  You can't just shove them in a shop due to this, so making "tiers" of them is pointless.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 05, 2011, 04:47:12 am
@Raven
Well, -almost- every monster now has an "attack" skill instead of the old one, so yes, we have the space
But I must admit I don't like the idea to sacrifice 9 skill slot just for 3 rare weapons, if I can just reduce/increase the WP of the guns by 1/2 points to solve the problem, because I'd like to use the free space for the new skills that some job will get...

Edit:
Right now, the guns have 20 (Ice gun) 21 (Fire gun) and 22 (Bolt gun) WP
We can just swap them and maybe add/remove one additional point from the WP
For example: 19 (fire) 22 (Bolt) 23 (Ice)
Elemental guns were strong since the beginning, and I don't think 1 WP less or more will change much at all :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 05, 2011, 03:43:30 pm
Quote from: Dome on January 05, 2011, 04:47:12 am
@Raven
Well, -almost- every monster now has an "attack" skill instead of the old one, so yes, we have the space
But I must admit I don't like the idea to sacrifice 9 skill slot just for 3 rare weapons, if I can just reduce/increase the WP of the guns by 1/2 points to solve the problem, because I'd like to use the free space for the new skills that some job will get...


I do not think you understand just how many skill slots there are in the game that you can easily make use of, especially if you're merging redundant skill.  9 is like a bucket drop honestly.

Quote from: Dome on January 05, 2011, 04:47:12 amEdit:
Right now, the guns have 20 (Ice gun) 21 (Fire gun) and 22 (Bolt gun) WP
We can just swap them and maybe add/remove one additional point from the WP
For example: 19 (fire) 22 (Bolt) 23 (Ice)
Elemental guns were strong since the beginning, and I don't think 1 WP less or more will change much at all :-)


Already gave you all the WPs to match the vanilla/1.3 guns at various cast tiers, bro:

Quote from: RavenOfRazgriz on January 04, 2011, 08:42:41 pm...both Glacier and Blast Guns need a WP of 24 and Blaze Gun needs a WP of 19 assuming we use the tier 3 casts as a benchmark.  If we use the tier 1 casts as a benchmark, they suddenly need 28 WP for Glacier Gun, 25 WP for Blast Gun, and 17 WP for Blaze Gun.  So no matter what, you hit inconsistencies with some Guns being too strong or too weak, and if you play to the lowest tier, lol28WPGun+BreakSkills.


19 / 22 / 23 makes the Blaze Gun retardedly powerful despite it having the lowest WP compared to the other two if you look at the numbers in the quote box directly above here.

://////////////////////////////////////////////
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: LightningHax on January 05, 2011, 03:59:08 pm
Instead of using traditional magic guns, why not get a little creative? I've always wanted a cure gun :). You could use Demi Guns, Flare Guns, Holy Guns, the possibilities are insane. So give it a shot! What could possibly go wrong :roll:.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 05, 2011, 05:08:01 pm
Quote from: LightningHax on January 05, 2011, 03:59:08 pm
Instead of using traditional magic guns, why not get a little creative? I've always wanted a cure gun :). You could use Demi Guns, Flare Guns, Holy Guns, the possibilities are insane. So give it a shot! What could possibly go wrong :roll:.


QuoteMy hope is to turn FFT 1.4 into a big community project, and finally develop the ultimate "FFT: FFhacktics edition"


^ That.  You can't exactly make it a definitive update to the game when you arbitrarily add creative license where it has no place.  Then again... this project already has an unnecessary amount of creative license being shoved around in places it has no need of being outside of "because I want to", so ugh.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 05, 2011, 05:40:09 pm
Quote19 / 22 / 23 makes the Blaze Gun retardedly powerful despite it having the lowest WP compared to the other two if you look at the numbers in the quote box directly above here.

Even if I do the way you suggest (Creating dupe skills to place in the black mage skillset, etc etc...) guns will never result balanced, because the damage can change depending on the power of the magic, and the WP will always be too high (As it has always been) or too low...I'm wrong?
Also, from the crapload of changes I did, the only thing that bothers you are 3 rare weapons? Nothing to say about the difficult, the battles, the monster changes, the custom skills Ramza has, the whole "enemies are at the same level you are" etc?
QuoteThen again... this project already has an unnecessary amount of creative license being shoved around in places it has no need of being outside of "because I want to", so ugh.

Have you played the demo? "Creative license" at the moment are only ideas (That may or may not be implemented), and nothing more
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 05, 2011, 06:49:21 pm
Quote from: Dome on January 05, 2011, 05:40:09 pm
Even if I do the way you suggest (Creating dupe skills to place in the black mage skillset, etc etc...) guns will never result balanced, because the damage can change depending on the power of the magic, and the WP will always be too high (As it has always been) or too low...I'm wrong?


You're wrong because if you read my posts, my only reference point has been the Guns utilizing the new Black Magic skills vs their original forms, and trying to show you why rescaling the original 3 Black Magic elements is best done using new skill slots unless you intend to have gross power differences between the Guns themselves.  Their actual damage potential is another matter entirely, I'm solely comparing the disparity in power between the same level magic cast by each Gun and the gaps in WP required to level them back out.

Quote from: Dome on January 05, 2011, 05:40:09 pmAlso, from the crapload of changes I did, the only thing that bothers you are 3 rare weapons? Nothing to say about the difficult, the battles, the monster changes, the custom skills Ramza has, the whole "enemies are at the same level you are" etc?


Difficulty I've questioned you on about 5 times and you've made it rather clear what your target is.  I'm unconcerned about it as long as you know what that target is, are consistent about it, and aren't dumb about reaching it.  That's something you smooth out with playtesting once you've decided on a method that's airtight and consistent.

Battle changes can't be qualified on the same level I'm speaking of with the Guns.  You obviously change the enemy generic units that appear in battle when modifying for a difficulty because Vanilla was very haphazard at times.  Again, that's solely a playtesting matter as long as you don't handle it in one of the ways 1.3 flopped in rather hard with the mass-spamming of Story Hell Knights or something that's obviously nigh-impossible to justify.

Monster changes obviously occur, and obviously skills are changed and added, especially when considering Vanilla monsters often only had 1-2 skills each.  They're a question of mostly keeping to their "flavor" over their actual skills, and making sure those actual skills aren't dumb or poorly implemented.  I need to re-look at the monster thread though, I had a big post I was going to make on it but my web browser ate it and I haven't cared since.  I remember there being a lot of questionable stuff there though.

Quote from: Dome on January 05, 2011, 05:40:09 pmHave you played the demo? "Creative license" at the moment are only ideas (That may or may not be implemented), and nothing more


I'm mostly talking towards the Ramza changes, "let's gut Mustadio and make that Archer!" thing that was being kicked around, the obscure and mostly useless Necromancer.  1.3's Sage was nice and indirectly a faithful replacement, Red Mage would be more faithful, a new class would be fine if it were actually useful beyond obscure uber-niche level and was defined enough to justify taking a job wheel slot, etc.  Half the problem is the seemingly unnecessary bits of creative liberty being taken just because they can be taken and not to actually fix omething, the other half of the problem is that a lot of it honestly feels sub par.  Get a good idea through the wringer, it'll be worth going a bit to the side for, but at least personally it's hard to condone a chunk of ideas not only because they seem to go far more off into "personal patch" / "full mod" over "rebalance and difficulty enhancer", but also because they just feel like the thing you would expect an amateur to toss in because it seemed like a good idea at the time.  I assume you want something quality, so I'm being rather abrupt and harsh in pointing things out, since I'm guessing you don't want the end product of your work to be referred to as "FFT 1.lolpatch" or something, as you're actually trying to make something quality and playable while also not feeling like getting yourself circumsized by shoving your dick into a cheese grater.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 05, 2011, 07:16:50 pm
Really, you only need 6 free slots if you are so worried. Use 3 from the original Fire/Ice/Bolt spells as the base, and remake 6 in the unlabelled spots.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Zaroua on January 05, 2011, 08:40:07 pm
I always thought the Archer skill set should be more like Mustadio's but unusable with Guns: Leg Aim/Arm Aim, normal "Charge" and some AoE volley attack that only works with Bows/Xbows. To be honest, the Archer job pales in comparison to what the other classes can do in a battle in terms of damage/survivability/utility.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on January 06, 2011, 02:26:16 pm
...No one's talking about nerfing the Guns.  The discussion itself has not touched upon their power level in relation to anything beyond themselves whatsoever, honestly.  Did you... erm... read? :/

There are also more than enough slots available to do what I said and make a new Job.  A bit of common sense and you can really have tons of space in this game while giving up very little.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Shade on January 06, 2011, 03:59:19 pm
Question!!!!

Why did you take away weapon guard and monster skill from their orginal job, and my god why did you gave it to the chemist????
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on January 06, 2011, 04:22:59 pm
Weapon guard made more sense as a squire job it's true. Parrying would be one of the first things a new warrior would learn.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 06, 2011, 04:34:38 pm
Quote from: Shade on January 06, 2011, 03:59:19 pm
Question!!!!

Why did you take away weapon guard and monster skill from their orginal job, and my god why did you gave it to the chemist????

That's just a temporary change, don't worry
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: EpicSolidSnake on January 06, 2011, 05:43:00 pm
Quote from: RavenOfRazgriz on January 06, 2011, 02:26:16 pm
...No one's talking about nerfing the Guns.  The discussion itself has not touched upon their power level in relation to anything beyond themselves whatsoever, honestly.  Did you... erm... read? :/

There are also more than enough slots available to do what I said and make a new Job.  A bit of common sense and you can really have tons of space in this game while giving up very little.


Ugh....i read the other posts actually, but i must have *Missread* or something.
Guess thats what hapend if you try to read if you had no sleep for 2 days...youch.

By the way, will the bosses get some kind of nerf for growth? (Mosly for the last few bosses, excluding the one you find in the DD)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 08, 2011, 06:15:54 am
No feedback about the difficult of the hack, guys?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 13, 2011, 12:44:37 pm
Upgraded the demo to version 2.1
If you want to know what changed, check the first post
I've also updated the monster visual guide, it shouldnt have any more error now
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on January 14, 2011, 05:35:02 pm
Hellowww i´m back

Yesterday i´ve started to play 1.4 DEMO 2.1, now rigth now i´m on star of chapt 3, and so far my opinions


1- making every job same growth really is fine, but this make every non special unit dispensable.


2- choco ball = instant Quick = gamble for the wins !


3- I think that boco is weak, it could have a little more power on skills for chap 2 choco meteor hav an acceptable damage, but for chapt 3 onward i think that it will be worse ( i´ve done an only chocobo chalenge on vanilla, chocobo meteor reaaaally sucks later... ), what about giving Boco a new Choco Skill ? And its Choco Cure be more like monk Chakra ? For the New Skill i´ve thought of  "Choco Feather -  3 range ignore evasion, formula 3*MA, chance of givin one of these effects: Charm / Sleep / confusion"


4- So far, the more hard battle were: Rat Cellar on chap 1, and Execution Site on Chapt 2 ( DAMN BIRDS !!! ), but still need to sandbag to be able to steal sometimes... some changes on battle hav make they more easy than 1,3, that could be seen so early as dorter, but still u need some strategy to some battles ( or luck+charm... as ever )


5- Mime should need lvl 3 on other job, not only on Summoner, Geomancer, Lancer and Meditator... or when you get Special characters on chap 4 they wont hav their jobs unlocked.


6- this is my taste, but i think Agrias needs much more MOVE+1 than JUMP+1



Edit.

Ok, played some battles, then i noticed that u didn´t changed battles from chap 3... ( i only noticed few minutes ago when i was raped from blaze guns on grog hill ¬¬... )...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Conlius on January 14, 2011, 05:41:42 pm
I don't think a few weaker instant cast spells for each caster is a bad thing.  It would give casters an option of damage/healing without charging a spell in the face of melee and getting themselves insta-gibbed (attacked while charging = dead).

You would need to balance it though...Make mana cost proportional to and damage and inversely proportional to cast speed.  Faster casting spells are expensive as are higher damage ones.  Therefore, theoretically the fast cast coupled with high damage would cost ridiculous amounts of mana, so much so that it couldn't exist in the game.  Short cast spells should cost more mana, and do less damage than their slower/higher damage counterparts due to saving time and preventing extra incoming damage.

It isn't bad...just look at fire 1-4.  Make fire1 the instant mini nuke and fire 4 the slow big nuke (exceptionally stronger than fire1).  Even with a Y coefficient of 5 or 6 on fire1, you can still nuke for over 150 or so with high MA end game.  Evade and resistance only help balance it.

However, these should be limited to damage and healing, not buffs such as haste or reflect (this could be a little OP when used properly).
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 15, 2011, 04:48:57 am
QuoteHellowww i´m back

Yesterday i´ve started to play 1.4 DEMO 2.1, now rigth now i´m on star of chapt 3, and so far my opinions

Welcome back :-)
Finally someone gives me a feedback!
Ok, let's see...

Quote1- making every job same growth really is fine, but this make every non special unit dispensable.

Well...yes, you are right...but whatever I do about growths, there will always be some drawback...so, for the moment, growths will stay fixed :-)

Quote2- choco ball = instant Quick = gamble for the wins !

Glad you like the idea :-) My first idea was to make choco ball a multi-hit low damage skill, but it wasn't possibile to balance it without changing Chocobo's MA and a lot of formulas...

Quote3- I think that boco is weak, it could have a little more power on skills for chap 2 choco meteor hav an acceptable damage, but for chapt 3 onward i think that it will be worse ( i´ve done an only chocobo chalenge on vanilla, chocobo meteor reaaaally sucks later... ), what about giving Boco a new Choco Skill ? And its Choco Cure be more like monk Chakra ? For the New Skill i´ve thought of  "Choco Feather -  3 range ignore evasion, formula 3*MA, chance of givin one of these effects: Charm / Sleep / confusion"

Well, If I must say the truth... Boco is not meant to be broken, but more of a support character
He can cure hp and statuses, attack from 5 panels away and grant quick to another unit (50%) has DEF UP and Move HP-UP...he is already strong, considering that you recruit him almost at the beginning of chapter 2
He is a lifesaver early on, when you still may have some problems with abilities and stuff
Anyway, If we must add something to his skillset, my idea was to give him something like phoenix down (Chocobo downfeather?)...what do you think about this one?
I agree that later in the game Boco won't be uber strong

Quote4- So far, the more hard battle were: Rat Cellar on chap 1, and Execution Site on Chapt 2 ( DAMN BIRDS !!! ), but still need to sandbag to be able to steal sometimes... some changes on battle hav make they more easy than 1,3, that could be seen so early as dorter, but still u need some strategy to some battles ( or luck+charm... as ever )

Mmm...Sand Rats cellar can be easy if you just nuke them with MAgic...what strategy were you using?
Execution site...hehe, birds can be a pain in the ass with hamedo and petrify, but that battle is meant to be hard :-) I already removed some on the enemies on the field, and there is almost no caster IIRC, so Def Up helps a lot in that fight
Anyway, if a lot of other people finds those battle hard, I will nerf them a bit :-)

Quote5- Mime should need lvl 3 on other job, not only on Summoner, Geomancer, Lancer and Meditator... or when you get Special characters on chap 4 they wont hav their jobs unlocked.

Specials have some pretty good skill in their base job (R/S/M) and they will join with a some good job unlocked...don't worry :-)

Quote6- this is my taste, but i think Agrias needs much more MOVE+1 than JUMP+1

I was thinking the same thing...it will be fixed in the next upgrade

QuoteEdit.

Ok, played some battles, then i noticed that u didn´t changed battles from chap 3... ( i only noticed few minutes ago when i was raped from blaze guns on grog hill ¬¬... )...

Lol
Yeah, grog hill in 1.3 is a pain in the ass xD

Now, 2 questions:
- How do you like the fact that sometimes enemy teams have monsters in them?
- Did you find useful to steal during storyiline battles?

To end this long post...Thanks, FUCKING Thanks for the feedback!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on January 15, 2011, 01:13:02 pm
Quote
Glad you like the idea :-) My first idea was to make choco ball a multi-hit low damage skill, but it wasn't possibile to balance it without changing Chocobo's MA and a lot of formulas...


Multi Hit is really broken, i liked the way Choco Ball is, but that is only cuz i use Boco, for black chocobo it wouldn´t be so good, Yellow has cure and Red has longe range attack... black only have a chance to do quick, i still didn´t try monsters, cuz i usually only do story battes, don´t like griding ( even for job lvl / skills )


QuoteWell, If I must say the truth... Boco is not meant to be broken, but more of a support character
He can cure hp and statuses, attack from 5 panels away and grant quick to another unit (50%) has DEF UP and Move HP-UP...he is already strong, considering that you recruit him almost at the beginning of chapter 2
He is a lifesaver early on, when you still may have some problems with abilities and stuff
Anyway, If we must add something to his skillset, my idea was to give him something like phoenix down (Chocobo downfeather?)...what do you think about this one?
I agree that later in the game Boco won't be uber strong


When i saw Boco using FFT PActher i thought it was strong, playing with it i changed my mind... the reasons

- even on start of chap 2, Boco came with 9 MA, that means 36 Choco Meteor, i only used it to kill character who had very low HP ( mostly the ones revived with phoenix down ), archer with concentrate can easily replace this ( and u can have one without grinding at this point ), minus 1 point for Boco

- Chakra does equal to more healing than Choco Cure, at cost of vertical range... this one usually is used to my char resist one more attack, so it could be a point for Boco

- I rarely used esuna... really...

- when i got Boco it had more HP than my non-armor chars, by the end of chapt 2 it has close the same ( lvl 14 ), on chapt 3 my chars could hav more HP than it if i wanted ( for me, Green Beret > HP ), even with defense UP it still could be easily be killed with magic. ( maybe a little more HP multiplier )


- The Choco Feather that i mentioned... forget... this morning i thought exatly what you said... a Phenix Down-ish for Boco... that would be great... be able to revive someone really is worth !

- instead of having DEFENSE UP, isn´t better to be a innate Protect ? this way i cant give more defense to it, without putting it on defense... the same way, instead of MOVE HP-UP, regen would be better, but then Boco would be a little broken when u get him ( i mean... with protec + shell + haste he would be a nasty little nuker )


- Reading again, and remebering the playing with Boco, the only changes that i really sugest that would be nice without making Boco much more stronger would be
1- A skill that revive
2- Instead of having DEFENSE UP, more HP, and/or less Faith / Innate Inocent
3- Choco Cure and Choco meteor formula MA*5 instead MA*4

Only one more thing about the revive skill... ( i swear this is the last thing about Boco i´ll talk on this post ), what you thinking that this skill would be better ? I´ve got 3 ideas: a raise-like, 4 range, HIT (50+MA)%, not based on faith 50% HP restore;  another idea is a phoenix down + revive, a 100% hit, with 2~3 max range and PA% healed ( same formula of monk revive, Heal(PA)%, HIT (PA+255)% );  the Third idea is... the classic Phoenix Down, 4 of range, revive 100% with low HP;


*** i´ve calculed and saw that my Boco really had lame stats... but when i saw the max it could hav... not sooo much diference...



QuoteMmm...Sand Rats cellar can be easy if you just nuke them with MAgic...what strategy were you using?


Do you belive that i had a Black and a white mage both with fire + bolt + ice ( black with second set item ) and get beaten a little ? the long bow archers keep killing my mages... while i was reviving they and keeping the knight inside the cellar... but my fault that i was training Ramza and one generic on archer, to get they thief as fast i could... without grind  :cool:

QuoteExecution site...hehe, birds can be a pain in the ass with hamedo and petrify, but that battle is meant to be hard :-) I already removed some on the enemies on the field, and there is almost no caster IIRC, so Def Up helps a lot in that fight
Anyway, if a lot of other people finds those battle hard, I will nerf them a bit :-)


Leave the way it is... is good to hav some challenge ! But maybe instead of 2 cocatoris put another bir... like 1 cocatoris and one Juravis, that way, even if you got yourself protected from beak, there could be more challenge with a potential HASTE unit with hurricane !

QuoteSpecials have some pretty good skill in their base job (R/S/M) and they will join with a some good job unlocked...don't worry :-)


But would be nice if i dont need to grind to get other classes  :cool: i´ve seen ( by FFT PATCHER ) those changes... i liked, but still, we need to pick a second job for each special character, and will be nice if i don´t hav to open all job, only need to do some random battle e get lucky with crystals


QuoteNow, 2 questions:
- How do you like the fact that sometimes enemy teams have monsters in them?
- Did you find useful to steal during storyiline battles?


- Enemies monter for me are "wow... free kill", but monster + monster skill is "WOW... i could be pretty much killed"... what i mean to say is... they are potential chalenge, AND AI use their monster skill ( again... DAMN HURRICANE BIRD !!!! )

- Steal is  a little useful, not so much... cuz shops tend to hav thing that i like to steal little after i stolen they ( Green beret, Wizard Mantle ), but there are some goods worth stealing, like magic gauntlet or mythril gun, some armor too... what i think that make steal a little more useful is make equip that give stats ( Green beret !!! even wizard rod ) only buyable latter on chap 4, and only after Limberry. But this is a little extreme...





another few thing:


- Will you leave all battles of chapt 3 & 4 unchanged ??? The increase on dificult from chapt 2 -> 3 is reaaly drastic... ( ohh... still on grog hill by the way... not that i tried much... only 2 more times... ) at least the lvl shoul be all "party lvl" and Bosses with "party lvl +1~3"

- Is there more skill changes ? Like Choco Ball, are others skills changed ?

- Mustadio class don´t need MOVE+2,  MOVE +1 is already fine ( cuz he uses guns... he already hav range )

- on FFT pachter i notted that Vampire is with different Monster Skill...

- i liked the difference on ICE, BOLT and FIRE, but i really don like using ICE... Fire i use to nuke somebody and Bolt to take down more than one enemie ( Algus died by a 108 FIRE2 damage from my oracle...  :cool: ) but still not so much reason to use more black mage

- Magical guns should be removed from game until decided wat to do with they


And... i too... tend to make some looooong posts....... if only my knowledge of english was more good...

Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 15, 2011, 08:37:44 pm
QuoteMulti Hit is really broken, i liked the way Choco Ball is, but that is only cuz i use Boco, for black chocobo it wouldn´t be so good, Yellow has cure and Red has longe range attack... black only have a chance to do quick, i still didn´t try monsters, cuz i usually only do story battes, don´t like griding ( even for job lvl / skills )

Well, a "Possible" instant quick from a fast unit is pretty strong, IMHO...Expecially when you get special-strong unit

QuoteWhen i saw Boco using FFT PActher i thought it was strong, playing with it i changed my mind... the reasons

- even on start of chap 2, Boco came with 9 MA, that means 36 Choco Meteor, i only used it to kill character who had very low HP ( mostly the ones revived with phoenix down ), archer with concentrate can easily replace this ( and u can have one without grinding at this point ), minus 1 point for Boco

- Chakra does equal to more healing than Choco Cure, at cost of vertical range... this one usually is used to my char resist one more attack, so it could be a point for Boco

- I rarely used esuna... really...

- when i got Boco it had more HP than my non-armor chars, by the end of chapt 2 it has close the same ( lvl 14 ), on chapt 3 my chars could hav more HP than it if i wanted ( for me, Green Beret > HP ), even with defense UP it still could be easily be killed with magic. ( maybe a little more HP multiplier )


- The Choco Feather that i mentioned... forget... this morning i thought exatly what you said... a Phenix Down-ish for Boco... that would be great... be able to revive someone really is worth !

- instead of having DEFENSE UP, isn´t better to be a innate Protect ? this way i cant give more defense to it, without putting it on defense... the same way, instead of MOVE HP-UP, regen would be better, but then Boco would be a little broken when u get him ( i mean... with protec + shell + haste he would be a nasty little nuker )


- Reading again, and remebering the playing with Boco, the only changes that i really sugest that would be nice without making Boco much more stronger would be
1- A skill that revive
2- Instead of having DEFENSE UP, more HP, and/or less Faith / Innate Inocent
3- Choco Cure and Choco meteor formula MA*5 instead MA*4


Only one more thing about the revive skill... ( i swear this is the last thing about Boco i´ll talk on this post ), what you thinking that this skill would be better ? I´ve got 3 ideas: a raise-like, 4 range, HIT (50+MA)%, not based on faith 50% HP restore;  another idea is a phoenix down + revive, a 100% hit, with 2~3 max range and PA% healed ( same formula of monk revive, Heal(PA)%, HIT (PA+255)% );  the Third idea is... the classic Phoenix Down, 4 of range, revive 100% with low HP;


*** i´ve calculed and saw that my Boco really had lame stats... but when i saw the max it could hav... not sooo much diference...

As I already said, Boco is not meant to be a power-house, but more a support-team player
He is a lifesaver early on, because he is strong, but sooner or later he WILL be worse than other units...
Still, having all the "normal" chocobo skills (Choco Esuna/ball/cure/meteor) is something worth
We can adjust his multipliers (After all, he isn't a normal chocobo), give him less faith and a new custom skill...I like the idea of a "Chocobo" phoenix down, but I fear it may be broken...


QuoteDo you belive that i had a Black and a white mage both with fire + bolt + ice ( black with second set item ) and get beaten a little ? the long bow archers keep killing my mages... while i was reviving they and keeping the knight inside the cellar... but my fault that i was training Ramza and one generic on archer, to get they thief as fast i could... without grind  :cool:

Strange...I found that battle easy...let's hear what others say about this battle

QuoteLeave the way it is... is good to hav some challenge ! But maybe instead of 2 cocatoris put another bir... like 1 cocatoris and one Juravis, that way, even if you got yourself protected from beak, there could be more challenge with a potential HASTE unit with hurricane !

Trust me, it's better to leave them as they are now...hasted birds are something to fear so early in the game

QuoteBut would be nice if i dont need to grind to get other classes  :cool: i´ve seen ( by FFT PATCHER ) those changes... i liked, but still, we need to pick a second job for each special character, and will be nice if i don´t hav to open all job, only need to do some random battle e get lucky with crystals

Special characters will join with more jobs unlocked than the one you saw in the demo, don't worry :-)

Quote- Enemies monter for me are "wow... free kill", but monster + monster skill is "WOW... i could be pretty much killed"... what i mean to say is... they are potential chalenge, AND AI use their monster skill ( again... DAMN HURRICANE BIRD !!!! )

Thanks for the feedback

Quote- Steal is  a little useful, not so much... cuz shops tend to hav thing that i like to steal little after i stolen they ( Green beret, Wizard Mantle ), but there are some goods worth stealing, like magic gauntlet or mythril gun, some armor too... what i think that make steal a little more useful is make equip that give stats ( Green beret !!! even wizard rod ) only buyable latter on chap 4, and only after Limberry. But this is a little extreme...

I was thinking about reducing the amount of money given to the player after each fight...in this way, stealing will be much more useful (Free stuff + Stuff that you can only buy later in the game)

Quote- Will you leave all battles of chapt 3 & 4 unchanged ??? The increase on dificult from chapt 2 -> 3 is reaaly drastic... ( ohh... still on grog hill by the way... not that i tried much... only 2 more times... ) at least the lvl shoul be all "party lvl" and Bosses with "party lvl +1~3"

Of course not, battles will be changed :-)
The change is so drastic because chapter 3 is still 1.3...

Quote- Is there more skill changes ? Like Choco Ball, are others skills changed ?

Mainly skills used by monsters

Quote- Mustadio class don´t need MOVE+2,  MOVE +1 is already fine ( cuz he uses guns... he already hav range )

Yeah, I think you are right

Quote- on FFT pachter i notted that Vampire is with different Monster Skill...

Fixed :-)

Quote- i liked the difference on ICE, BOLT and FIRE, but i really don like using ICE... Fire i use to nuke somebody and Bolt to take down more than one enemie ( Algus died by a 108 FIRE2 damage from my oracle...  :cool: ) but still not so much reason to use more black mage

I'm working on that

Quote- Magical guns should be removed from game until decided wat to do with they

Ever Magical gun will have the same WP (21) and nothing will be changed (They will use the normal-vanilla spells)

QuoteAnd... i too... tend to make some looooong posts....... if only my knowledge of english was more good...

I was able to read everything you posted :-)

Also, thanks again for the feedbacks
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on January 16, 2011, 09:32:55 am
I liked the changes os R/S/M from Ramza classes, but i still think that Ramza, for he travel around the world and battle so much enemies, that he should learn more skills from special enemies... like the reasons that skills you gave him so far... IMHO the skills that he should learn would be like:


Dark Sword, from Galfarion on the end of chapter 2 ( only by crystal if possible )

Stasis Sword, from Wiegraf, on end of chapter 3, not only Ramza has a Holy Knight with him, but even Delita became one, he witness varios Holy Sword Skill... not hard that he learn one by himself

Ultima, from DD battle, but this time, no charge, original AOE and damage, but large MP cost... ( even more than 40 ), well... a leader need a signature attack ( sorry, cant think of anything good right now... )

Before someone else do, let me analyze this skills

Dark sword is really the best way to get back MP and/or to prevent some enemies skill, but Ramza skill set don´t need this MP (only if there was a "ultima" skills as mentioned ), and another Skillsets hav more power to stops enemies skills than this one. Having this, Ramza skill set won´t be so advantageos, you would need to waste one turn with ramza to recover MP, thing that one other unit you usually hav could be doing for Ramza and more team members.

Stasis Sword, to much short range, and evadeable, Draw Out covers amost same are, only hit enemies, 100% hit, and have other skills that help your team, and some elemental attacks with decent damage. So why put it on Ramza Skillset ? Cuz he don´t hav one realy good attack, bullseye is kinda weak, Beat Down  to much random... and why do some damage skills instead of using existing ones that could fit on "history" as the others skills ?

Ultima... err... i cant think of a chapter 4 skill that isn´t ultima... Ramza need a unique non-uber skill or an uber skill with high cost ( MP or HP or both or whatever... )
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: FFMaster on January 17, 2011, 08:17:25 pm
Wait... you are bringing Bull's Eye back? The gun buggy skill?

I personally hate the loss of Dash and Throw Stone. Just because he's better doesn't mean he should lose skills.

As for Invite, I also kind of hate. From my perspective, Ramza is probably the most hated person in Ivalice. He has assassinated many important figures, and the world would only probably see him as a Heretic. Remember that the church has control over pretty much everything, and that pretty much everyone is a believer.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on January 22, 2011, 01:47:55 pm
I am going to test you patch now.

Follow it on my youtube.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on January 24, 2011, 05:28:12 pm
I think that 4th chapter (maybe even 3rd) Ramza should get a strong offensive attack. It looks like you have good defense for him. Maybe something like stasis sword or shock!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on January 24, 2011, 06:22:58 pm
Demo 2.1

-I love the new Wizards, they are fun to use.
-Gold chocobo might logically make more sense then white chocobo.
-Why did you remove revive?
-You may want to hold on battle axe so early in the game. The second battle where you first meet Algus, a squire had it and could one hit anyone. Also, I used battle axe on Wiegraf and knocked him down in two hits. It is a bitter sweet idea.
-Bulls eye is kind of lame. I have not used it with other weapons but with the battle axe: regular attack is 60 but with bulls eye it is 9.

More thoughts to come :)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 24, 2011, 07:04:44 pm
Ch4 Ramza MUST have a signature move...For the moment, is "Ultima"
Ramza won't have invite, which will be probably removed from the game (only monsters will be -invited- with "train")
Even if I like the idea, 99,9% I won't give Ramza any swordskill, I'm sorry :-(

@FFmaster
I was the one that found the bug, and ofc not
For the moment is a HP% based attack, and it sucks...but it's Ramza only
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 24, 2011, 07:06:04 pm
Quote from: dinosaur on January 24, 2011, 06:22:58 pm
Demo 2.1

-I love the new Wizards, they are fun to use.
-Gold chocobo might logically make more sense then white chocobo.
-Why did you remove revive?
-You may want to hold on battle axe so early in the game. The second battle where you first meet Algus, a squire had it and could one hit anyone. Also, I used battle axe on Wiegraf and knocked him down in two hits. It is a bitter sweet idea.
-Bulls eye is kind of lame. I have not used it with other weapons but with the battle axe: regular attack is 60 but with bulls eye it is 9.

More thoughts to come :)

Glad you like wizards :-)
Name isn't a problem, can be changed in 5 seconds xD
To nerf Monks a bit...
That's why I need people to test the patch
Bull eye will be changed to something more useful :-)

Thanks a lot for the feedbacks!!!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on January 24, 2011, 07:09:30 pm
I am not sure about the Monk losing revive. I would prefer it but still not sure...

Here is what I am talking about with the battle axe. @2:00

Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 24, 2011, 07:14:59 pm
Yeah, maybe Axes need a new, less-random formula...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on January 25, 2011, 07:03:02 am
Hmm... okay about the part "no-swordskill", but still, Ramza needs something thats make his skillset have a way to attack the enemy, for now what i feel is that Ramza can be more usefull as support than as attack character.

Invite as the game is now, all same stats growth, have only one purpose: invite monsters without using train ( to tell true, it is "usefull" to if you want equips from enemie with maintance ), so why don´t call it "TAME" and be monster only ? ( and i don´t mean to necessary be Ramza skill, maybe Reis ). On second througt Train is not a dificult way to get monsters to your side, so... invite really could turn into other skill.


And about Ramza R/S/M, instead of make them change each class, making he gains more each chapters make more sense ( except by Move+1, Move+2, Move+3 ).
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gotwald on January 25, 2011, 06:24:17 pm
I need something to do, as I got awfully sick, so I am trying this out. I'll report my findings in time.

-The fight at gariland, I almost lost. The squire (who had no weapon, headgear, and martial arts + high brave) could 1 shot everyone on my team, and I ran out of ressurection abilities (as you only get 2 pheonix downs). Please change this; you shouldn't be one shot when you can't control your abilities or your set up.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 27, 2011, 04:17:03 am
Quote from: Gotwald on January 25, 2011, 06:24:17 pm
I need something to do, as I got awfully sick, so I am trying this out. I'll report my findings in time.

-The fight at gariland, I almost lost. The squire (who had no weapon, headgear, and martial arts + high brave) could 1 shot everyone on my team, and I ran out of ressurection abilities (as you only get 2 pheonix downs). Please change this; you shouldn't be one shot when you can't control your abilities or your set up.

Ok, he will become shit like everyone else on the enemy team in the next update :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: nero on January 27, 2011, 10:40:43 am
This is really cool and I hope to see the completed project sometime soon :D

I recently tried 1.3 and enjoyed the rebalanced skills/items/classes but was frustrated by extremely tough AI and am glad your working for us who enjoy a a lighter challenge but with the same balance.

Also did u ever update the 1.3 with vanilla fights patch?  I would like to try that as well.

Thanks

Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on January 27, 2011, 12:21:33 pm
Quote from: nero on January 27, 2011, 10:40:43 am
This is really cool and I hope to see the completed project sometime soon :D

I recently tried 1.3 and enjoyed the rebalanced skills/items/classes but was frustrated by extremely tough AI and am glad your working for us who enjoy a a lighter challenge but with the same balance.

Also did u ever update the 1.3 with vanilla fights patch?  I would like to try that as well.

Thanks



Glad you like the 1.4 project :-)
The 1.3 with vanilla fight project is completed...you can download it in the project's topic :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 05, 2011, 08:54:42 pm
Dome! The first level of the underground library, one of the time mage kept spamming Golem (which is fine) but it did not take any MP away. Is that a glitch or you purposely did that?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 06, 2011, 05:06:41 am
Quote from: dinosaur on February 05, 2011, 08:54:42 pm
Dome! The first level of the underground library, one of the time mage kept spamming Golem (which is fine) but it did not take any MP away. Is that a glitch or you purposely did that?

A FUCKING GLITCH!
Golem should have been removed...maybe that time mage has a custom skillset given to him in the ENDT (Or ednt? Or whatever)
Will be fixed in the next release :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 06, 2011, 08:48:14 pm
Soo... the same battle (I cannot beat it) the enemy used antidote. I thought you removed it.

When they use antidote, it gave them innocent, haste, protect and shell :3
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 07, 2011, 02:52:28 pm
Pretty sure that time mage has instant summon. Her Golem and cyclops go off right after her turn is over. It is so hard to dodge an AOE attack that does 200 damage.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 07, 2011, 06:47:46 pm
Well...I used the antidote attribute to create a custom skill...but wait...are you playing Ch3 fights? Because the demo ends at the end of chapter 2 >_>
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: RavenOfRazgriz on February 07, 2011, 09:16:54 pm
Quote from: Dome on February 07, 2011, 06:47:46 pm
Well...I used the antidote attribute to create a custom skill...but wait...are you playing Ch3 fights? Because the demo ends at the end of chapter 2 >_>


You should have hit a red flag as soon as he said "Underground Library."
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 08, 2011, 12:42:28 am
dammit :( I want to play MOAR
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 08, 2011, 02:36:20 am
Quote from: RavenOfRazgriz on February 07, 2011, 09:16:54 pm
You should have hit a red flag as soon as he said "Underground Library."

Yeah, but at the moment I'm hard pressed by the exams, and I'm not very...active xD

@Dinosaur
Those units are probably using custom skillset made in order to allow the enemy to unleash all the abilities against the player...
Don't worry, tomorrow I have the last exam, then I'll resume the work and I'll release a version with the whole chapter 3 included
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 10, 2011, 05:04:35 am
The exam didn't go as I expected >_>
Whatever, from today I resume the work on 1.4 :-)
Next release will feature the whole chapter 3 (Sidequests not included, I don't recall if you are able to do them in chapter 3 or 4)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Eternal on February 10, 2011, 11:45:21 am
IIRC, most of the special characters obtained via sidequests are Chapter 4, so you -should- be OK.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Gotwald on February 10, 2011, 02:43:49 pm
Some more things I found...

-With good setups, every fight can be done without getting crystals or fighting randoms, as I have gotten neither and have defeated algus. This is nice, as the casual player will probably do some grinding and it should not hurt them too bad.
-Wiegraf with two hands REALLY surprised me when he started 1 shotting me.
-Pump heart is a great skill (although, it is basically wish) but basic skill is still a lackluster skillset, and item is better in almost every way. It could be greatly improved if it still had regen from cheer up, as squires already have heal and yet there is heal and cheer up for some redundant reason. Please give ramza heal and make cheer up for ramza and squires and inflict regen PLEASE.
-The archers with equip sword in dorter trade city was a nice touch.
-Monster have A LOT of HP early game. Still beatable, but talking over 100 when your guys only have 50ish if they aren't knights.
-Axes pwn all life, and so I am not using them to try to preserve my playthrough. I don't know how to fix them, but I am sure you can think of something.
-Any name is better than "EVERYONE DEFEND!". How about:
"Hold the line!" or "Defensive tactics" or "
-Can one of the start males have 70 faith? I don't mind using male mages because they can get move MP up and also have higher HP. In the same vein, maybe a 55 Brave female for those who like using female fighters?
-Have you thought about doing a small JP slash across the board to reduce grind? Or giving innate gained JP up to all classes? This might be a bit too much, but it is a thought, not necessary. I can say from playing that you don't NEED extra JP, but I haven't wasted a single point either.
-Difficulty is good, except with such high health the panther at thieves fort is a little tough to take out.
-All in all, very fun, and a better progression than 1.3, but I have never played easy type, which is probably why I like this so much.

These are simply observations from chapter 1. Time to start chapter 2!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 10, 2011, 02:53:36 pm
First of all: Thanks a lot for the feedback!


Quote-With good setups, every fight can be done without getting crystals or fighting randoms, as I have gotten neither and have defeated algus. This is nice, as the casual player will probably do some grinding and it should not hurt them too bad.

Good thing to hear :-)
Quote-Wiegraf with two hands REALLY surprised me when he started 1 shotting me.

:-)
Quote-Pump heart is a great skill (although, it is basically wish) but basic skill is still a lackluster skillset, and item is better in almost every way. It could be greatly improved if it still had regen from cheer up, as squires already have heal and yet there is heal and cheer up for some redundant reason. Please give ramza heal and make cheer up for ramza and squires and inflict regen PLEASE.

Yeah, I need to give them something unique
Quote-The archers with equip sword in dorter trade city was a nice touch.

;P
Quote-Monster have A LOT of HP early game. Still beatable, but talking over 100 when your guys only have 50ish if they aren't knights.

Sooner or later I will adjust monsters Growths and multipliers
Quote-Axes pwn all life, and so I am not using them to try to preserve my playthrough. I don't know how to fix them, but I am sure you can think of something.

My idea for the moment was to turn them into a poor-man Knight sword: Higher PA than reguar weapon (Swords) but you can't equip shields: Lose the "decapitate" skill
Quote-Any name is better than "EVERYONE DEFEND!". How about:
"Hold the line!" or "Defensive tactics"

I like "Hold the line"
Quote- Can one of the start males have 70 faith? I don't mind using male mages because they can get move MP up and also have higher HP. In the same vein, maybe a 55 Brave female for those who like using female fighters?

No, sorry ;P
Starters are already good enough: and remember, you can always recruit more at the soldier office
Quote-Have you thought about doing a small JP slash across the board to reduce grind? Or giving innate gained JP up to all classes? This might be a bit too much, but it is a thought, not necessary. I can say from playing that you don't NEED extra JP, but I haven't wasted a single point either.

I will work on jp costs: I want each job to require MAXIMUM 4000 JP to master
Quote-Difficulty is good, except with such high health the panther at thieves fort is a little tough to take out.

Already answered to this one
Quote-All in all, very fun, and a better progression than 1.3, but I have never played easy type, which is probably why I like this so much.

Best thing I could hear :-)
QuoteThese are simply observations from chapter 1. Time to start chapter 2!

You will soon meet Boco ;P
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 10, 2011, 03:15:46 pm
THINGS THAT WILL BE IMPLEMENTED

- I will edit again the ENDT in order to make each spot on the map to have it's own "Fauna" of monsters
- Rework the whole "Poach" list, removing the "Rare" poach
- Edit story fights again, in order to implement some "Controlled randomness" and add a bit of difficult where needed
- Undead monsters (Ghosts and Skeletons) are immune to crystal and Treasure, so they WILL come back to life sooner or later
- Every human job obtainable by the player will have innate: Defend (Defend as an ability removed)
- Arrow guard now called bullet guard, can block Bows, Crossbows, gun's bullet and thrown items

- Fly moved to the Time mage job
- Move jp and exp up moved to chemist
- Lowered Jp costs across the board

- Some piece of equipment reworked, in order to give more options in the end game without hampering middle-late game (Also some weapon type like gun, sword, knives)
- Summoners skill changed to hit all the enemies, low dmg
- Draw out won't break katanas

- Some support/reaction/movement ability will be reworked (The most useless will be merged together)

THINGS THAT MIGHT BE IMPLEMENTED (Up to discussion)

- Ninja/Archer's (if the class stays: See the point below) skillset may be changed in the future
- Some class may be changed (Archer->Hunter, a class focused on fighting monsters, and Sage->Blue mage/Necromancer)
- Geomancer may be able to use all of his geomancer skills without having to worry about the terrain, and most of them should have an element
- Mustadio skillset may be changed to a custom one
- Stolen/Destroyed equipment can be bought back at the fur shop
- Mediators might get back skills that allows them to alter Brave/Faith
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: overlon on February 11, 2011, 10:29:52 am
I see Ninja like that ;)

Skillset :Ninjutsu
- attack skill (range 1) when used from back of enemy may couse Death in some % formula (Speed * (Br/100) % or whatever);
- Throw for all types of weapons including shurikens and balls (one action for all);
- Smoke bomb is good idea cousing Darkness or Don't Move;
- Camuflage(Transparent) or something for few turns with only half move range( or Slow status);
- bare hand attack cousing Stop 100% or whatever formula for chance;
- slash attack based on Speed;
- maby some Naruto style but weak MA based instant spells  :roll:;

well try to think how real Ninjas were in feudal Japan. spies and assasins job ;)

BTW great work.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 12, 2011, 06:43:44 am
Guys, I've finished the "underground" fights of chapter 3, and the randoms
Soon I'll post the demo with the whole chapter 3 included :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 14, 2011, 08:02:27 pm
Ok, Ch3 is complete
Now I'm very tired, I'll sleep some hour and then upload the demo :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 15, 2011, 05:34:20 am
The ppf is ready...but it doesn't work >_>
http://www.mediafire.com/?67970do8v47372j (http://www.mediafire.com/?67970do8v47372j)

Asked for help here
http://ffhacktics.com/smf/index.php?topic=6740.msg139095#new (http://ffhacktics.com/smf/index.php?topic=6740.msg139095#new)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 15, 2011, 01:09:01 pm
Ok, maybe I've managed to make it
Dowload the ppf and let me know if it works!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 16, 2011, 03:25:57 pm
Ok, since the car decided it was the right time to leave me forever, I happen to have a lot of spare time...and because of this, 1.4 work will haste up
I have almost completed the work on chapter 4, now it's time to fix something up and I'll release a new demo
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 16, 2011, 05:35:23 pm
Demo 4 released
Changed some stuff here and there, and fixed the whole "magic guns" thing ;P
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 16, 2011, 11:57:49 pm
Enemy summoner used Golem without using MP.

Talk skill warn, when used, says protect but actually defends the unit. 
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 17, 2011, 04:40:12 am
Still that fucking summoner >_>
Tell me the fight!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 17, 2011, 03:21:09 pm


(ps- I REALLY like the new animations for the wizard, how each element has its own charging animation)

Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 17, 2011, 03:53:10 pm
Thanks for pointing out the bug, it has already been fixed
If for "Own charging animations" you mean the swinging knife that pops out from nowhere...that's a bug, and it has already been fixed
Sorry >_>
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 17, 2011, 04:06:35 pm
Quote from: Dome on February 17, 2011, 03:53:10 pm
Thanks for pointing out the bug, it has already been fixed
If for "Own charging animations" you mean the swinging knife that pops out from nowhere...that's a bug, and it has already been fixed
Sorry >_>


No! It way more awesome! The Fire attacks have like a dashing animation- The ice attacks have the talk (I think) animation- The lighting attacks have that sword animation.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 03:41:56 pm
Feel free to post here any bug that you find while playing 1.4
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 03:54:19 pm
Quote from: dinosaur on February 17, 2011, 04:06:35 pm
No! It way more awesome! The Fire attacks have like a dashing animation- The ice attacks have the talk (I think) animation- The lighting attacks have that sword animation.

I'm sorry, that was just a bug...and it has already been fixed >_>
Anyway, I'm glad you are enjoying the patch
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 04:04:15 pm
1.4 is not the definitive name...which name would you like to see for this patch?
Post your thoughts/ideas here
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 04:23:51 pm
If you see an idea here, it does not mean it will be implemented.
This topic is used just to collect all the proposed ideas


Together, for a better FFT 1.3!!! xD
First of all: I love FFT 1.3, it was like a warm breeze for someone that loved FFT as much as me, and it's seriously one of the best mod I've ever played

But it has it's faults...
Some fault is fixed by FFT 1.3 easytipe, some no
FFT 1.4 is not meant to be a "FFT 1.3 + Easytipe complete edition" or something like that, but an improvement, an upgrade, a step up from 1.3, that's why the "1.4"
It should become the base point for future patches (Regarding difficult, and skill balancing; FFT Complete instead focuses on the story-script-everything else part)
Arch never gave us the chance to change (sorry, bad joke here) some things that he liked, because FFT 1.3, over time, became Arch's project, and not a "Community project" like the intro of this forum says
Also, at the moment, FFT 1.3 is WAY too focused on the "Difficult" part, and sometimes forgets to be fun
I sometimes play metal slug for the lulz...something I could do with Vanilla FFT, but not with FFT 1.3
FFT 1.3 is supposed to be a game, and this is bad...It's something similar to IWBTG:FFT edition
I've completed IWBTG and I'm proud of having completed it, but I'd never play it again...and for a game, this is VERY bad
Also, I don't like the "dual patch" thing
IMHO, a game should be nice to play for beginners and for more skilled players (Story not so hard, option hard battles)
That's why I want to start this project

The description of this section says:
"FFT community's effort to create an updated, balanced, and challenging FFT experience"
As goes now, FFT 1.3034, IMHO, is way too difficult for casual gamers in order to enjoy it (Remember, I already completed FFT 1.3 more than once, so I know of what I'm talking about)
We should make FFT 1.3 something that is fun to play for everyone: Not so easy like vanilla, but able to provide challenges for  hardcore gamers as well
Imho, we should work together in order to make a new, better and final FFT 1.3 version, that should be called FFT 1.4

1) Ramza sucks right now, he is a nerfed squire: He should get lower multipliers, higher growths (On par with mime), and a unique skillset focused on the fact that he is the leader of a small army (And his class name should be changed to something else...something like Cadet - Mercenary - Heavenly Knight, for example...THIS IS NOT A LOLSWORDSKILL PATCH, just Ramza's class name will change)
Quote from: ryudo68501. Ramza topic- I changed his class to Leader he uses axes (new ones I added some are 1 handed lower dmg so you can shield and some are 2 handed with HIGH dmg)

My reasoning for giving him an axe is to make him a bit more unique. Giving him a sword only brings the temptation to give him a sword skill set. Some of the moves I have given him are.
Tomahawk ( a weaker ranged move essentially throwing his axe).
Explosion of Rage (looks like mimic titan does high MA dmg to people within a spinfist range has a charge time of 4)
Anger (raises PA by 2 Lowers MA by 3 ct time of 3)
Intellect (Raises MA by 2 lowers PA by 3 ct time of 3)
Reckless(Berserk + Regen -self target only)
Metatron Torment (Does intense amount of single Target PA damage ct time of 6)
-more skills can be added for  stat crippling or normal squire moves-

2) Storyline battle enemies level should be the same level of your party, and only bosses should be set on "Party level + something"
3) Equipment of storyline battles enemies should be fixed, and just a "tier" upper yours (steal it's still worthy, because you can get things before you can buy them in stores)
4) Random battles should only contain monsters, or immortal humans with maintenance as an ability, or humans with fixed equipment, in this way you can't steal better equipment that the one you can get in stores/storyline battles
5) DD should still be an endgame-area with uberbroken battles, but IMHO they should be changed, for example a rematch with each Zodiac monster or some important enemy killed during the story (Kletian, Algus, Miluda, etc...)...NOT EVERY DD BATTLE should be changed, ofc
6) Boco should be changed to a "Special monster" much like Byblos and Worker 8 (There is an asm that allows you to "Ride" a special job IIRC)
7) Special characters base class should have the same growth of other classes, the one that is the most similar (Example: Holy/dark/divine knights should have the same growths of the knight class, Malak should have ninja one, etc etc...) in this way, they will be special in they're class, but normal in others
8 ) Each spot of the map should have a special, hard battle (Not as hard as DD, but still challenging) with elixir as a war trophy that can be triggered only in chapter 4
9) Elixirs should be rare to get, findable only with move-find item and as a reward for the "special" battles all around the map (the one that are unlockable only in chapter 4) (In this way you won't be able to spam them)
10) Enemies should not be able to spam Chirijaden - Masamune - Elixir (Maybe only some bosses, like Elmdor and Chiri)
11) A lot of changes for monsters (Under the spoiler)
I will start my Rant about 1.3 monsters as they are now:
And, maybe, every monster of the same family should have the same stats, only the abilities should be different...what do you think about this?

Anyway...
Chocobos: I'd like to give chocobos a different reaction ability, but otherwise they are fine
Pathers: Cat kick (Tier 1 ability) sucks  IMHO, but otherwise panther family it's fine
Goblins: Goblin family monster skill should be based on PA, not MA (In order to get boosted from PA Save)
Bombs: Bomb family needs a normal attack, not only fire elemental attacks: Also, bomb tier 1/2/3 are the same, skills wise...and this is bad, IMHO
Psico demons: They are fine
Skeletons: They are fine
Ghosts: I don't like the fact that tier 3 ghosts skill stops the enemy and monster skill ability does the same (Even if ranged): This should be changed
Evil Eyes: I don't like the skill that lowers brave by 10 (Tier 2), the amount is too low, IMHO, and they should halve all elements (If it has been removed)
Birds: They are fine as they are
Pigs: Pooh should return to 100%, and nose breath too (Or we should give it something like 80% accuracy) Otherwise, we can give them steal heart instead of nose breath. Monster skill should go back to moogle, or become 100% accuracy
Treants: Maybe their skill hit % should rise up to 100?
Minotaurs: Maybe a better reaction?
Malboros: Modball virus should be changed to something more useful (Maybe a 4 linear range, 1 panel 70% don't move? the spit something sticky to enemies leg, in order to make it unable to escape), and maybe their normal attack should have a chance to inflict posion
Behemots: Their monster skills needs a nerf (Charge time or lowered damage)
Dragons: I don't like tail Whip...some suggestion here?
Hydras: they have been nerfed a lot, give back to dark whisper 6 hits, and to every hydra skill 0 vert tollerance. Give another skill to tier 1 (Ever monster has 3 skills + monster skill)
Maybe every monster should receive at least 1 weakness and 1 absorb, and some status immunity

Chocobos: MA Save
Pathers: I like the way they are ^^
Goblins: agreed
Bombs: I dont Think that Douse is reaaly need...
Treants: A Skill that hit all allies for small HP ?
Minotaurs: what about a innate Atack UP, MAtack UP ?
Malboros: IMHO Modball virus is fine the way it is, but i agree with the attack... why not instead of poison it would be an all around atack that target only enemies ( kinda Ultros tTentacle attack on all your team )
Behemots: Intead of nerfing the skill, i think they should hav DEF UP, MDEF UP, Halve Elements and be slower ( a little more like anothers FF game )
Dragons: Why dont put a "Cancel: Charging" on Tail Swing ?
Hydras: I´ve always trought about "why not each Hydra hav 3 different elements? They hav 3 different Head !!"

12) No brave - Faith permanent modification (They can still be increased - reduced in battle, but everything ends at the end of the fight, no permanent change)
13) Mime needs less requirements in order to be unlocked (3 geomancer, lancer, mediator, and summoner maybe?)
14) Some enemy-only job should see his stats lowered (Increase modifier, lower growths, in this way The INITIAL stats would be made to stay the same. Lower growths means that they don't gain as much power from levels, allowing players to catch up in power)
15) Some skillset should be changed (Archer/ninja?)
Quote from: ryudo6850CHANGE priest and wizard to white mage and black mage - PLEASE whm and blm are much easier innitials to use
Ok now this part people will probably hate but hear me out for the reasonings.
1. Remove time mage and disperse the skills. Some moves on blm are rarely used (looking at you poison/frog - death maybe)
2. Give blm the meteor (make it a bit weaker than flare smaller cast time too) as well as stop and dont move (only if you got rid of death too)
3. Give whm haste, haste2 float reflect
4. Balance the black mage lightning/ice/fire move to do roughly same damage and same mp cost ( you prolly just have to tune down lightning since it is a bit stronger )
5. Create Red mage in the place of time mage give them single target all elemental spells (this means wind/earth/water too)
These spells should be lv 1 and lv 2 (level 1 having a shorter range / cast time) (level 2 being slightly stronger 1 range increase and slightly longer cast time)
since we don't want the red mage to be too weak and useless these lv1 and lv2 spells are 1.5x dmg of a normal blm elemental spell that lv (but they are single target and cost more mp)
6. Give rdm the run off skills of time such as slow1 -2, give a single target haste, and give them demi(s) - maybe quick if you want

Also make swords of the 3 elements lightning fire so there just isn't Ice brand. Instead of it casting a spell make it increase dmg from that element and forced 2 hands.

Bard and Dancer should also be removed. Give those skills to RAFA/MALAK and scrap their original skill sets.
Put either a balanced Dark knight who only uses 2 handed swords (taking the place of LOLBAGS) and possibly a holy Knight - could make males the dark and the females the sacred
if you do that add new skills to the dark knight and change up holy knight skills remove stop from stasis sword, no lightning stab, give them Holy Blade ( sword swing + holy) high dmg  high CT holy damage (single target) same for dark knight but use Dark holy)

Give holy knight 'noble sacrafice' kills themselves to fully revive an ally (even out of crystal)
Give dark knight  'evil ritual' where they kill an ally to fully restore hp and mp for themselves

Orlandu should be the only person to use LIGHTNING STAB- makes his thunder god title count for something....

Give archers the ability to dual wield guns ???
- in which case add new guns!!!

ninja if you can asm please make it like FFTA ninjas  veils > throwing skill. Let the chemist have throwing balls of all elements or something

samurai make their dark draw out move undead reversible

Get rid of the 12897389217893 holy knight enemies you face make their class different like maybe draw upon a heavy tanking class

Also mighty skill should be different - i'd canabalize those skills and give to dark/holy knight removing the breaks

all dark based moves should have undead reversal on them flagged

- oh ya ramza's class should always have monster skill (innate further diversifying his skills without having to add any)
and also this is random.... BUT
zombie status = undead status so they could then benefit from undead reversal.
GO TEAM ZOMBIE!

QuoteNew Jobs
- Archer changed to Ranger
Innate: Secret Hunt, Move-Find Item

Abilities:

Leg Aim
Arm Aim
Cupid - chance to add: charm
Tranquilizer - chance to add: sleep
Venom Shot - chance to add: poison

Catch
Arrow Guard
Secret Hunt
Train
Equip Bow - bow and crossbow
Jump +3



16) Almost every story battle should have 1 thing worth stealing (From chapter 1 to 3, pieces of equipment that you can get only much later, and chapter in 4 poachable-only items or very expensive items) in this way stealing will be very useful
17) To counter the fact that lowering mime job will make more grinding required for special characters, maybe we should add some move - reaction - support ability to special jobs
Mustadio: Speed Save, Equip Gun, Concentrate
Agrias: PA Save, Def Up, Move HP Up
Rafa: Abandon, Magic Attack Up, Magic Def Up
Malak: Hamedo, Two Swords, Magic Attack Up
Cid: HP Restore, Def Up, Move MP Up
Meliadoul: Damage Split, Attack Up, Move +2
Beowulf: Counter Magic, Magic Def Up, Move MP Up
Reis: Counter Flood, Magic Attack Up, Move +2
Cloud: Damage Split, Half MP(?), Move +3

18) There should be a reason to use fire/ice/thunder attacks, because without monsters weak to them there is little to no difference between them (Fire more damage, ice more range, thunder shorter Charge time, maybe?)
19) I'd like to remove the normal/rare poach, because it's just a waste of time (People will just reload until it gets the rare one)
Of course, time when monsters shows up, poaching list and costs for rare items will be upgraded as well
20) What about adding some monster and "monster skill" equipped guys to some story battle?
21) (Even if I like CoK) Kanbabomb battles should be removed
22) Guests should be able to join randoms fight (Zodiac can help with this one)
23) Guests should be player controlled, or at least some guest AI should be improved (Agrias at Zirekile falls, Mustadio...I'm looking at you >_>)
24) We should create some custom skill for wizards (I was thinking about mini flare: a 1 panel low damage ranged instant magic), thieves (Maybe an attack that inflicts a status) and for Archers/Ninjas, that requires a whole new skillsets...Need ideas on this
in ASM'd, thieves gain an add: confuse ability (like steal heart, only this works on all genders) and an ability called "last laugh" which is a deadly combination of status but is only useable while critical. Meanwhile all mages gain a single target 0 CTR spell.
Wizard - an instant small Random MP Recover [(1~5)*MA;  Neutral instant skill with 2 or 3 range; Ultima Blow - an PA BASED melee attack, only learn by enemies hits ( only a few ones would hav this );
Archer - Mustadio´s aim ( but nerfed ); elemental Arrows ( for equips weakness ); multiple-shot; area shot
Priest - An instant ( or fast ) 1/2 HP damage on Undead
Geomancer - differ each skill damage, range, AOE
Thief - 2 Range instant attack, normal damage


25) It's possible to make an hack that allows to chose which battle of the DD you will fight, and to go on the lower floor just winning a fight (And not having to search for the exit)? (Scrapped, cannot be implemented)
26) Lost equipment (Destroied-stolen) should be buyable at fur shop, and fur shop should be accessible without the use of Secret hunt (There is already and ASM for this IIRC)
27) Some shitty sprite should be replaced (Male samurai, for example)
28) Maybe we should change Sage to another class? (Necromancer O_O)
Kourama's idea
Quote- Calculator changed to Necromancer with new sprites
Innate: Float, Undead Immune: Dead, Blood Suck, Death Sentence

Abilities:

Death
Drain Life
Osmose
Dark Holy
Manipulate - Add: Invite to Undead
Decay - Add: Undead, Poison, Slow

Absorb Used Mp
Damage Split
Float

I also remember giving Thief a move called quick attack that could hit from slightly further away and could add slow. Gave Mustadio all the "break moves" and also gave him a special new ability that gave a random buff.

29) Maybe we should make undeads able to come back to life 100% of the times, making every human job/monster that doesn't has it as an innate immune to it...
30) Fixed growths for everyone? (You can try this by yourself when the alpha comes out)
31) What about giving weapon guard innate to everyone?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Celdia on February 18, 2011, 04:58:43 pm
Obligatory suggestion: FFT - Spam Version
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 05:07:31 pm
- Every unit in the game will have fixed growths (10 Hp / 10 Mp / 150 Sp / 50 Pa / 50 Ma)
- Multipliers will be organized into tiers, from 1 to 10 (1 is the lowest, 10 is the highest)

- Speed multipliers will range from 91 to 132
91 - 96 - 102 - 107 - 112 - 117 - 122 - 127 - 132 - 141 (Speed will range from 9 to 13 at level 99)

- Pa/Ma/Hp/Mp Multipliers will range from 80 to 140 (Pa will range from 11 to 20, the same for Ma, depending if the unit is male or female) (Hp will range from 244 to 427, and Mp From 123 to 216, depending if the unit is male or female)
80 - 87 - 95 - 102 - 109 - 116 - 123 - 130 - 136 - 140

(http://img29.imageshack.us/img29/6503/stattiers.png)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 05:08:27 pm
Quote from: Celdia on February 18, 2011, 04:58:43 pm
Obligatory suggestion: FFT - Spam Version
Please, this place is serious
Spam is the place for shit like this :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Celdia on February 18, 2011, 05:25:22 pm
Sorry, sorry. I had to. Want me to take down the post? Or you can if you want to. I won't be mad.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 05:31:52 pm
Quote from: Celdia on February 18, 2011, 05:25:22 pm
Sorry, sorry. I had to. Want me to take down the post? Or you can if you want to. I won't be mad.
Nah, I'll leave it there
Just be serious from now on (At least here :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on February 18, 2011, 05:35:38 pm
Grats on achieving your own forum dome, Now, on to business.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on February 18, 2011, 05:37:43 pm
No complaints here, except that wizard has a lot more MA growth than Wizard, aren't the two supposed to be like the same class just opposite magic?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 05:39:43 pm
Quote from: GeneralStrife on February 18, 2011, 05:37:43 pm
No complaints here, except that wizard has a lot more MA growth than Wizard, aren't the two supposed to be like the same class just opposite magic?

?
You mean priest VS Wizard?
Well, the priest is faster and has more PA than the wizard...That should balance the fact that the wizard has more MA
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 05:50:17 pm
Do you think some item/ability is overpowered/underpowered?
Feel free to point it, and suggest whatever you think should be changed
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Pride on February 18, 2011, 06:20:01 pm
Just a few nit picks.

The Lancer and Monks have identical multipliers, I would suggest nerfing the monk a bit (3 for Sp or HP perhaps?). The Squire and Sage, again, have identical multipliers. Maybe switch the Sage slightly to be more biased towards the magic side of the board? The Oracle is a buff Priest, nothing worse but has a higher MP/MA in comparison. I'm not sure if this is intentional. The Time Mage has fairly low multipliers, again, I'm not sure if this is intentional because of how strong the skill set is but they could stand to be the "fast" mage class with an increase in Speed.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on February 18, 2011, 06:23:59 pm
Yeah I ment wizard versus priest I dunno why I didn't put it. And I hear ya.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 06:30:35 pm
Ok, updated the charts
Does it look better now?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 07:06:24 pm
Quote from: GeneralStrife on February 18, 2011, 05:35:38 pm
Grats on achieving your own forum dome, Now, on to business.


Thanks :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Scearcely on February 18, 2011, 07:40:06 pm
personally would drop lancer to a 2 hp* and bump sam to a 4(assuming you're nerfing/dropping bladegrasp as is standard)

lancers are a heavy armor class, with 0 native need for MA-therefore would never be in robes- whose ability(jump) makes them invincible for significant stretches of time.  now compounding that with the 2nd highest hp and they might be the best tank class, a role that should go to knights.

samurai on the other hand have very limited defense options(the reason the devs gave them that broken bladegrasp to begin with).  but most importantly their skill is MA based necessitating robes and/or ma+ accessories to get the most out of it, potentially taking them out of their heavy armor.


time mage seems low, but its probably necessary to keep haste/meteor/short charge under control, making mid-game harder(while your learning the skills) to make end easier(when you can use it as a sub skill on oracle)

geo/sam MA is high, which brings me to an overall note.  It seems that you used mp nerfs more than MA nerfs to differentiate mage classes vs physical classes and you can't really do that.  the way the gear system works mp/hp from gear obliterate mp/hp from modifiers unless its a massive difference(basically a 1 to 4 comparison here)  once the 3rd robe unlocks its extremely rare for mp concerns to ever affect strategy.

obviously certain physical classes need ma(geo/sam/hopefully ninja**) but really no physical class should have higher than a 3 MA and no other mage should be as low as the 3 time mage should have

*lancers traditionally had a high modifier because their tree was all low hp growth classes with the exclusion of knight,  playing it straight(no jp grinding tricks) a lancer would have significantly less hp than an equivalent tier class due to all that time in archer/thief.

** best use of ninja I've seen is the ffxi/infused type, ditching throw for magic attacks+status, and differentiating ninja swords by having them give ma(daggers gave speed), keeping in a throw shuriken move just for tradition.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 18, 2011, 07:54:56 pm
Thanks for the post :-) Lot of stuff
Anyway
1) While I agree with you about the lancer nerf, 2 in HP seems low...3 will do
2) The whole mp stuff is right in the vanilla version, but I plan to rework the mp costs / bonuses granted by items, so MP *will* be important

I've modified the chart with some of the changes you proposed...looks better now?
P.s: Remember that not only stats are considered to balance classes
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kaijyuu on February 18, 2011, 08:11:17 pm
Just curious: is it going to be one patch, or will there be more than one of varying difficulty levels (like a "normal, hard, and insane" difficulty).
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 18, 2011, 09:56:00 pm
I cannot find it in the logs, but I didn't you remove elixirs for enemies?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Zaen on February 19, 2011, 12:23:56 am
I'm sure the whole point of this was to not have "normal, hard, and insane" difficulty, but one that has aspects that suit each player. Or something like that.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 19, 2011, 04:15:30 am
The whole idea behind the patch is to make a rebalanced version of ther game that both noobs and veterans can enjoy
The skills/jobs/monsters are rebalanced, the storyline fights will be easy (In order to make everyone able to gain confidence and understand how FFT plays) and the sub-quests and special battles (DD and colliery) will be hard, in order to give veteran players something to clash against :-)

Dinosaur: Someone used it against you? which fight?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kagebunji on February 19, 2011, 06:46:07 am
Soo many great names are already taken... IT is hard to pick some. I wil suggest two names you once suggested to Sean.

1.Ultimate Lolpatch
2.Revenge of the noob

Wich one you prefer?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 19, 2011, 07:17:57 am
Quote from: Kagebunji on February 19, 2011, 06:46:07 am
Soo many great names are already taken... IT is hard to pick some. I wil suggest two names you once suggested to Sean.

1.Ultimate Lolpatch
2.Revenge of the noob

Wich one you prefer?

Lol, good old times over the IRC...
But please, stay serious here...shit like that goes into the spam section, not here
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: philsov on February 19, 2011, 11:56:17 am
150 multiplier is just too high in general for PA, MA, or speed and makes for some major imbalances, especially early on.  See below.  135 SPM, similarly, is just flat out too good. 

Knight speed:  1-99 = 5 to 8
Ninja speed: 1-99 = 9 to 14

A level 1 ninja will have more speed than a level 99 knight. 

Here's a spreadsheet:
http://ffhacktics.com/smf/index.php?topic=1737.20

Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Kill_Bones on February 19, 2011, 02:53:02 pm
Can't think of a decent name at the moment. All I know is it shouldn't be 1.4. 1.4 will be a definitive replacement of 1.3, and this isn't supposed to be that.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: MysticKnightFF5 on February 19, 2011, 03:06:17 pm
FFT: War of the Masochists
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 19, 2011, 04:53:13 pm
Germinas Peak- the male ninja used he was he was reraised.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 19, 2011, 04:56:45 pm
It is very 1.3 based, it is hard to come up with a unique name. I would say:

FFT Dome 1.3
-or-
FFT Heretic (this may be to extreme)

Sorry, I will keep on thinking and get back to you.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: PX_Timefordeath on February 19, 2011, 04:59:30 pm
Dome Fantasy Tactics
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 19, 2011, 05:10:48 pm
Also those ninja's have un-truth skills
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on February 19, 2011, 06:28:22 pm
Final Fantasy Tactics: Dome Edition
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Zetaro on February 19, 2011, 06:56:18 pm
final fantasy tactics:fallen soul story
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Cheetah on February 19, 2011, 08:35:30 pm
I would say since there is already an established naming convention for what you are doing, that it would be rather misleading/confusing/pointless to rename it.

Just leave it 1.4 unless you are making real changes to the story.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 19, 2011, 08:56:16 pm
Quote from: philsov on February 19, 2011, 11:56:17 am
150 multiplier is just too high in general for PA, MA, or speed and makes for some major imbalances, especially early on.  See below.  135 SPM, similarly, is just flat out too good. 

Knight speed:  1-99 = 5 to 8
Ninja speed: 1-99 = 9 to 14

A level 1 ninja will have more speed than a level 99 knight. 

Here's a spreadsheet:
http://ffhacktics.com/smf/index.php?topic=1737.20



Thanks for pointing that
Numbers can (And 99% will) be changed if it's needed...do you have any suggestion? Not very good with them... is 90 100 110 120 130 better?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 19, 2011, 08:56:55 pm
Quote from: dinosaur on February 19, 2011, 05:10:48 pm
Also those ninja's have un-truth skills

Fixed
Next release won't have them
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: MysticKnightFF5 on February 19, 2011, 09:33:40 pm
FFD (Final Fantasy Dometics)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: EpicSolidSnake on February 20, 2011, 01:09:21 am
Wait...wy don't we just use : FFT : Hacktics Edition ?

I mean..i think it was your plan before right...?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: EpicSolidSnake on February 20, 2011, 01:20:23 am
By the way, i think you gonna change the sage class right? (To necromancer)

I totally support this, Sage skills is not very....userfull later on, because most enemies are immune to status attacks...making it near useless.
Aslo making the undead revive at 100%, yeah, this will make me want to use em...for the frist time ever.

Lol, this will make me want to take the *Undead* chalenge...Ramza being the necromancer
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 05:04:47 am
Quote from: EpicSolidSnake on February 20, 2011, 01:09:21 am
Wait...wy don't we just use : FFT : Hacktics Edition ?

I mean..i think it was your plan before right...?

I cannot call it FFHacktics edition, because at the moment it isn't a community project...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 05:06:03 am
Quote from: EpicSolidSnake on February 20, 2011, 01:20:23 am
By the way, i think you gonna change the sage class right? (To necromancer)

I totally support this, Sage skills is not very....userfull later on, because most enemies are immune to status attacks...making it near useless.
Aslo making the undead revive at 100%, yeah, this will make me want to use em...for the frist time ever.

Lol, this will make me want to take the *Undead* chalenge...Ramza being the necromancer.

PS : Normally i would have posted this here : FFT 1.4 Planned changes but that tread is locked...

Even if I'd like to (I love undeads, they will gain some major buff) I don't think it will be possible to make a necromancer class, because there are almost no formula to support that and balancing the class would be very hard...
Instead of the sage, I hope to implement the red or the blue mage...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: EpicSolidSnake on February 20, 2011, 07:09:48 am
Quote from: Dome on February 20, 2011, 05:06:03 am
Even if I'd like to (I love undeads, they will gain some major buff) I don't think it will be possible to make a necromancer class, because there are almost no formula to support that and balancing the class would be very hard...
Instead of the sage, I hope to implement the red or the blue mage...


Hmm....true.(I think i tried a year ago to make the necro class for my own patch, but i never were happy with it.)

I don't mind the Red or Blue mage, those are better that the sage class, at less for me, i never really found it helpfull overall. (It was sometime, but more that half the time, it was a waste of turns)

Personally, id pefer the blue mage, this gives you an reison to fight random battles, but you will keep getting that blue dagger glitch, but...personally, i don't mind it.

The Red mage would be a mix of weak white and black magic anyway...unless you throw in a few unique skills to the Red mage, i don't think id ever use it.
Id use a black mage having the full white magic skills set over the Red mage because you still get variety in spells and have acess to the powerfull ones too. (Like Flare and Holy.)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: EpicSolidSnake on February 20, 2011, 07:18:20 am
Quote from: Dome on February 20, 2011, 05:04:47 am
I cannot call it FFHacktics edition, because at the moment it isn't a community project...


Oh well, it WILL soon!

How about this name for now, FFT : New Hope

Because the original creator left us with the old 1.3 behind him,(and almos ruined this site in the progress) we managed to keep this site alive and we are trying to give that old patch an new life for the better, that will become our trademark patch soon.

I think that name fits in quite well don't you think?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 08:11:29 am
Quote from: EpicSolidSnake on February 20, 2011, 07:18:20 am
Oh well, it WILL soon!

How about this name for now, FFT : New Hope

Because the original creator left us with the old 1.3 behind him,(and almos ruined this site in the progress) we managed to keep this site alive and we are trying to give that old patch an new life for the better, that will become our trademark patch soon.

I think that name fits in quite well don't you think?
It may work, but I don't want drama to get inside the patch xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 08:30:48 am
If you have more ideas about jobs, feel free to speak, I'm listening :-)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on February 20, 2011, 09:50:54 am
I LOVE red mages. The whole reason to using a red mage is they are very flexible! White/black/time/etc. I would even throw in an Oracle spell or two. Red mage has gotta be my favorite FF job. Also Liji just redid the Red Mage sprite, so I am excited.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 20, 2011, 05:19:05 pm
You are going to love this bug ...


Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 05:25:08 pm
Indeed a buggy fight xD
IMMA FIX THIS NAOW

P.s: Thanks a lot, you are finding a lot of bugs!
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 05:48:55 pm
There are 3 classes I'd like to see instead of the Sage: Red Mage, Blue mage and Necromancer (Yes, there are formulas that make the necromancer class possible...I've checked)
Red would be a mix of low-tier spells from magic jobs, Blue mage would use monster abilties and Necromancer would use spells that turns units into undeads, and then procede to buff/debuff them...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 20, 2011, 05:53:38 pm
Instant Meteor?
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 05:56:06 pm
Quote from: dinosaur on February 20, 2011, 05:53:38 pm
Instant Meteor?
What the hell? xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Pride on February 20, 2011, 06:11:40 pm
Necromancer is too gimicky and hard to pull off effectively, but I've always been a fan of Blue Mages (Red Mages always tend to be very bland to me) and I think would be preferred over the other two classes
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 06:12:51 pm
I haven't decided yet, because I have other things to work on/fix before implementing new classes...(Anyway I still think that all the 3 classes I've proposed would be useful and worth a slot in a team)
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: GeneralStrife on February 20, 2011, 06:22:03 pm
RM could be a hybrid mage/melee.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 06:33:31 pm
Quote from: GeneralStrife on February 20, 2011, 06:22:03 pm
RM could be a hybrid mage/melee.

Well, the sage class already is...
It has good stats/equipment options and magic abilities...
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: dinosaur on February 20, 2011, 07:07:18 pm
Oh I am so sorry, I read it wrong when you said "Each caster class will get an instant spell"

I thought you meant all abilities will be instant but you mean just ONE ability.
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Dome on February 20, 2011, 07:13:41 pm
Lol at the instant meteor idea xD
Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
Post by: Lucifer_zero on February 20, 2011, 07:14:27 pm
Hell low, i´m still alive, only less time cuz college... -_-


About multipliers, i think that they should really reflect the class, as there is no more growth, so instead of making only 5 multipliers, make it 6 or even 7... and 3 category of multipliers, one for HP and MP, one for MA and PA e one for Speed

About Speed, some interesting values for multipliers ( with the 150 growth ) are

91 - They should be slower than most of others units, only make 9 speed at lvl 99
    Lvl 01 - Lvl 15 5 Speed
    Lvl 16 - Lvl 44 6 Speed
    Lvl 45 - Lvl 71 7 Speed
    Lvl 72 - Lvl 98 8 Speed
    Lvl 99 - Lvl 99 9 Speed


    100 - The standard multiplier, and the first that unit begins with 6 speed
      Lvl 01 - Lvl 26 6 Speed
      Lvl 27 - Lvl 51 7 Speed
      Lvl 52 - Lvl 77 8 Speed
      Lvl 78 - Lvl 99 9 Speed


      102 - The first multiplier that will make someone end with 10 speed
        Lvl 01 - Lvl 22 6 Speed
        Lvl 23 - Lvl 47 7 Speed
        Lvl 48 - Lvl 72 8 Speed
        Lvl 73 - Lvl 96 9 Speed
        Lvl 97 - Lvl 99 10 Speed


        112 - The first multiplier that will make someone end with 11 speed
          Lvl 01 - Lvl 07 6 Speed
          Lvl 08 - Lvl 30 7 Speed
          Lvl 31 - Lvl 52 8 Speed
          Lvl 53 - Lvl 74 9 Speed
          Lvl 75 - Lvl 97 10 Speed
          Lvl 98 - Lvl 99 11 Speed


          117 - The first where the char will begin with 7 speed
            Lvl 01 - Lvl 22 7 Speed
            Lvl 23 - Lvl 43 8 Speed
            Lvl 44 - Lvl 65 9 Speed
            Lvl 66 - Lvl 86 10 Speed
            Lvl 87 - Lvl 99 11 Speed



            122 - The first multiplier that makes speed end at 12
              Lvl 01 - Lvl 15 7 Speed
              Lvl 16 - Lvl 35 8 Speed
              Lvl 36 - Lvl 56 9 Speed
              Lvl 57 - Lvl 76 10 Speed
              Lvl 77 - Lvl 97 11 Speed
              Lvl 98 - Lvl 99 12 Speed


              131 - The last multipliers that end with 12 speed
                Lvl 01 - Lvl 03 7 Speed
                Lvl 04 - Lvl 22 8 Speed
                Lvl 23 - Lvl 42 9 Speed
                Lvl 43 - Lvl 61 10 Speed
                Lvl 62 - Lvl 80 11 Speed
                Lvl 81 - Lvl 99 12 Speed


                Another interesting values are 101, 111 and 121, as they are the last multipliers that char would end with less 10, 11 and 12 speed, respec. ( Yes... sort of pattern ).

                IMHO 12 as end speed is good, maybe 13 could be better, but at early levels that would make speed char to much fast, 91 is a good min value, as it make the unit slower than any other for most of game, and on lvl 99 make it speed standard with someone with 100 or 101 multiplier, if you really want to make someone more slow ever, then 90 should be the minimum multiplier, lower than this make the unit too much slow for most of game

                With 91 as minimun and 122 as maximum values, the min~max speed looks like

                  Lvl 01 - Lvl 14 5 ~ 7 Speed
                  Lvl 15 - Lvl 15 6 ~ 7 Speed
                  Lvl 16 - Lvl 35 6 ~ 8  Speed
                  Lvl 36 - Lvl 43 6 ~ 9 Speed
                  Lvl 44 - Lvl 57 7 ~ 9 Speed
                  Lvl 58 - Lvl 70 7 ~ 10 Speed
                  Lvl 71 - Lvl 76 8 ~ 10 Speed
                  Lvl 77 - Lvl 97 8 ~ 11 Speed
                  Lvl 98 - Lvl 98 8 ~ 12 Speed
                  Lvl 99 - Lvl 99 9 ~ 12 Speed

                  ... well, my sugestion about deciding the multipliers is first decide the MIN-MAX value you want, after that is more easyly make the intermediary values ^^


                  But stiil, Speed needs different multipliers values, it would be best if HP/MP have values they, and MA/PA to have a third set of multipliers.... but the same set for HP/MP/PA/MA could work...[/list][/list][/list][/list][/list][/list][/list][/list]
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on February 20, 2011, 07:17:06 pm
                  Quote from: Dome on February 20, 2011, 06:33:31 pm
                  Well, the sage class already is...
                  It has good stats/equipment options and magic abilities...

                  AND you wanna replace lolsage. Perfect.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Lucifer_zero on February 20, 2011, 07:26:06 pm
                  IMHO, Necromancers could be a great class, but it´s not something that´s combine with the FFT universe, maybe turn a special character into one would be better.

                  Red mages... it´s nice, but... making thins that others could do, and worse... if i want a versatile unit, that why i have a secondary job comand, but if still want to have Red mage, then they cant have neither Raise or Esuna or buffs or debuffs, only low~med healing and low~med damage spell.

                  Blue Mages, cool, i liked this one !!!!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on February 20, 2011, 07:36:47 pm
                  If you want to be technical, the Vanilla Calculator is essentially a Red Mage, and 1.3's Sage is only a couple skills off from being one.

                  Ergo, as long as you actually give it unique skills, you can probably get away with replacing Calculator/Sage with a Red Mage, and there's no reason to arbitrarily say "all its skills need to be weak shit" beyond "Final Fantasy said so" when working with a game that's probably more influenced by Tactics Ogre.  Just remember that the Math Skill skillset incurs slowdown on Area of Effect moves for some reason, so if you decide to go over it with a class that uses Area skills, you'll likely want to flip its position in FFTP around with Knight, since Knight only uses single-target skills.

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on February 20, 2011, 07:49:52 pm
                  It does sound like a good name. I'm sure there'd be no drama, cuz it's just a name, and it does represent what could be.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on February 20, 2011, 08:06:45 pm
                  If we're calling this FFT: A New Hope, will there be a scene in Chapter 1 where Orlandu tells Ramza about his father before giving him his father's old sword while hiding out somewhere in Zeklaus Desert?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Lucifer_zero on February 20, 2011, 08:22:18 pm
                  When i was saying about Red Mage, i said that it need weak skills not for what you mentioned, but for having one unit that can be a good healer and still do some good damage would tend to make the class more "stronger", as i said somewhere, not only here, having a secondary job comand make every job more versatile, if you make a job that have both healing and damage, then you can feel that you have a 3 Job unit, even worse, make they have Heal, Damage and Buff/Debuff/Raise, you can have they job command as suport that can sometimes heal or damage without need of another Job command.


                  If you giving it unique skills, then you end with some unique skill, then this don necessary is a Red Mage ( now i´m talking about "Final Fantasy said so" )


                  And... Vanilla Calculator show how MATH RULEZ !!!! ( by the way, i do math on college)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on February 20, 2011, 08:56:31 pm
                  Your problem is easily solved by simple balancing.  If all of the "Red Mage" skills are similar to even the 1.3 Sage - powerful, large area effects with noticeable CT and MP costs, subbing it isn't super-easy, and subbing a dedicate White Magic or Black Magic or Time Magic or Yin-Yang Magic or Summon Magic or whatever can be preferable because you're given more versatility in MP costs, CT restrictions, and actual application of each skill whereas this "Red Mage" only offers you a sample of each, good for an all-rounder unit like the "Red Mage" class itself but inferior if you actually need high end healing, or fast healing, or a quick shot of damage, or a tactical nuke, etc... because in this case, our theoretical "Red Mage" can't do any of those for us.

                  "Red Mage" is just a name, remember.  It can be re-imagined however it needs to be, or the class can still just be called "Sage" or "Calculator."  In the end, the name is just a perception, and if you use an inferior design choice "just because it's Red Mage and Final Fantasy" or "just because it's Priest and Final Fantasy" or similar, then your head needs a bit better of a screwing on.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Lucifer_zero on February 20, 2011, 09:03:53 pm
                  Sorry, but this is what Dome said about RedMage up there:

                  Quote from: Dome on February 20, 2011, 05:48:55 pm
                  Red would be a mix of low-tier spells from magic jobs


                  For me, he was talking about the stereotype Red Mage of Final Fantasy, not that my head have a bad function, but maybe you didn´t read it before.



                  Oh... but i DO MATH for life, maybe my head doesn´t works right ^^
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Scearcely on February 20, 2011, 09:48:13 pm
                  given a choice between sage, necro, red and blue.  I vote blue for a couple reasons.

                  least improtant, my ffxi class is blue mage and therefore I'm biased

                  necro can't really be implemented in a manner that makes sense.  closest to what I think of when I think necro is a summoner re-work.

                  redmage always just seems like a generic slot filler.  implementing/balancing doublecast is incredibly difficult, and every other role redmage ever held is filled by other classes in fft: (melee mage: oracle/geo, debuffer: oracle, quick caster: time).  sage while it technically has a unique skill set nearly all its abilities are rehashes making the class itself largely redundant

                  blue mage has normally been the flipside of the redmage coin, redmage gets (fairly) easy access to weak abilities other classes get(cure1, raise, tier 1~2 nukes, singletarget pro/shell, poison, slow), blue mage gets (theoretically) difficult access to equal power if not stronger abilities other classes get(whitewind, aero, mightyguard, bad breath)

                  the argument of redmage with a unique skill set... well I'm a traditionalist, when I see the name "Red Mage" I have certain expectations of the class, and if those expectations aren't met, I wonder why the designer/s didn't come up with a unique name for what is a unique class.  redmage is: collection of weak skills from every mage, if you're not gonna go in that direction, just don't call it redmage.  yes its petty but I have ~20 years of FF-standard red mage, its ingrained now.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Scearcely on February 20, 2011, 09:56:23 pm
                  yeah, that (hopefully unintentional) starwars tie makes it sound a bit cheesy, but I really have no ideas that wouldn't be worse.  Ideally you'd want something that reflects the storyline some.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Cheetah on February 20, 2011, 10:45:04 pm
                  Quote from: RavenOfRazgriz on February 20, 2011, 08:06:45 pm
                  If we're calling this FFT: A New Hope, will there be a scene in Chapter 1 where Orlandu tells Ramza about his father before giving him his father's old sword while hiding out somewhere in Zeklaus Desert?


                  LOLOLOLOL.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 20, 2011, 10:51:36 pm
                  Wait...wy not adding em ALL!? You could remplace the bard and dancer to those jobs, female will have acess to red mage skills, and male acess to blue mage skill, and the sage could be changed to necro.

                  That way, you get much more classes to use for all tastes :)

                  Never really liked bard and dancer, it seem a little broken for me...i once turned all the enemies into frogs with ONE nameless dance...
                  Only hapened once, but...it hapened.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 20, 2011, 11:07:20 pm
                  Quote from: RavenOfRazgriz on February 20, 2011, 08:06:45 pm
                  If we're calling this FFT: A New Hope, will there be a scene in Chapter 1 where Orlandu tells Ramza about his father before giving him his father's old sword while hiding out somewhere in Zeklaus Desert?


                  Thats so random hahah.

                  I see you guys seem to like my name, i im honored. :)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Celdia on February 20, 2011, 11:10:43 pm
                  Yeah, the stigma of something like A New Hope being connected to Star Wars is exactly why I didn't name one of my class ideas 'Skywalker' like I wanted to. The jokes would have never stopped. Its a good name and I like the idea behind why you came up with it, its just a pity that Star Wars exists to ruin it.

                  Thanks for ruining something else, George Lucas!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on February 20, 2011, 11:13:01 pm
                  Quote from: Celdia on February 20, 2011, 11:10:43 pm
                  Yeah, the stigma of something like A New Hope being connected to Star Wars is exactly why I didn't name one of my class ideas 'Skywalker' like I wanted to. The jokes would have never stopped. Its a good name and I like the idea behind why you came up with it, its just a pity that Star Wars exists to ruin it.

                  Thanks for ruining something else, George Lucas!

                  (http://kyon.pl/static/img/remiq.net_14260.jpg)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 20, 2011, 11:19:27 pm
                  Quote from: Scearcely on February 20, 2011, 09:56:23 pm
                  yeah, that (hopefully unintentional) starwars tie makes it sound a bit cheesy, but I really have no ideas that wouldn't be worse.  Ideally you'd want something that reflects the storyline some.


                  That name is connected to Starwars?  :shock:

                  Really, wen i came up with that name, i was not thinking *AT ALL* about Starwars.

                  So...yeah, it was NOT intentional. I was thinking about this site and this site alone.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 20, 2011, 11:33:35 pm
                  Quote from: Dome on February 20, 2011, 05:25:08 pm
                  P.s: Thanks a lot, you are finding a lot of bugs!

                  ANYTHING for Dome!!

                  I found another one ... (plz notice the 13 speed!)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Cheetah on February 20, 2011, 11:35:48 pm
                  Quote from: EpicSolidSnake on February 20, 2011, 11:07:20 pm
                  Thats so random hahah.

                  I see you guys seem to like my name, i im honored. :)


                  Double LOLOL for SolidSnake not even getting this super hilarious joke of Raven's.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 20, 2011, 11:50:18 pm
                  Quote from: Cheetah on February 20, 2011, 11:35:48 pm
                  Double LOLOL for SolidSnake not even getting this super hilarious joke of Raven's.


                  Can't belive i only get that joke RIGHT NOW...
                  ...only one thing to do now....

                  *Cast Meteor on self*
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: PX_Timefordeath on February 20, 2011, 11:51:34 pm
                  Wasn't it a swamp, not a desert?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on February 20, 2011, 11:54:12 pm
                  Quote from: Lucifer_zero on February 20, 2011, 09:03:53 pmbut maybe you didn´t read it before.


                  I did read it.  I'm trying to say that following that concept results in a class that's redundant trash with a sword and a role that's already accounted for.  As said before "Red Mage" is only a name, and names can change.  Making an inferior class for the name instead of making a superior one and giving it a new one if people really start foaming at the mouth for no reason is a terrible idea. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Cheetah on February 21, 2011, 12:44:21 am
                  Quote from: PX_Timefordeath on February 20, 2011, 11:51:34 pm
                  Wasn't it a swamp, not a desert?


                  OMG what is wrong with you people. Did the Phantom Menace obliterate all the genetically engrained knowledge of the original Star Wars trilogy from your genome. Kids these days have no respect for their elders.

                  But seriously Dome, if you are just doing a rebalance with no major story or gameplay changes, just call it "1.4".
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 21, 2011, 01:45:35 am
                  -FFT 1.D
                  -FFT 1.4D
                  -FFDometics
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 21, 2011, 02:50:45 am
                  Please can you take off Elixir for guest units ... Zalbag used two >.<  (Pretty sure they used my inventory)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 21, 2011, 03:33:27 am
                  Typo:
                  (http://i55.tinypic.com/15rdzdt.jpg)


                  Omg, super hard battle and what made it worse?? A super glitchy sprite :D
                  (http://i54.tinypic.com/242a9gy.jpg)[/spolier]
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 21, 2011, 03:42:38 am
                  How about underpowered? Why is the rifle so weak and limited range?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 21, 2011, 04:00:01 am
                  OMG!!! Murond Holy Place Monk and Geomancers are elixir spamming!

                  The worse apart is the Monks are playing defensively so they runaway until someone needs healing .....
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 04:58:07 am
                  Seems that the name will stay 1.4...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 04:58:43 am
                  Quote from: dinosaur on February 21, 2011, 02:50:45 am
                  Please can you take off Elixir for guest units ... Zalbag used two >.<  (Pretty sure they used my inventory)

                  Mmm...Ok, I will
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 05:01:26 am
                  Quote from: dinosaur on February 21, 2011, 03:42:38 am
                  How about underpowered? Why is the rifle so weak and limited range?

                  Do you think it's weak? Why?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 05:03:50 am
                  Lol!
                  Dunno why the sprite is glitchy...I'll try to fix it

                  About the typo...which ability did he use?

                  P.s: Removed Elixir from each skillset (Bar the one used by the player) and made it 0% learnable by the AI
                  Next release will fix those bugs
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 21, 2011, 05:06:38 am
                  The magic guns are stronger, have much more range and don't initial petrify. Why is the point of the rifle??

                  The rifle is dmg: 14, range: 4 and initial: stone- right?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 05:11:43 am
                  A magic class that allows you to equip swords (Because you have the possibility and the PA to make it worth) and gives a very versatile skillset isn't trash, at all

                  Something like
                  Fire/Ice/Thunder/Cure/Raise/Wall/Haste/Slow/Demi/Poison/Faith and an unique skill (It's possible to re-create the double cast feature of FFTA into FFT?)

                  I'd use that class any day
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 05:13:27 am
                  Wow, thanks a lot for all the calculations!
                  I'll take a look and decide
                  Thanks a lot again :-)

                  P.s: For the moment, I'll try 91 - 102 - 112 - 122 - 132 for the speed tiers
                  Thanks again, you saved me a lot of time :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 09:42:30 am
                  Quote from: dinosaur on February 21, 2011, 05:06:38 am
                  The magic guns are stronger, have much more range and don't initial petrify. Why is the point of the rifle??

                  The rifle is dmg: 14, range: 4 and initial: stone- right?

                  No, no initial stone at all
                  Also, the magic guns damage depends on the Faith of both the attacker and the defender, while the rifle is just fixed (14*14) damage

                  P.s: Magic guns range will be nerfed in the next release
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 09:47:25 am
                  I think that stats could be organized in tiers, range from 1 to 10
                  What do you think?

                  (http://img143.imageshack.us/img143/6503/stattiers.png)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on February 21, 2011, 11:12:22 am
                  Yes, I am interested to see if doublecast can be implemented, Not sure if it would have to be ASM.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: philsov on February 21, 2011, 12:57:22 pm
                  that's... pretty much how it already is.  Tier-wise, I mean.  In general I think you're forcing specialization too much.  Too few people have decent MA or MP on the fighter side and vice versa.  Bard MA is way too low, and from the looks of it Wizard and Summoner have god-tier MA, then there's a huuuuge gap (oracle, lul) before any other class that actually uses MA comes into the picture.

                  Also, wtf @ time mage class... crap HP, moderate MP, lower tier speed, crap PA, and lower tier MA?  Every class should be viable.  And, while ideally every class should be also unique, its better to have two duplicates than something that is just outright horrible.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 01:05:14 pm
                  Quote from: philsov on February 21, 2011, 12:57:22 pm
                  that's... pretty much how it already is. 

                  Yeah, it's very similar, but it's a sistem that allows more differentiation between classes
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Scearcely on February 21, 2011, 01:28:58 pm
                  QuoteAlso, wtf @ time mage class... crap HP, moderate MP, lower tier speed, crap PA, and lower tier MA?  Every class should be viable.  And, while ideally every class should be also unique, its better to have two duplicates than something that is just outright horrible.


                  other than "lower tier speed"  time mage needs to be the weakest of the mages to balance its skill set.  meteor shortcharge haste and stop, while all expensive, once learned are all top tier abilities that are routinely stolen for other classes use.  so the balance tactic is: make the time mage weak to increase difficulty while learning those skills, and make those skills expensive so can't be realistically picked up by jp spillover.  make mid-game harder for elite late game mages

                  I do have a problem with time mage's speed tier though.  they should be the fastest of the mages(which with the way charging works gives them at least some role as a carrier)  a 7 speed rating would probably be for the best, still not competitive with archer/ninja/thief(the true speed jobs) but high enough that they have a calling card:

                  mage roles as I see it:
                  wizard = MA
                  oracle = def/HP
                  summoner = MP
                  priest = PA
                  time = speed
                  sage/red/blue = balance
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: philsov on February 21, 2011, 01:46:12 pm
                  Quoteother than "lower tier speed"  time mage needs to be the weakest of the mages to balance its skill set.


                  So just be a wizard/priest/oracle/summoner/sage with time magic secondary.  There's no reason to be a time mage with XXX secondary.  Ever. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Scearcely on February 21, 2011, 03:43:27 pm
                  you missed it:

                  time mage should be the fast mage.  it should have weak stats OTHER THAN SPEED.  That's your reason for being a time mage main, to ensure silence before that black mage gets off flare, to get fire2 off before cure 2 procs or the chemist gets over there.

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Lucifer_zero on February 21, 2011, 03:56:57 pm
                  @Dome

                  IMHO (and a persistent one) making one job command that have Damage (even if low, that can kill low HP enemies ), Buff, Debuff AND RAISE, is to make one Job command that can make much thing alone.

                  As you propose, i would take of Raise and Haste and Demi at least, RAISE as it makes you dont need a secondary job if you need suport; Haste, as it is one, if not the top, best buffs you can have; DEMI, great ofensive skill that make Time Magic usefull even if unit have low MA ( at cost of Hit-Rate ).


                  When you said about Double Cast... something came to my head... why wont try to make Malak a Red mage, instead of having random hit, make skills with 2 hit, ultimate have 3 hit an non elemental, and one AOE 1 Buff with 2 hit ( and mid % ) that give a random Buff each hit ( like nameless Dance song, but 2 times and AOE 1 )... but... this still a little... lame... but... it an ideia ^^
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 05:24:33 pm
                  Sorry, 4 as speed of the time mage was a typo, thanks for pointing it
                  Fixed
                  (http://img835.imageshack.us/img835/6503/stattiers.png)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 21, 2011, 05:31:03 pm
                  Guess no ones wants to remplace the dancer and bard class with those classes...oh well.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Lucifer_zero on February 21, 2011, 05:37:57 pm
                  These are my visions of classes and their roles, after that, what i thhink about rank multipliers.

                  • SQUIRE - the most balanced, but still, a little less than standard

                  • CHEMIST - they should have stats worse than quire, except for speed, that should be equal, as they have innate throw item, and their Job Comand is one of most usefull, as it don depend on stats

                  • KNIGHT - they use heavy armor, they HAVE the ultimost strengh, and this makes then slower than other units

                  • ARCHER - they are kinda more fast than standard, a little more strengh, but as they are long range, they sould have not much HP, and they dont care for magic.

                  • MONK - Vitality, that the word that could define the monks, tanks with high strengh, but, the shine is on their Health, but they still cares a little for spiritual energy ( MA, not MP ).

                  • PRIEST - They are defensive mages, the more balanced stats as mage, but more focused on magical, of course

                  • WIZARD - They canalize evething to make the most powerfull speels, and when i say everything, it´s REALLY EVERYTHING

                  • TIME MAGE - Time... one of most powerfull buffers, as Scearcely said, this one is a mage focused on speed, as they know how manipulate time ( and Space... )

                  • SUMMONER - The one who makes pacts with the summons, the more focused on spiritual energy to make the pacts heal work, but to make they be at most of they capacities, they need time and much spiritual energy.

                  • THIEF - They are fast... they steal your pockets before you even realise that is something there... on a fight they can throw some few punches ( and stabs ), but never they can make more than it... ( means... no magic )

                  • MEDIATOR - They don´t care for strengh or magic, they just use words, like... they are the troll of FFT, and HEY they can use guns !!!

                  • ORACLE - As Time Game is the most precious buffer, Oracles are the DeBuff who would make enemie team  suffer from diseases and curses, with the help from the ghost they have less speed than time mage, but still more than others mages.

                  • GEOMANCER - They comunicates with land... they like to maintain balance, so they are balanced... ( yes, this one was lame ), think their stats as SQUIRE upgrade, but more focus on strengh

                  • LANCER - They use heavy armor as Knights, but they focused a little more on speed, for their lances can stab the enemies as they fall from sky.

                  • SAMURAI - Oriental Warriors that speaks to their weapons, they use heavy armor for they need to protect themselfs better, as their vitality in´t so good as other warriors, in stats terms, they have strengh like a monk, but more MA, at cost of HP and MP

                  • NINJA - If you think that Thief are fast... Ninja can steal your pockets WITH your pants, and you only realise it when it´s too late, as wizard sacrifies everything for their strong speel, Ninjas don´t make their muscles too much strong as it would make they a little less fast, and they knows a little of magic, but only the necessary

                  • SAGE - Not much ideias here, it like... Geomancer, but instead of making it have more strengh, they have more magic

                  • BARD - They sing about how beatifull life is... to always look at the bright side of life... they focused more on magic

                  • DANCER - not ideias here, but they are the counterpart of Bards, more focused on physical, but with more speed

                  • MIME - ... the one generic used to make stats better... now that growth is no more... they could have high health ( for they don equip anything ) and MID~HIGH MA, PA, to make they useful, and a Time mage speed ( that is a nice one... ) the usefullness should come on INNATES.



                  Now lets put some numbers, using 1~10, 5 is standar and 10 is excel, only one 10 on each stats, and only one 9 too


                  • SQUIRE -
                    HP 05; MP 04; SPD 04; PA 05; MA 05

                  • CHEMIST -
                    HP 04; MP 03; SPD 04; PA 04; MA 04

                  • KNIGHT -
                    HP 07; MP 02; SPD 02; PA 10; MA 01

                  • ARCHER -
                    HP 04; MP 01; SPD 06; PA 07; MA 01

                  • MONK -
                    HP 09; MP 01; SPD 06; PA 08; MA 03

                  • PRIEST -
                    HP 05; MP 06; SPD 05; PA 04; MA 06

                  • WIZARD -
                    HP 02; MP 05; SPD 03; PA 01; MA 10

                  • TIME MAGE -
                    HP 04; MP 05; SPD 07; PA 03; MA 05

                  • SUMMONER -
                    HP 04; MP 10; SPD 02; PA 01; MA 07

                  • THIEF -
                    HP 05; MP 01; SPD 09; PA 06; MA 01

                  • MEDIATOR -
                    HP 03; MP 01; SPD 06; PA 03; MA 03

                  • ORACLE -
                    HP 04; MP 09; SPD 06; PA 04; MA 06

                  • GEOMANCER -
                    HP 06; MP 05; SPD 06; PA 06; MA 05

                  • LANCER -
                    HP 05; MP 01; SPD 07; PA 08; MA 01

                  • SAMURAI -
                    HP 03; MP 03; SPD 05; PA 07; MA 06

                  • NINJA -
                    HP 02; MP 01; SPD 10; PA 04; MA 03

                  • SAGE -
                    HP 06; MP 06; SPD 06; PA 05; MA 06

                  • BARD -
                    HP 03; MP 07; SPD 05; PA 03; MA 07

                  • DANCER -
                    HP 06; MP 03; SPD 06; PA 07; MA 03

                  • MIME -
                    HP 10; MP 01; SPD 06; PA 08; MA 08


                  Some notes
                  - First, when i put 01 i mean that it multiplier is the lowes possible that will give it something, in case of PA/MA the min is 25, for HP/MP is 8, note that there isn´t one ever HP or SPEED stats with 01 on my scale;
                  - as i said, 10 and 09 means the top and second top on the stats, and they are unique;
                  - As 01, 09 and 10 are specific things, the scale is, in fact, between 02~08, that make 5 the standard number
                  - For now there is no 09 for MA / PA, still thinking
                  - YES, from above statment, that means my scale could and SHOULD be changed ( but still is MY opinion, using it or no its not my call )
                  - YESS except for speed NINJAs sucks, for my experience on plays, speed is the moust signifcant stats that you want, and ninja have it and innate Two Hands, that makes they a bit much strong, they reallly need some nerf, so even a wizard they cannot 1HIT-KO, that way you could end using more their job command

                  - before the end of week i should re-think something here...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on February 21, 2011, 05:48:09 pm
                  I wonder what dome thinks. Personally I think those two classes are broke, and Should be replaced SSD, so whatever Dome thinks.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 21, 2011, 05:59:08 pm
                  Quote from: GeneralStrife on February 21, 2011, 05:48:09 pm
                  I wonder what dome thinks. Personally I think those two classes are broke, and Should be replaced SSD, so whatever Dome thinks.
                  Which class is broken in your opinion?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on February 21, 2011, 06:20:09 pm
                  Quote from: Dome on February 21, 2011, 05:11:43 am
                  A magic class that allows you to equip swords (Because you have the possibility and the PA to make it worth) and gives a very versatile skillset isn't trash, at all

                  Something like
                  Fire/Ice/Thunder/Cure/Raise/Wall/Haste/Slow/Demi/Poison/Faith and an unique skill (It's possible to re-create the double cast feature of FFTA into FFT?)

                  I'd use that class any day


                  It's trash because you're just rehashing the same shit the player can already do and giving it a sword when the player can easily make a faux-Red Mage by putting Time Magic on a Geomancer or something.

                  There is nothing defining about the class and the point you're trying to cover by making it is covered by the very design of FFT's mechanics unless you put a unique spin on the mechanics of its skills similar to how Calculator tried to do.

                  It's the kind of class that FFT was designed to not need.  Also, you can replicate single-target doublecasts on a per-skill basis, but using the vanilla formula they won't have a Faith component since you need to use the Tiamat's Triple Flame formula.  Using FDC and I's giant formula hacking monstrosity, however... though that's still a ways off from being done.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 21, 2011, 06:21:40 pm
                  Quote from: Dome on February 21, 2011, 09:42:30 am
                  No, no initial stone at all
                  Also, the magic guns damage depends on the Faith of both the attacker and the defender, while the rifle is just fixed (14*14) damage

                  P.s: Magic guns range will be nerfed in the next release


                  Okay well the initial stone is still there! Make sure to fix it please :)

                  Oh so that is why the magic guns are acting differently.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 21, 2011, 06:23:42 pm
                  The typo says Bravi 2 (suppose to be Gravi2)

                  Did you notice the oracle in my video? Whats up with that?

                  (Thank you for fixing the AI elixirs, I like to save them and the AI just think they are like potions XD)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 21, 2011, 08:21:33 pm
                  Quote from: Dome on February 21, 2011, 05:59:08 pm
                  Which class is broken in your opinion?


                  Id say Dancer class is quite broken.(Most dancer skills too.) Bard is somewhat broken too, but less that dancers.

                  A few nameless dances are usally eneuf to turn the entire battle in your favor. (Unless you face immortal enemies, but im guessing most of em will become back to normal in your patch.)

                  And the Dancer seem to stand out more by instantanly randomly turing enemies into frogs, silence on casters and blind on knights and even slow em.
                  Aslo saying that the AI will try to cure em using items, istend of killing one of your team, there sometime would heal the mage having darkness on it, completely wasting a turn

                  And it may get used 2-3 times in an row sometimes...and thats just insane.

                  I once turned the entire enemy team to frogs with the dancer alone...

                  Not sure about the bards...
                  But personally, id like a totally new class...(A class that can support the team, using about the same kind of skill that the bards has, but istend of performing, it would be instant cast. (And cost MP) And don't taget the entire map.

                  Same thing for dancers, but there are many classes that can add harmfull status at enemies and disabling em aleardy, it should change to a role that is less common....
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on February 21, 2011, 08:29:52 pm
                  If Dancer is broken, then it's broken because Slow Dance and Last Dance, not something as simple as just making sure that Nameless Dance doesn't stupidly inflict Frog anymore by changing the appropriate Inflict Status. 100% Nameless Song would likely be overpowered.

                  If any class is broken, it's still Monk.

                  Anyway, I rather agree with Raven. Unless it's either the very beginning class of the game (IMO) or a special character, then a Red Mage that just completely rehashes all but a couple of spells from other classes is at once both pointless and defeatist of the entire Tactics job system.

                  Personally, of the three job options, the only one I can get behind is Blue Mage since I've already said how I feel about Necromancer given the state of formulas (or lack thereof) regarding them.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 21, 2011, 08:59:58 pm
                  Quote from: Dome on February 21, 2011, 05:24:33 pm
                  Sorry, 4 as speed of the time mage was a typo, thanks for pointing it
                  Fixed
                  (http://img835.imageshack.us/img835/6503/stattiers.png)


                  The Time mage don't seem very...good in this info...even MP are *Meh*
                  3 for MA? even a squire got better magic power that the Time mage... :/ (In fact, i think squire got too much of it)

                  I think 6-7 for MA and 7 for MP would be better for time mages..
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 21, 2011, 09:10:53 pm
                  Quote from: The Damned on February 21, 2011, 08:29:52 pm

                  If any class is broken, it's still Monk.


                  Monk could be changed to an other warrior class with new skills....of course most people likes using Monks so i don't think it will hapends, even for balancing issues.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on February 21, 2011, 09:44:12 pm
                  I second that. Change monk to....paladin or crusader or something.
                  Balancing monk is retardedly hard, I stand by the fact that they are ridiculously OP and a broken class.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 22, 2011, 05:31:15 am
                  Quote from: dinosaur on February 21, 2011, 06:23:42 pm
                  The typo says Bravi 2 (suppose to be Gravi2)

                  Did you notice the oracle in my video? Whats up with that?

                  (Thank you for fixing the AI elixirs, I like to save them and the AI just think they are like potions XD)

                  I used the Undead Oracle class to make Boco
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 22, 2011, 05:36:47 am
                  About the dancer-bard classes, I can do the same that Phil did for ASM'D...Combine them into a single class (That can use the abilties for both classes) and make the skill hit 5-6 panels around them instead of targeting the whole map

                  About monks...they won't be changed to another class, but they will be nerfed (Removing Martial arts innate and reworking his skills)

                  P.s: I still think that the red mage skillset I posted is VERY useful...but I don't think it will be implemented...Blue mage will probably make it in

                  P.p.s: There are formulas that make possible the necromancer class...(Only-for dragons formula can be used on undeads if the undeads are the only monster flagged as dragons in the game...that would require removing them from Reis, However...)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Lucifer_zero on February 22, 2011, 02:31:52 pm
                  Now i have to agreed with Raven, making Red MAge as you want it only taking one space for a Job that have skill from other Jobs when you could be doing a new one.

                  But you still can turn one special character into some sort of Red Mage.

                  Monk
                  I wih that was a way to make a job have innate only WHEN LVL8, that Way the you can easily remove MArtial as innate, but what i think that monk really need is strength nerf, making their PA multiplier low ( they should became HP tanks )


                  About Bard and Dancers, they are both broken in some aspect, but still, i think that is a really good ideia from FFT creator to make two classes that are opposite each other, and more, Dancers are PA focused, and Bards are MA focused, whenever they gender are focused on the other stats. My point is, if you want to remove one of they, why not remove they both and make 2 new classes that still folow this mechanic.

                  And if you keep both, changing they skill to 6 range is good, but even better is to put MP cost too



                  One more thing i´ve always trought, why not make summons more powerfull and fast than Wizards magic, but with a HUGE MP cost, and summoner not only having the most MP multiplier, but Half MP innate ( AND ONLY THEY ), this is to reflect the fact that summoners are the one who make pacts
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 22, 2011, 02:59:57 pm
                  I'm working on a new release, which will fix all the bugs listed so far, and will change some item attribute here and there (Also, Elixir shouldn't be usable anymore by the AI)
                  Nothing big, Yet
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on February 22, 2011, 08:59:41 pm
                  Quote from: Dome on February 22, 2011, 05:36:47 amP.s: I still think that the red mage skillset I posted is VERY useful...but I don't think it will be implemented...Blue mage will probably make it in


                  No one said the skillset wouldn't be useful.  The argument is that it's redundant.  There's a big difference there.  Again, see something as simple as a Geomancer with either White or Time Magic.  That's 99% a Red Mage right there, Geomancy playing the role of low level Black Magic, the secondary covering the support aspect of things, and the class' equipment and multipliers covering the mixed warrior base.  The entire argument is that Red Mage is a redundant class under your current schema and FFT's design makes such versatility within a single set completely unnecessary.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 23, 2011, 12:24:27 am
                  Say dome, will you change the monsters in the game somehow?
                  Cause id like to do an LP of your demo and only use monsters for most of the game. (Low-mid levels)

                  Cause i like using monsters AND id try to find imbalance for em.

                  Tell me if your gonna change a few of em before i do it. If so id wait a bit.

                  Ah...the LP will be in french (..yes...im french.. :roll:)
                  No worries, id take the time to translate em, no troble here.

                  Oh yeah...what program do you use dinosaur?
                  Just wondering.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 23, 2011, 01:17:07 am
                  Quote from: RavenOfRazgriz on February 22, 2011, 08:59:41 pm
                  No one said the skillset wouldn't be useful.  The argument is that it's redundant.  There's a big difference there.  Again, see something as simple as a Geomancer with either White or Time Magic.  That's 99% a Red Mage right there, Geomancy playing the role of low level Black Magic, the secondary covering the support aspect of things, and the class' equipment and multipliers covering the mixed warrior base.  The entire argument is that Red Mage is a redundant class under your current schema and FFT's design makes such versatility within a single set completely unnecessary.


                  This.

                  We want a class that don't do what the other classes aleardy does...something more unique will be more fun overall.

                  But yeah, id take Blue Mage anyday. But if we chose that class, what skills it can learn...?

                  Oh course most of us have a general idia about this, *Goblin punch* *Self Destruct* *White wind*(Could change the choco cure skill to white wind or something) *Big guard* would be a weaker version of the Mbarrier,could work like ramza stream skill,but can be used on others units.) and maybe even the melt,Quake and tournado spells. (I love those effects, too bad you never really see em normally...i never saw em in vanilia...untill i find this site years ago.)

                  But...what about chocobo meteor/esuna, or even some of the skills the trees have? Or maybe even Triple thunder and Dark Holy? (Okay...maybe a bit too much OP i agree)
                  Theres so much skills that could fit for blue mage...really.

                  Beside...the blue mage class will gives you more reison to invite monsters on your team...and using monster skill and try that hidden skill,maybe it will be useless....or maybe you will see an great skill to learn.

                  If you even made the blue mage, id be sure to try it out and test it for ya.
                  Id aslo use monsters to compare the skills form the blue mage and the original monster having it, to see whats OP or UP.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on February 23, 2011, 01:33:48 am
                  No, you can't have Self-Destruct on a Blue Mage in FFT unless you make revival EXTREMELY hard in your patch. And I'm saying this as someone who gave my Blue Mages (a nerfed) Bad Breath when people tend to think that's overpowered.

                  It's way too easy to abuse Self-Destruct, especially on a human and with Phoenix Downs still around.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 23, 2011, 03:59:57 am
                  Quote from: The Damned on February 23, 2011, 01:33:48 am
                  No, you can't have Self-Destruct on a Blue Mage in FFT unless you make revival EXTREMELY hard in your patch. And I'm saying this as someone who gave my Blue Mages (a nerfed) Bad Breath when people tend to think that's overpowered.

                  It's way too easy to abuse Self-Destruct, especially on a human and with Phoenix Downs still around.


                  Most of the blue magic skills will probably have a CT anyway.
                  Try using self destruct at low HP with a charge speed of 20...very hard to pull off before an enemy throw a stone and kill you mid charge.
                  Many enemies have ranged attacks anyway, so i don't think you will be able to use it that much anyway. Even Reraise may not help that much.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 23, 2011, 04:41:06 am
                  Quote from: EpicSolidSnake on February 23, 2011, 12:24:27 am
                  Say dome, will you change the monsters in the game somehow?
                  Cause id like to do an LP of your demo and only use monsters for most of the game. (Low-mid levels)

                  Cause i like using monsters AND id try to find imbalance for em.

                  Tell me if your gonna change a few of em before i do it. If so id wait a bit.

                  Ah...the LP will be in french (..yes...im french.. :roll:)
                  No worries, id take the time to translate em, no troble here.

                  Oh yeah...what program do you use dinosaur?
                  Just wondering.

                  Monsters have already been changed:
                  Every monster of the same family has the same stat, and the abilities have been modified to make them useful
                  Every monster tier is worth using, and not outclassed
                  Btw, I'm still balancing the stats of the monsters, so I suggest to wait before you record a monster-only challenge
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 23, 2011, 04:42:25 am
                  Blue mage spells will have a MP cost, depending on the skill
                  Self-destruct won't be part of the skillset

                  P.s: Guys, what do you think about the idea of turning Rad, Alicia and Lavian into special characters?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 23, 2011, 06:58:12 am
                  Quote from: Dome on February 23, 2011, 04:42:25 am
                  Guys, what do you think about the idea of turning Rad, Alicia and Lavian into special characters?


                  This will give me a reison to NOT ban em out right away after i get em...i always unequip em and use Ramza's ban hammer on em usally.
                  Good idia, maybe there could be worth the 3 slots there using....for once.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 23, 2011, 07:03:52 am
                  Quote from: Dome on February 23, 2011, 04:41:06 am
                  Monsters have already been changed:
                  Every monster of the same family has the same stat, and the abilities have been modified to make them useful
                  Every monster tier is worth using, and not outclassed
                  Btw, I'm still balancing the stats of the monsters, so I suggest to wait before you record a monster-only challenge


                  Alright.

                  Id wait after the next update or the one after that in that case.
                  Anyway, i am looking foward to help ya balance em. (I want em to match most humains character later in the game powerwise.)
                  I could aslo help with the monster skills, see if there is anything useles, OP or UP.

                  Anyway, after you did the balance to the monster stats frist id help ya.

                  Looking foward to help ya later on.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 23, 2011, 07:13:00 am
                  Ok, buffed the MA of the time mage a little...
                  Now, every class should have a reason to be used

                  Thanks to everyone who helped me!
                  ^_^
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Scearcely on February 23, 2011, 12:16:26 pm
                  Quote from: EpicSolidSnake on February 23, 2011, 06:58:12 am
                  This will give me a reison to NOT ban em out right away after i get em...i always unequip em and use Ramza's ban hammer on em usally.
                  Good idia, maybe there could be worth the 3 slots there using....for once.


                  seconded, rad lavian and alicia have never fought in anything but the intro battle for me, though i will miss the free money from stealing their gear  :)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 23, 2011, 12:55:57 pm
                  I was thinking about turning Rad into a Red mage, TBH
                  Dunno about Alicia and Lavian...any idea?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on February 23, 2011, 01:04:00 pm
                  Although I too have thought of (and am still thinking of) turning Rad into a Red Mage (different from yours), I would say that you can probably do better considering you're keeping other things relatively the same.

                  Honestly not sure what to do with Alicia and Lavian since I'm not even using them. Sorry.

                  Quote from: EpicSolidSnake on February 23, 2011, 03:59:57 am
                  Most of the blue magic skills will probably have a CT anyway.
                  Try using self destruct at low HP with a charge speed of 20...very hard to pull off before an enemy throw a stone and kill you mid charge.
                  Many enemies have ranged attacks anyway, so i don't think you will be able to use it that much anyway. Even Reraise may not help that much.


                  20 CT? ...Are you serious? Even Meteor doesn't charge for that long. Congrats. Self-Destruct goes from potentially overpowered and braindead to completely worthless and taking up space. (It forces you to give Bombs Non-Charge, otherwise Bombs suck completely then.)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 23, 2011, 01:25:27 pm
                  Well, there is no way to make Rad, Alicia and Lavian useful without turning them into something special...
                  At the beginning of chapter 2, very few people will use them instead of the generics they already recruited, and they will just be recruited, stripped and removed from the party...
                  Think about Boco: Even if he isn't broken, gives the player a reason to keep him around
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on February 23, 2011, 01:47:17 pm
                  What? I wasn't trying to say don't turn them into special characters (and I don't see where I was implying that, but apologies if I somehow did). I was saying that "you can do better than turning Rad into a Red Mage and I honestly have no idea what Lavian & Alicia would become since I'm not using them in my patch".

                  That was all.

                  And, yes, Boco could stand to have a boost.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 23, 2011, 02:45:05 pm
                  Quote from: The Damned on February 23, 2011, 01:47:17 pm
                  What? I wasn't trying to say don't turn them into special characters (and I don't see where I was implying that, but apologies if I somehow did). I was saying that "you can do better than turning Rad into a Red Mage and I honestly have no idea what Lavian & Alicia would become since I'm not using them in my patch".

                  That was all.

                  And, yes, Boco could stand to have a boost.

                  Yes, I misunderstood
                  No problem :-)
                  But, I don't have many ideas at the moment, and red mage looks like a good class for a special...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Scearcely on February 23, 2011, 03:26:03 pm
                  3 options for red-mage special

                  rad: detailed above, he needs a role, and in vanilla he's a squire with some oracle tricks which leads right into redmage(ffxi's version) and he arrives early enough for the skill set to be worthwhile.  This is my vote

                  agrias:  its a stretch, her true class as far as ff history would be concerned would be paladin(her vanilla whitemage levels) but again as far as FF lore, redmages were knights that ventured into the magical at the cost of physical ability, and a redmage would be the 2nd choice as a guardian knight behind a paladin(and being the 2nd choice would explain why she sucks so hard at it) again, joins early enough for skill to not be outclassed

                  beowulf:  no question its where he fits to keep him from doing a tapdance on oracle's feet, but he's a chapter 4? character...

                  for the twins... the old darknight sell out would fit for them.  could do the darknight(knight with black magic) paladin(knight with white magic) dichotomy as well.

                  Another thing, jumping on dancer/singer hate.  drop those two classes completely(even getting rid of the performer idea) and make the twins a "swordsinger" and a "bladedancer" give each a reduced version of the appropriate skill set (the status songs have to die, as well as the speed ones[ct and sp], neither can be balanced) and then throw in some instant PA based ranged attacks.

                  of course now you gotta figure out what to replace bard/dancer with, but you're down to just 1 needed class instead of 3

                  +1 to boco needing a boost, even if it makes chapter 1 harder, sad 2 of the hardest vanilla fights are in chapter 1(dorter and windmill)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 23, 2011, 07:51:05 pm
                  Quote from: The Damned on February 23, 2011, 01:04:00 pm
                  20 CT? ...Are you serious? Even Meteor doesn't charge for that long. Congrats. Self-Destruct goes from potentially overpowered and braindead to completely worthless and taking up space. (It forces you to give Bombs Non-Charge, otherwise Bombs suck completely then.)


                  Ahh...i meant 20 SPEED not CT xD

                  That would be 5 CT not 20. (Sorry for confusion lol, but anyway, dome don't seem to want to add it anyway.)

                  *Form Scearcely*

                  3 options for red-mage special

                  rad: detailed above, he needs a role, and in vanilla he's a squire with some oracle tricks which leads right into redmage(ffxi's version) and he arrives early enough for the skill set to be worthwhile.  This is my vote 

                  ***This would fit***

                  agrias:  its a stretch, her true class as far as ff history would be concerned would be paladin(her vanilla whitemage levels) but again as far as FF lore, redmages were knights that ventured into the magical at the cost of physical ability, and a redmage would be the 2nd choice as a guardian knight behind a paladin(and being the 2nd choice would explain why she sucks so hard at it) again, joins early enough for skill to not be outclassed

                  ***Agrias would become a paladin? Kinda fits but...wy not make one of the other girls be paladin istend?***

                  beowulf:  no question its where he fits to keep him from doing a tapdance on oracle's feet, but he's a chapter 4? character...

                  ***I could say oracles need a buff to there status attack skills,id say an much higher % for most of em to make em more userfull and reliable to use. Not all of em but most of em.***

                  for the twins... the old darknight sell out would fit for them.  could do the darknight(knight with black magic) paladin(knight with white magic) dichotomy as well.

                  ***Dark Knight is used by gafgarion aleardy, we would need to change his class name. Black Knight could fit that role for knight skills and black magic combined...or maybe not.***

                  Another thing, jumping on dancer/singer hate.  drop those two classes completely(even getting rid of the performer idea) and make the twins a "swordsinger" and a "bladedancer" give each a reduced version of the appropriate skill set (the status songs have to die, as well as the speed ones[ct and sp], neither can be balanced) and then throw in some instant PA based ranged attacks.

                  ***Even if id like em to be changed completely, i don't think dome will ever change em.***

                  of course now you gotta figure out what to replace bard/dancer with, but you're down to just 1 needed class instead of 3

                  +1 to boco needing a boost, even if it makes chapter 1 harder, sad 2 of the hardest vanilla fights are in chapter 1(dorter and windmill)

                  ***+2 He could be the white chocobo class istend...making him a special character you can't get anywhere and with that great color too.
                  ...Not gonna hapend heh ? Oh well... Anyway, he could use a buff to his growths to be more userfull later in the game...maybe even a bit higher base speed.***
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 04:36:10 am
                  Ok, changelog so far, or stuff I'm working on for the next release:

                  1) Boco already IS a special character
                  2) Rad will be a red mage
                  3) Alicia and Lavian will be specials, but I don't know what class (I was thinking the Onion Knight class?)
                  4) Bard and dancer will be fused into a single class, which will require "5 mediator" and "2 samurai" to be unlocked: It will have both the abilities of the Bard and the Dancer, but the range will be nerfed to 5 panels around the caster and 5 vertical range (Performer will be the name?)
                  5) Fixed all bugs listed so far
                  6) Guns reworked a bit
                  7) Frog and Poison moved to the Oracle class
                  8) Almost every caster got a 0 CT spell
                  (Priest: 30 MP range 4 single panel instant heals 33% of Hp, costs 30 Mp - 500 Jp)
                  (Black Mage: Flare got reworked. Now it costs 700 Jp - Range 4 single panel costs 40 Mp Y = 20, same black magic formula)
                  (Time mage: Got a custom spell named freeze, 500 Jp to learn, Range 4 50 Mp one panel, inflicts don't move and slow on the target, same Hit% of stop)
                  (Oracle got a reworked posion spell: It works the same as 1.3, but it's instant, costs 30 Mp and 500 jp to learn)
                  9) Tiers system and fixed growths (10/10/150/50/50) will be implemented
                  10) Lowered jp costs here and there, now EVERY class should be able to unlock at least 1 ability when it's unlocked
                  11) Monks lost Martial arts innate, spin fist and wave fist are wind elemental, chakra and stigma magic only works on the monk that used the skill

                  Think something is stupid/should be changed? Speak now xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 24, 2011, 05:35:58 am
                  Quote from: Dome on February 24, 2011, 04:36:10 am
                  Ok, changelog so far, or stuff I'm working on for the next release:

                  1) Boco already IS a special character
                  2) Rad will be a red mage
                  3) Alicia and Lavian will be specials, but I don't know what class (I was thinking the Onion Knight class?)
                  4) Bard and dancer will be fused into a single class, which will require "5 mediator" and "2 samurai" to be unlocked: It will have both the abilities of the Bard and the Dancer, but the range will be nerfed to 5 panels around the caster and 5 vertical range (Performer will be the name?)
                  5) Fixed all bugs listed so far
                  6) Guns reworked a bit
                  7) Frog and Poison moved to the Oracle class
                  8) Almost every caster got a 0 CT spell
                  (Priest: 30 MP range 4 single panel instant heals 33% of Hp, costs 30 Mp - 500 Jp)
                  (Black Mage: Flare got reworked. Now it costs 700 Jp - Range 4 single panel costs 40 Mp Y = 20, same black magic formula)
                  (Time mage: Got a custom spell named freeze, 500 Jp to learn, Range 4 50 Mp one panel, inflicts don't move and slow on the target, same Hit% of stop)
                  (Oracle got a reworked posion spell: It works the same as 1.3, but it's instant, costs 30 Mp and 500 jp to learn)
                  9) Tiers system and fixed growths (10/10/150/50/50) will be implemented
                  10) Lowered jp costs here and there, now EVERY class should be able to unlock at least 1 ability when it's unlocked

                  Think something is stupid/should be changed? Speak now xD

                  1) I hope he will be helpfull once i start my monster LP...if not you will die an horrible death!  :evil:

                  2) Okay, it could work. But be sure to give somewhat higher magic power to him that normal cause he is a MALE...at less, just for his special class.
                  So it means that the sage will become a Blue mage istend? It should help me in the monster challenge LP later on....maybe.

                  3) Onion Knight? Need more details on that one, cause this is rather a class  that improve if you master other one...i think. What kind of skill exatly you want to give em?

                  4) Hmm...this could lead to AI abuse...you could use a dancer move and force the enemy back form the area of effect...idk.

                  5) Great!

                  6) Bang! Oh yeah! It feel better wen i fire it! (Gonna use it to kill ya if BOCO is not good eneuf  :twisted: )

                  7) Ok for me.

                  8) Priest : 33%? I don't know...only units with high HP will benefit for this...and the MP cost seem a little high for me.(I know it is instant cast but..it cost more that cure 4! and 33% is not that much...id say reduce the cost or higher % to about 40%.) But the JP cost is fine.

                  Black Mage : Im neural on this one.

                  Time Mage : Don't seem that userfull...and very unreliable...and cost way too much MP....very UP if you ask me...i for one, id never depend on it.

                  Oracle : 30MP for poison? Don't you think thats a little too much? Aslo the JP cost should be a bit lower...

                  9) This is bad...so bad it is good. (:P)

                  10) ...nothing to say here.

                  Thats it.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 05:43:58 am
                  Sorry, forgot this:
                  11) Monks lost Martial arts innate, spin fist and wave fist are wind elemental, chakra and stigma magic only works on the monk that used the skill

                  Added to the post
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on February 24, 2011, 06:06:14 am
                  Spin Fist and Wave Fist being Wind elemental strikes me as being a buff, actually, since Wind can be boosted, and I don't recall many items that reduce/nullify/absorb Wind damage.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pride on February 24, 2011, 06:09:24 am
                  As EpicSolidSnake pointed out, the new Oracle and Time Mage skills are both very lackluster and not worth using. I understand increasing the MP cost for an instant spell, but Poison is an average status and 30 MP to cast it is absurd. Freeze is too unreliable and the MP cost is way to high, this should be remedied. Though, I don't think Freeze is necessary on the Time Mage.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 24, 2011, 06:12:12 am
                  Quote from: Eternal248 on February 24, 2011, 06:06:14 am
                  Spin Fist and Wave Fist being Wind elemental strikes me as being a buff, actually, since Wind can be boosted, and I don't recall many items that reduce/nullify/absorb Wind damage.


                  True...so basiquely the changes will make the monk stronger, but can't be a support character anymore.
                  Alright guys, bring out the white mage skills.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on February 24, 2011, 06:17:07 am
                  Not sure if you've got them planned out already (I haven't really scanned the 1.4 topics much yet) but ideas for insta-cast spells:

                  Black Mage- Force
                  Non-elemental minor damage- Range: 3

                  White Mage- Pray
                  Slightly less healing than Cure- Range: 3

                  Oracle- Condemn
                  Long CT spell, inflicts a random debuff that the Oracle can inflict with its other spells- Range: 3

                  Time Mage- Comet
                  Minor non-elemental damage (less than Force's)- Range: 3, AoE: 1

                  Summoner- Aeon
                  Minor MP drain- Range: 3
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 09:19:52 am
                  Thanks everyone for the feedback guys, help is very appreciated :-)

                  1) Wave and spin fist becoming wind elemental is not meant to be a buff or a debuff, it's just something that I felt it must be done xD (Ps: With the loss of martial arts, every Monk skill is weaker now. Also, martial arts has been removed from the game, it will be innate for some boss-monster)
                  2) Well, seems that Eternal gave me a wonderful idea for the instant Oracle spell: An instant range 4 spell that can inflict 1 of the many status the oracle can inflict, choosen at random
                  3) I also like the idea for the instant summon, it will replace Silf or Salamander
                  4) I want to keep the instant spells something related to the class, and comet, while a good idea, doesn't feels something casted by the Time mage...For the moment, Freeze will stay
                  5) Prayer (Instant white magic skill) will be buffed to 40% healing

                  Now, about new custom classes:

                  Talking about the Red mage:
                  - He will have balanced stats across the board (5/6/6/5/6 or Something like that) and the skillset I posted before

                  Talking about the Onion Knight:
                  - He will have good all around stats (7 in each stat) and will be able to equip everything, Maintenance and equip change as innate skills (Also, the skillset will be empty and he will have very good support-movement abilities to learn)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 11:45:50 am
                  Monsters will have fixed growths in 1.4 (8 Hp/10 Mp /100 Speed/40 Pa/40 Ma) (Also, remember that every monster of the same family will have the same stats, only the skills are different)

                  (http://img546.imageshack.us/img546/5973/stattiersmonsters.png)

                  Hp multipliers will be (Maximum Hp will be 999 at level 99, minimum around 544)
                  130 - 143 - 157 - 171 - 185 - 198 - 212 - 226 - 240

                  Speed multipliers will be (Minimum will be 11 at level 99, maximum 15)
                  115 - 120 - 125 - 130 - 135 - 140 - 145 - 150 - 155 - 160

                  Pa/Ma multipliers will be (Minimum will be 21 at level 99, maximum 30) (Supposing max starting stats for the monster)
                  105 - 110 - 115 - 120 - 125 - 130 - 135 - 140 - 145 - 150

                  Any idea/Complain?
                  P.s: Some monster formula may be reworked (no more "BOMB WITH MA 77" is possible...)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: philsov on February 24, 2011, 12:04:51 pm
                  10 growth and 100 multiplier is 376 HP. (37 HP at level 1, 155 HP at level 35)

                  10 growth and 255 multiplier is 960 HP (and 96 HP at level 1, and 396 HP at level 35)

                  Monsters need growth that is superior to humans because monsters do not equip gear.  Human growth with large multipliers is either too good early on or too poor in late/endgame.  You'll see that many monsters have like... 7 MA growth and 100 multiplers and their damage to enemy HP ratio is great.  Unless you're planning on a blue mage, which will upset that equation drastically, you can stick to the above scheme or something similar.  If you do have a blue mage, then things get more interesting but monsters still need superior growth in all areas regardless.

                  Here is a spreadsheet.  You change the numbers in bold and see what happens.
                  http://ffhacktics.com/smf/index.php?topic=1737.0
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 12:31:06 pm
                  Quote from: philsov on February 24, 2011, 12:04:51 pm
                  10 growth and 100 multiplier is 376 HP. (37 HP at level 1, 155 HP at level 35)

                  10 growth and 255 multiplier is 960 HP (and 96 HP at level 1, and 396 HP at level 35)

                  Monsters need growth that is superior to humans because monsters do not equip gear.  Human growth with large multipliers is either too good early on or too poor in late/endgame.  You'll see that many monsters have like... 7 MA growth and 100 multiplers and their damage to enemy HP ratio is great.  Unless you're planning on a blue mage, which will upset that equation drastically, you can stick to the above scheme or something similar.  If you do have a blue mage, then things get more interesting but monsters still need superior growth in all areas regardless.

                  Here is a spreadsheet.  You change the numbers in bold and see what happens.
                  http://ffhacktics.com/smf/index.php?topic=1737.0


                  Thanks for the help/Suggestions Phil :-)
                  Yeah, I'll probably change the Growths of the monsters
                  Also...yes, a blue mage will probably make in, so I have to pay attention...

                  P.s: I hope you don't mind if I edited away the "50" size from your post, it was hard to read xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on February 24, 2011, 12:43:04 pm
                  I really wish there was still a function for enumerated lists:

                  1) If Boco is already a special character, then what is his movelist? Or are just supposed to look at Boco that Eternal and philsov made for the later 1.3 versions to see what you're intending?

                  2) I still kind of have to agree with RavenofRazgriz about that particular Red Mage being largely achievable with Geomancer plus White Mage or Time Mage. However, if you insist on using it, have you thought of the unique skill?

                  3) Similarly, while I can see where you're going with this Onion Knight thing, I'm not sure I like the idea of not only making two people the same exact (ability-less) class, but also making it a class that is completely redundant (and generically attainable) in the PSP version. How much free ability space do you have still and what are you generally planning to use it for?

                  4) Those job requirements don't seem to make much sense. I mean, Mediator does, but Samurai just seems completely random. Also, does this mean that Performer is going to be a unisex job then?

                  5) Nothing to say here. It's good to see that they trouble you know more. Out of curiosity, what was causing them? Just ENTD errors/mistakes?

                  6) Do you mind being more specific about what you did to Guns?

                  7) That's...okay I guess. Thematically it makes sense at least.

                  8) Hmm...I'm not sure how I feel about CT 0 abilities when it comes to spell-casters still.

                  8-a) Pray might be overpowered depending on how much 33% HP is on average, much less 40% HP. It should be more than X-Potion, given the MP cost, but how much HP are heavily armored units going to have on average?

                  8-b) I don't like making Flare instant at all. An instant-nuke seems like it obviate everything that Black Mage has now in most circumstances since they've lost both Poison and Frog (and got nothing else) and elements still don't really seem to mean much in your patch.

                  8-c) I can't say that I like the "Freeze" idea either, though at least I don't think it's OP in this case; the name doesn't help considering that "Don't Move", "Stop" and "Freeze" are rather similar. Also doesn't help that the spell name might be mistaken for something that's Ice element.

                  8-d) A "Status Ball" or "Condemn" idea or whatever you want to call it sounds good. It's probably only one of the five I actually could get behind.

                  8-e) Pretty "meh" about this since it kind of screws over Spell Absorb unless you were already getting rid of that from Oracle. That said, if you're going to replace Salamander or Silf, I'd say to replace Silf. You'd have to make the MP Drain single target, though, given that Silf doesn't show it draining from multiple targets for some reason.

                  9) It still remains to be seen how viable this is and I need to actually do stat-based work myself still, so I've no comments on it at this time.

                  10) The same as philsov and such means it's an idea I can get behind.

                  11) Wind-based attacks for Monk seems fine if they're losing Martial Arts. Gives the more of a reason to use 108 Gems between that and Earth Slash. I approve of Chakra only targeting the Monk. However, with regards to Stigma Magic, given what's used for it, if it only works on the Monk it becomes useless for curing things like Don't Act and Petrify. Not that I care very much since it's a Monk--just pointing that out.

                  Quote from: EpicSolidSnake on February 23, 2011, 07:51:05 pm
                  Ahh...i meant 20 SPEED not CT xD

                  That would be 5 CT not 20. (Sorry for confusion lol, but anyway, dome don't seem to want to add it anyway.)


                  Oh, okay. That's a lot more reasonable.

                  Quote from: Eternal248 on February 24, 2011, 06:17:07 am
                  Not sure if you've got them planned out already (I haven't really scanned the 1.4 topics much yet) but ideas for insta-cast spells:

                  Oracle- Condemn
                  Long CT spell, inflicts a random debuff that the Oracle can inflict with its other spells- Range: 3



                  One of these things is not like the other.... [/jackass]
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 01:03:58 pm
                  QuoteI really wish there was still a function for enumerated lists:

                  Completely agree, you have to manually quote everything...

                  Quote1) If Boco is already a special character, then what is his movelist? Or are just supposed to look at Boco that Eternal and philsov made for the later 1.3 versions to see what you're intending?

                  Boco can use every Chocobo Skill (But not Chicken, the monster skill) and has Defense up and move Hp up as innate
                  His job is called "White Chocobo"
                  He has the stats of a normal chocobo

                  Quote2) I still kind of have to agree with RavenofRazgriz about that particular Red Mage being largely achievable with Geomancer plus White Mage or Time Mage. However, if you insist on using it, have you thought of the unique skill?

                  If you have another idea, feel free to speak, nothing is set in stone
                  At the moment, the red mage idea is perfect for a special class that isn't overpowered and obtained early in the game

                  Quote3) Similarly, while I can see where you're going with this Onion Knight thing, I'm not sure I like the idea of not only making two people the same exact (ability-less) class, but also making it a class that is completely redundant (and generically attainable) in the PSP version. How much free ability space do you have still and what are you generally planning to use it for?

                  Different point, same answer: If you have another idea about custom special jobs, feel free to speak

                  Quote4) Those job requirements don't seem to make much sense. I mean, Mediator does, but Samurai just seems completely random. Also, does this mean that Performer is going to be a unisex job then?

                  No, it will still uses the same sprites
                  5 Mediator because it need to be able to speak, and 2 Samurai because Samurai are skilled warriors
                  But, as always, if you have a suggestion feel free to speak

                  Quote5) Nothing to say here. It's good to see that they trouble you know more. Out of curiosity, what was causing them? Just ENTD errors/mistakes?

                  Yeah, some ENTD mistake
                  I had to edit almost all the fights manually, and I missed something xD

                  Quote6) Do you mind being more specific about what you did to Guns?

                  Not at all, Just take a look at the spoiler below
                  Romada gun: The same as vanilla (8 range, 6 WP)
                  Mythril gun: 6 Range, 9 WP)
                  Stone gun (Now called Rifle): 4 Range, 15 WP, no more initial: Petrify - Forced 2 hands
                  All the magic guns: Range 5, 20 WP, can Only cast the tier 2 spell (Y = 16)


                  Quote7) That's...okay I guess. Thematically it makes sense at least.

                  Thanks :-)

                  Quote8) Hmm...I'm not sure how I feel about CT 0 abilities when it comes to spell-casters still.

                  I also don't like the idea very much, but sometimes Mages are freaking useless because of the AT

                  Quote8-a) Pray might be overpowered depending on how much 33% HP is on average, much less 40% HP. It should be more than X-Potion, given the MP cost, but how much HP are heavily armored units going to have on average?

                  Something around 700 Hp, I think
                  Tank Monsters will get 99 Hp

                  Quote8-b) I don't like making Flare instant at all. An instant-nuke seems like it obviate everything that Black Mage has now in most circumstances since they've lost both Poison and Frog (and got nothing else) and elements still don't really seem to mean much in your patch.

                  A lot of monsters have weakness - Resistance
                  Each element focuses on a different thing (Fire on Damage, Ice on AoE, Bolt on speed)
                  Flare made everything else obsolete at lower levels...and now it's istant, but the Y is 20 (It won't 1-shot everything)

                  Quote8-c) I can't say that I like the "Freeze" idea either, though at least I don't think it's OP in this case; the name doesn't help considering that "Don't Move", "Stop" and "Freeze" are rather similar. Also doesn't help that the spell name might be mistaken for something that's Ice element.

                  I couldn't come up with a better name...feel free to suggest one

                  Quote8-d) A "Status Ball" or "Condemn" idea or whatever you want to call it sounds good. It's probably only one of the five I actually could get behind.

                  Thank Eternal for the idea, then xD

                  Quote8-e) Pretty "meh" about this since it kind of screws over Spell Absorb unless you were already getting rid of that from Oracle. That said, if you're going to replace Salamander or Silf, I'd say to replace Silf. You'd have to make the MP Drain single target, though, given that Silf doesn't show it draining from multiple targets for some reason.

                  20% single target Mp drain won't kill anyone...

                  Quote9) It still remains to be seen how viable this is and I need to actually do stat-based work myself still, so I've no comments on it at this time.

                  I've posted all the numbers in this topic (http://ffhacktics.com/smf/index.php?topic=6772.0)

                  Quote10) The same as philsov and such means it's an idea I can get behind.

                  :-)

                  Quote11) Wind-based attacks for Monk seems fine if they're losing Martial Arts. Gives the more of a reason to use 108 Gems between that and Earth Slash. I approve of Chakra only targeting the Monk. However, with regards to Stigma Magic, given what's used for it, if it only works on the Monk it becomes useless for curing things like Don't Act and Petrify. Not that I care very much since it's a Monk--just pointing that out.

                  Monks needed a nerf, now (Imho) they are fine...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on February 24, 2011, 01:06:28 pm
                  Everyone is turning Rad into a Red Mage, heh.  To be honest, Special Red Mage is far more useful than Generic Red Mage because you can be a lot more flexible in the design - giving it useful and/or powerful skills without worrying as much about obviating certain magic schools, etc. so that it becomes both distinct and useful if those skills aren't recycled.  Even if they are recycled though, the class can still have some kind of flair - ASM'd turns Beowulf into a Red Mage with some of the best spells from each school and he's shaping up to be a powerhouse champion despite having no unique skills unless philsov keeps Shock.

                  Tl;dr Rad the Red Mage could actually be cool if he does it correctly, so despite Generic Red Mage being a retarded idea I'll hold my mock reflex until I see what his actual plans for it are.  
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 01:10:08 pm
                  Quote from: RavenOfRazgriz on February 24, 2011, 01:06:28 pm
                  Everyone is turning Rad into a Red Mage, heh.  To be honest, Special Red Mage is far more useful than Generic Red Mage because you can be a lot more flexible in the design - giving it useful and/or powerful skills without worrying as much about obviating certain magic schools, etc. so that it becomes both distinct and useful if those skills aren't recycled.  Even if they are recycled though, the class can still have some kind of flair - ASM'd turns Beowulf into a Red Mage with some of the best spells from each school and he's shaping up to be a powerhouse champion despite having no unique skills unless philsov keeps Shock.

                  Tl;dr Rad the Red Mage could actually be cool if he does it correctly, so despite Generic Red Mage being a retarded idea I'll hold my mock reflex until I see what his actual plans for it are. 

                  Red mage (if it gets implemented) will be Rad-only (And some enemy may use the class...I still don't know)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on February 24, 2011, 01:37:39 pm
                  Hey now, I'm not necessarily turning Rad into a Red Mage. It's just an open option since he indeed shows up rather early in the game (and I don't have to worry about Lavian or Alicia and want more special magicians anyway).

                  1) I see. So you're still using Monster Skill for things? Hmmm. That should be...interesting.

                  2-3) I'll see if I can think of anything, but I'm too busy trying to finish ideas for my classes' first draft at present.

                  4) No, I mean more is Performer replacing both Bard and Dancer? Or is one of them dying to buff the other? That's what I meant by the unisex question.

                  5) Understandable. I don't look forward to touching the ENTD, especially since I've already decided I need to completely overhaul everything, maybe even the maps (eventually).

                  6) I see. I can see the potential in that, though the jump from 81 to 225 damage (before any modifications) seems rather...much, especially since I'm assuming it won't be that difficult to get within 4 range as opposed to 6 range.

                  7) No problem.

                  8-a) 33% seems a bit much, then, much less 40%. Not sure what to change it too at present, though.

                  8-b) Aye, I was already aware of that. It's not that instant-Flare would one-shot everything (maybe)--it'd still probably 2HKO most things, though. It's that it's pretty much THE option to use compared to other Black Magic AND its instant. I mean, Flare is arguably already one of the best Black Magic spells, and you're making it faster for the "cost" of requiring it taking two Wizards to instantly cast it as opposed to one. It just seems like that's going to be problematic, but, eh, you've people to test it, so why not if it's not egregiously broken?

                  8-c) Hmmm...not sure. Maybe "Weight"? It seems like a gravitational spell and Weight seems like it conveys the non-damaging nature, as "meh" as the name is. Shrug.

                  8-d) Well, it's not like you HAD to implement it, so you're both thanked. There's thanks enough for everyone.

                  8-e) Not sure what you mean this. I just meant that multiple-targets when Silf tries to drain will only show one target being drained and "Aeon" kind of steps on Spell Absorb's toes, especially since it's instant. Unless you just mean that the "solution" is simply to have Aeon drain less than Spell Absorb, in which case I suppose I can agree.

                  9) Oh, I saw that already. As I said, it means nothing to me until I actually start doing stat work.

                  10) It only makes sense too, at least for things like Lancer/Dragoon and such.

                  11) Oh, I agreeing with you about the nerf. (Hell, if I was keeping them around, I'd nerf them even harder.) Merely pointing out that Stigma Magic doesn't work like it should if it's confined to self unlike Chakra working just find (and not being an overpowered POS anymore). As also said, I couldn't care less if you "fix" that or not since I kind of hate Monk. So...yeah.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 01:45:56 pm
                  Finally, from the next release 1.4 won't have 1.3034 in the first intro screen!
                  Too bad I suck at editing images
                  This is the banner for the moment
                  (http://img842.imageshack.us/img842/9572/bannerlj.png)
                  Is someone good with paint/photoshop?

                  Remember, it must be 320x32 pixels.  
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on February 24, 2011, 02:09:34 pm
                  Someone could always take the 1.3034 banner, remove the 303, and move the 4 next to the decimal point.

                  Hell, you could do that in paint most likely.

                  Just saying.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 02:49:52 pm
                  Quote4) No, I mean more is Performer replacing both Bard and Dancer? Or is one of them dying to buff the other? That's what I meant by the unisex question.

                  Bard and dancer job has been renamed "Performer" and now includes the skills of both classes (Nerfed)

                  Quote6) I see. I can see the potential in that, though the jump from 81 to 225 damage (before any modifications) seems rather...much, especially since I'm assuming it won't be that difficult to get within 4 range as opposed to 6 range.

                  Move +2/3 will be removed, along with teleport and OP movement skills (Until I understand how to rework them)
                  So, difference in range will matter
                  Also, the rifle is 2 handed, forcing you to not being able to equip shields

                  Quote8-a) 33% seems a bit much, then, much less 40%. Not sure what to change it too at present, though.

                  I'll leave it as it is
                  Playtesting will let us know if it's OP, UP or ok

                  Quote8-b) Aye, I was already aware of that. It's not that instant-Flare would one-shot everything (maybe)--it'd still probably 2HKO most things, though. It's that it's pretty much THE option to use compared to other Black Magic AND its instant. I mean, Flare is arguably already one of the best Black Magic spells, and you're making it faster for the "cost" of requiring it taking two Wizards to instantly cast it as opposed to one. It just seems like that's going to be problematic, but, eh, you've people to test it, so why not if it's not egregiously broken?
                  Playtest will answer us

                  Quote8-c) Hmmm...not sure. Maybe "Weight"? It seems like a gravitational spell and Weight seems like it conveys the non-damaging nature, as "meh" as the name is. Shrug.

                  I'll keep the name, for the moment...

                  Quote8-e) Not sure what you mean this. I just meant that multiple-targets when Silf tries to drain will only show one target being drained and "Aeon" kind of steps on Spell Absorb's toes, especially since it's instant. Unless you just mean that the "solution" is simply to have Aeon drain less than Spell Absorb, in which case I suppose I can agree.
                  Salamander (Which is the spell I decide to work on) will suck 20% of the mp of a single target, it will be instant, and will cost 10 Mp
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 03:09:39 pm
                  Well, I know, but I'd like to have something different from 1.3, even if it means that the banner will be worse...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Kill_Bones on February 24, 2011, 03:28:12 pm
                  I know a couple of guys on RPGuild that might be able to whip something up. I'll get back to you on this.

                  EDIT: Any aspects of the banner you have in mind?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 03:29:52 pm
                  Quote from: Kill_Bones on February 24, 2011, 03:28:12 pm
                  I know a couple of guys on RPGuild that might be able to whip something up. I'll get back to you on this.

                  EDIT: Any aspects of the banner you have in mind?

                  That would help a lot
                  No, not at all...everything, as long as it fits the FFT theme
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Kill_Bones on February 24, 2011, 03:32:13 pm
                  OK. I'll see if they can fit time in. (Might be a week or so, they get alot of requests, but the quality is worth it. A la my sig XD)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 03:36:56 pm
                  Guys, which monsters should have 999 Hp at level 100?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Celdia on February 24, 2011, 03:37:50 pm
                  (http://img823.imageshack.us/img823/738/fft14v1.png)

                  Nothing too flashy but you're welcome to it.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Kill_Bones on February 24, 2011, 03:41:04 pm
                  Oh and another question, are you looking to insert this into the title screen or just on the site? Also, are you deadset on "1.4" or is there still a chance of a name change?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 03:42:35 pm
                  For the moment, it will stay 1.4
                  It will be put both on the site and in the patch :-)
                  @Celdia: Thanks :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Celdia on February 24, 2011, 03:44:43 pm
                  If you get more of an idea of what you want and you know the full limitations of the banner for in-game use (color limit, etc) I can try to do something a little more showy. Or even a specific font you'd like to use.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 03:48:04 pm
                  Quote from: Celdia on February 24, 2011, 03:44:43 pm
                  If you get more of an idea of what you want and you know the full limitations of the banner for in-game use (color limit, etc) I can try to do something a little more showy. Or even a specific font you'd like to use.

                  Do everything you want, I have no idea at all in mind xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Celdia on February 24, 2011, 03:57:44 pm
                  (http://img84.imageshack.us/img84/5215/fft14v12.png)

                  I'm a whore for the blue spectrum.

                  (http://img708.imageshack.us/img708/428/fft14v12a.png)

                  And again with the lighting shifted a bit.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 04:00:31 pm
                  Quote from: Celdia on February 24, 2011, 03:57:44 pm
                  (http://img84.imageshack.us/img84/5215/fft14v12.png)

                  I'm a whore for the blue spectrum.

                  Blue is my favourite colour
                  Awesome (Even if the upper and lower part of the letter are a bit hard to see...) :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on February 24, 2011, 04:33:04 pm
                  Gimme a sec...

                  EDIT
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 04:50:32 pm
                  Wow, from 0 to 3 banners...now I don't know which one I should use xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on February 24, 2011, 05:02:13 pm
                  Here's one where the light fades off of the banner
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 24, 2011, 05:11:43 pm
                  Say dome, you say this before : 

                  4) I want to keep the instant spells something related to the class, and comet, while a good idea, doesn't feels something casted by the Time mage...For the moment, Freeze will stay

                  ...Think again, the time mage in FF5 can actually use comet, id say comet would fit the Time mage perfectly.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 05:13:33 pm
                  Quote from: EpicSolidSnake on February 24, 2011, 05:11:43 pm
                  Say dome, you say this before :  

                  4) I want to keep the instant spells something related to the class, and comet, while a good idea, doesn't feels something casted by the Time mage...For the moment, Freeze will stay

                  ...Think again, the time mage in FF5 can actually use comet, id say comet would fit the Time mage perfectly.

                  Time mage in FFT focuses on buffing/debuffing and "changing" the CT
                  Not on damage (Aside from meteor...)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: philsov on February 24, 2011, 05:28:12 pm
                  I'm tempted to say "none of them", but what's the highest hp humans can get with highest multipler + best armor?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 05:47:18 pm
                  Quote from: philsov on February 24, 2011, 05:28:12 pm
                  I'm tempted to say "none of them", but what's the highest hp humans can get with highest multipler + best armor?

                  a level 99 male knight will get something around 400 Hp
                  150 + 180 (Crystal equipment)
                  Around 750 hp
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 24, 2011, 05:56:04 pm
                  Quote from: Dome on February 24, 2011, 11:45:50 am
                  Monsters will have fixed growths in 1.4 (8 Hp/10 Mp /100 Speed/30 Pa/30 Ma) (Also, remember that every monster of the same family will have the same stats, only the skills are different)

                  (http://img576.imageshack.us/img576/5973/stattiersmonsters.png)

                  I need a lot of help with those xD

                  Just remember, 10/10 Hp will give 999 Hp to the monster at level 99
                  If you need any info about monsters, just ask


                  Here is my sugestion :

                  Chocobo : HP 5  MP 5  SPEED 6 PA 5 MA 6 (Jack of all trades)
                  Goblin :    HP 6  MP 3  SPEED 6 PA 7 MA 4 (Good warrior and all. decent speed.)
                  Bomb :     HP 4  MP 6  SPEED 5 PA 5 MA 7 (Good at normal attacks and magic attacks, closer to the wizard class)
                  Panter :   HP 7  MP 2  SPEED 8 PA 6 MA 4 (Acts fasts and have decent HP)
                  Squids :   HP 4  MP 8  SPEED 5 PA 3 MA 8 (There should be a good spell caster..at less, for a monster.)
                  Skeleton : HP 8  MP 1  SPEED 4 PA 7 MA 5 (You could call em the *Knight class* of the monsters.)
                  Ghost :    HP 4  MP 4  SPEED 7 PA 4 MA 4 (Lower overall, but faster that most.)
                  Flotibal : HP 2  MP 10  SPEED 6 PA 4 MA 10 (Those guys should have the best MA but low HP)
                  Jaravis : HP 4  MP 4  SPEED 9 PA 4 MA 5 (Weak overall, but very VERY fast.)  
                  Uribo : HP 1  MP 7  SPEED 7 PA 6 MA 7 (Decent stats all around, but very low HP)
                  Woodmen : HP 8  MP 8  SPEED 2 PA 7 MA 7 (Good stats all around, but poor speed.)
                  Bull Demon : HP 7  MP 1  SPEED 5 PA 8 MA 3 (A warrior really)
                  Morbol :  HP 6  MP 4  SPEED 4 PA 6 MA 6 (Not sure about this one.)
                  Behemot : HP 10  MP 2  SPEED 2 PA 10 MA 2 (Best attack and HP. But poor for anything esle)
                  Dragon : HP 9 MP 3  SPEED 6 PA 7 MA 6 (Decent stats overall)
                  Hydra : HP 8  MP 5  SPEED 5 PA 7 MA 7 (Good stats all around.)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 24, 2011, 05:56:58 pm
                  Quote from: EpicSolidSnake on February 24, 2011, 05:56:04 pm
                  Here is my sugestion :

                  Chocobo : HP 5  MP 5  SPEED 6 PA 5 MA 6 (Jack of all trades)
                  Goblin :    HP 6  MP 3  SPEED 6 PA 7 MA 4 (Good warrior and all. decent speed.)
                  Bomb :     HP 4  MP 6  SPEED 5 PA 5 MA 7 (Good at normal attacks and magic attacks, closer to the wizard class)
                  Panter :   HP 7  MP 2  SPEED 8 PA 6 MA 4 (Acts fasts and have decent HP)
                  Squids :   HP 4  MP 8  SPEED 5 PA 3 MA 8 (There should be a good spell caster..at less, for a monster.)
                  Skeleton : HP 8  MP 1  SPEED 4 PA 7 MA 5 (You could call em the *Knight class* of the monsters.)
                  Ghost :    HP 4  MP 4  SPEED 7 PA 4 MA 4 (Lower overall, but faster that most.)
                  Flotibal : HP 2  MP 10  SPEED 6 PA 4 MA 10 (Those guys should have the best MA but low HP)
                  Jaravis : HP 4  MP 4  SPEED 9 PA 4 MA 5 (Weak overall, but very VERY fast.)  
                  Uribo : HP 1  MP 7  SPEED 7 PA 6 MA 7 (Decent stats all around, but very low HP)
                  Woodmen : HP 8  MP 8  SPEED 2 PA 7 MA 7 (Good stats all around, but poor speed.)
                  Bull Demon : HP 7  MP 1  SPEED 5 PA 8 MA 3 (A warrior really)
                  Morbol :  HP 6  MP 4  SPEED 4 PA 6 MA 6 (Not sure about this one.)
                  Behemot : HP 10  MP 2  SPEED 2 PA 10 MA 2 (Best attack and HP. But poor for anything esle)
                  Dragon : HP 9 MP 3  SPEED 6 PA 7 MA 6 (Decent stats overall)
                  Hydra : HP 8  MP 5  SPEED 5 PA 7 MA 7 (Good stats all around.)

                  Thanks a lot :-)
                  Just remember that monsters don't need mp to cast spells...(Not yet, at least)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 25, 2011, 01:10:49 pm
                  Ok, thanks a lot EpicSolid snake for the input
                  Edited the first post
                  Any feedback/suggestion?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 25, 2011, 08:02:51 pm
                  Quote from: Dome on February 25, 2011, 01:10:49 pm
                  Ok, thanks a lot EpicSolid snake for the input
                  Edited the first post
                  Any feedback/suggestion?


                  The ghost is rather useless now...poor stats, lame attack...
                  Now that i think about it, the Ghost could be the *Orable* class of the monsters, you could give his status attack skills a buff somehow...since the ghost depends on status attacks quite a bit to stand a chance vs other enemies.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 25, 2011, 08:14:51 pm
                  Quote from: EpicSolidSnake on February 25, 2011, 08:02:51 pm
                  The ghost is rather useless now...poor stats, lame attack...
                  Now that i think about it, the Ghost could be the *Orable* class of the monsters, you could give his status attack skills a buff somehow...since the ghost depends on status attacks quite a bit to stand a chance vs other enemies.

                  Wait to try it before saying it sucks, trust me ;P
                  Remember: Stats alone don't make a unit
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 25, 2011, 11:19:24 pm
                  Quote from: Dome on February 25, 2011, 08:14:51 pm
                  Wait to try it before saying it sucks, trust me ;P
                  Remember: Stats alone don't make a unit


                  Guess id just wait and see. :)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 27, 2011, 06:49:24 pm
                  Ok, little update
                  Tiers (For Both humans and monsters) have been fully implemented, both special classes are working fine and every bug listed so far has been fixed
                  Now I just need to playtest to see if the patch works fine, change some small things, then I'll release the FIRST FULL VERSION! (The only thing I haven't edited yet is the DD...the only thing I did was making each floor only have the easiest fight of 1.3, nerfing some of them)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on February 27, 2011, 07:20:13 pm
                  Hold on, what special classes have you implemented?
                  Are the 3 special Gens. Rad/Alicia/Lavian getting special classes?
                  Also, what IS the emphasis on monster fights? Too hard? Are they supposed to be done in 1.4?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 27, 2011, 07:26:50 pm
                  Quote from: GeneralStrife on February 27, 2011, 07:20:13 pm
                  Hold on, what special classes have you implemented?
                  Are the 3 special Gens. Rad/Alicia/Lavian getting special classes?
                  Also, what IS the emphasis on monster fights? Too hard? Are they supposed to be done in 1.4?

                  Rad is a red mage, and Alicia and Lavian are Onion knights
                  Monsters? I've tried to rebalance them without making them useless or OP...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on February 27, 2011, 07:43:10 pm
                  Quote from: Dome on February 27, 2011, 07:26:50 pm
                  Rad is a red mage, and Alicia and Lavian are Onion knights
                  Monsters? I've tried to rebalance them without making them useless or OP...

                  Shoot fire dome, I think that sounds really dang good.
                  Another question if you're privy, Are Random battles in 1.4 a little more friendly to do? Or do I have to ridiculously  and silly abuse spillover jp like 1.3?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Oblivion on February 27, 2011, 08:03:34 pm
                  Umm... does FFT 1.4 still need a banner? Because I made this for it... Just remembered this site not too long ago and decided to come back. Anyways, the banner is there use if you like.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on February 27, 2011, 08:09:23 pm
                  Oooh, I like that! Nice work!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on February 27, 2011, 08:44:17 pm
                  Quote from: Dome on February 27, 2011, 07:26:50 pm
                  Rad is a red mage, and Alicia and Lavian are Onion knights
                  Monsters? I've tried to rebalance them without making them useless or OP...


                  Glad to see your almos done with the frist full version!
                  Id try to help you balance the monsters once the next version is out. (Say, is the blue mage in the game yet? it will make the monster chalenge more fun :) )
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 28, 2011, 04:16:43 am
                  @Generalstrife
                  1.4 randoms are nowhere difficult as 1.3, and spillover jp isn't required at all to enjoy the game

                  @Epicsolidsnake
                  Thanks :-) (Sadly, Blue mage isn't in yet...it will be implemented in the second release, I think xD)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on February 28, 2011, 04:17:21 am
                  @ehrgeiz20
                  Thanks a lot!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on February 28, 2011, 08:34:50 pm
                  Colliery first level is way too hard, do you plan to change this?

                  I would maybe have the white knights have one sword skill rather having all of the sword skills.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 01, 2011, 07:51:23 am
                  Quote from: dinosaur on February 28, 2011, 08:34:50 pm
                  Colliery first level is way too hard, do you plan to change this?

                  I would maybe have the white knights have one sword skill rather having all of the sword skills.

                  Already changed :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 02, 2011, 08:05:08 am
                  Ok, first full release "Released"
                  The patch is meant to be played from beginning, so don't load any previous saved file to play 1.4
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Avalanche on March 02, 2011, 09:40:24 am
                  I have some ideas maybe that give you some inspiration.

                  First of all, i would make money a more relevant factor in the game: my idea would be, that most or all (that rewuires some testing i guess) battles dont give any money at all. So the only possibilities to earn money are selling items and propositions in the bar. I realy like the idea that the proposition might get usefull.
                  Furthermore maybe there´s even some space in the game for steal-money, i think most people never used that so i dont know how much money you get from stealing so maybe you could balance that spell. Stealing in General would be very Important since u cant buy every Item that easy.
                  i think that would give the a new dimension wich is great.

                  second: i dont know if you already have changes that, katanas did suck in 1.3, that made the samurai a pure caster-unit wich doesn´t fitt with my image of a samurai.





                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on March 02, 2011, 09:42:28 am
                  Propositions are always useful, if only because of the vast amounts of JP you earn from them.

                  Also, I imagine 1.4 is meant to stay true to Vanilla, which means not heavily changing the Samurai itself, just the numbers and such behind it to make it more balanced with what it already has.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 02, 2011, 11:12:54 am
                  Well, something has been changed:
                  Rad, Alicia and Lavian have special classes, and Boco is a "Special" chocobo as well, even if they are not so strong...I just gave the player a reason to use them, instead of ditching them after 5 seconds
                  Anyway, Yeah, Samurai definitively needs some tweakings...
                  And I'd like to implement an hack to make the player earn a lot less money after battles, if I find one
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on March 02, 2011, 11:29:30 am
                  There's TWO right in OrgASM, Dome.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 02, 2011, 03:53:00 pm
                  Quote from: RavenOfRazgriz on March 02, 2011, 11:29:30 am
                  There's TWO right in OrgASM, Dome.

                  Next release wil feature them
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 02, 2011, 03:54:01 pm
                  No love for my release? ç_ç
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on March 02, 2011, 05:36:12 pm
                  What?! Why can't I load my previous file??
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 02, 2011, 05:41:53 pm
                  Quote from: dinosaur on March 02, 2011, 05:36:12 pm
                  What?! Why can't I load my previous file??

                  Because it may mess up stats and other things
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on March 02, 2011, 06:23:48 pm
                  Gonna try it out Dome.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Gotwald on March 02, 2011, 06:28:36 pm
                  Have been in class all day, will probably play it tomorrow during english class though
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 02, 2011, 06:39:05 pm
                  Quote from: Dome on March 02, 2011, 03:54:01 pm
                  No love for my release? ç_ç


                  Hey, give me a chance to DL it frist :P
                  Alright, time to try this.
                  Say, given the popularity form dinosaur vids, i think recording will be a waste of time...

                  Anyway, if i find anything usual, id just post a screen shot later on.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Gotwald on March 02, 2011, 06:41:36 pm
                  Is there a master guide for this project yet? Or is that still in the works?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 02, 2011, 07:46:27 pm
                  just beat the first chapter on this patch :) and recorded vids of on my youtube account
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Scearcely on March 02, 2011, 08:05:56 pm
                  Quote from: Gotwald on March 02, 2011, 06:41:36 pm
                  Is there a master guide for this project yet? Or is that still in the works?


                  good point, once we've knocked 1.0 around some and its clear its stable, might want to take a bit before the inevitable 2.0 and generate a master's guide

                  downloading now
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 02, 2011, 08:11:10 pm
                  1.Minor bug but...

                  (http://i55.tinypic.com/23ii7tc.png)

                  Delta class got the worng description.
                  Same thing if you check his *Guts* *Squire job command*


                  2.Aslo, knifes say it give +1 speed but there don't give anything.
                  Maybe you forget to rechange the descrpition ?

                  3.Wy Ramza class only have 2 jump?  :|

                  4. Don't move don't last long eneuf....it wear off before the person having it even got his turn...wtf.

                  5. HAHAHA i love how the Panters go crasy if you hurt em and there use Speed Up reaction + the sound effect. Seems there get Angry for getting hurt. Nice one.  ;)

                  6. Problem here...
                  (http://i53.tinypic.com/2qkt3rr.png)


                  7. So many bugs!
                  (http://i53.tinypic.com/bltnr.png)


                  8. Gee! That desert battle totally raped me....and there were only 2 skeleton and an bird...the skeleton keep using Thunder soul and doing around 100 damage(Current level is 8) (Instant death for me...) And that bird...i cant even get close to it...and he keep using his wind attack over and over, dealing 70 damage each time and stays away form me...using knights vs those birds is suicide...Birds need a range nerf...badly.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 02, 2011, 08:20:50 pm
                  Dome, the items called *Stuff* could be changed to gems names...it would make more sense lol.

                  Unless that Stuff is form link...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on March 02, 2011, 08:52:43 pm
                  Dome, Question...
                  Do I extend the iso after I apply your patch? And with shishi right?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 02, 2011, 11:01:50 pm
                  Here is Chapter 1 of Dome's FFT V 1.4 Patch all storyline battles













                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Oblivion on March 03, 2011, 12:32:01 am
                  Hey anything to help contribute!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 02:20:55 am
                  Thanks a lot for posting videos
                  Did you enjoy the patch so far? Any suggestion?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 02:21:36 am
                  @Generalstrife
                  I don't know it it's needed...I never extended my 1.4 iso...When I applyed the 1.4 ppf on a clean iso, it worked just fine

                  About the master guide...yeah, before working on 1.4 ver 2 I'll work on a master guide :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 02:25:15 am
                  Wow, lotsa things
                  Thanks for finding them!
                  Anyway, let's see...
                  1) Delita is meant to be a cadet, because he is in the same status you are...no bug here
                  2) Fixed
                  3) To symbolize he sucks. Don't worry, in chapter 2 and 3 he will have 3 jump, and in chapter 4, he will reach jump 4
                  4) That's because of the low level, I suppose...statuses last the same they do in 1.3
                  6) Fixed
                  7) Fixed
                  8) Mmm...Tell me their stat at level 8 please...and your classes/abilities
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 03, 2011, 02:36:13 am
                  Quote from: Dome on March 03, 2011, 02:25:15 am
                  Wow, lotsa things
                  Thanks for finding them!
                  Anyway, let's see...
                  1) Delita is meant to be a cadet, because he is in the same status you are...no bug here
                  2) Text bug, it will be fixed ASAP
                  3) To symbolize he sucks. Don't worry, in chapter 2 and 3 he will have 3 jump, and in chapter 4, he will reach jump 4
                  4) That's because of the low level, I suppose...statuses last the same they do in 1.3
                  6) Fixed
                  7) Fixed
                  8) Mmm...Tell me their stat at level 8 please...


                  The stats is a bit weird.

                  Stats : Skeleton 1 : 137HP 9 attack 8 magic attack 6 speed.
                  Stats : Skeleton 2 : 136HP 8 attack 7 magic attack 6 speed.

                  What is weird is that the 2 Skeleton is at the same level(8).
                  Give me a sec to i get to those birds again...

                  Okay, this is a level 7 bird by the way.

                  95HP 7 attack 8 MA 8 Speed.

                  Theres an other at level 8.

                  105HP 8 Attack 7 MA 8 Speed.

                  EDIT : My Class and abilities ? well....i had  2 knights, 1 archet, 1 chemist and Ramza at his base job.

                  I must note that i was trying to invite that bird...but i never got close to it.
                  (One of my knight had train...should have used archet for range...)
                  I tried so hard i end up being killed after running out of Phoenix downs....and the undead keep reviving and killed my team.  :evil:

                  EDIT 2 : managed to get that bird...phew... For some reison, the battle was less harder that before, the bird keep doing 63 istend of 70.
                  And the skeleton aslo did about 88 istend of around 100.

                  It must be about the zodiac signs after all...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 03, 2011, 04:53:51 am
                  I just finished chapiter one. No much to say cept id scrap that monster only thing...because i want to have fun with the 3 generic that is now interesting eneuf to use :)

                  Say...is that just me or the weigraf/algus battle was a bit too easy ?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on March 03, 2011, 05:07:51 am
                  Having just finished Barren's videos, I have to say that I noticed that a lot of the enemies lacked secondaries and Wizards seem rather OP for Chapter 1, even more than they arguably usually are in vanilla and 1.3 and such.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 06:45:21 am
                  About the enemies and difficult: This is 1.4, a patch that EVERYONE should be able to play (Even the worst n00b) and chapter 1 is like a huge "Tutorial"...this explains why most enemies doesn't have a secondary

                  Wizard's damage output is hard to balance because it's based on both the caster and the enemy's faith (Which can change quite a bit)
                  Any suggestion?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 03, 2011, 06:59:44 am
                  Quote from: Dome on March 03, 2011, 02:20:55 am
                  Thanks a lot for posting videos
                  Did you enjoy the patch so far? Any suggestion?


                  yes i did....this patch is very nice...expect in one of my vids, one of the thieves in thieves fort was wearing two helmets in the fight (red hood and leather helmet) you might want to fix that minor bug....other than that, that patch is cool :) thanks again Dome, i'll work on chapter 2 and let you know how that worked out
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on March 03, 2011, 07:05:26 am
                  While I haven't played the patch (yet) and understand the difficulty of the balancing these things, I stand firmly resolute in my implication that they could be handled better.

                  With regards to being a patch that everyone can play, the arguable "hand-holding" would be a lot less conspicuous if you just fixed the different Ch. 1 units with a relatively harmless secondary skill than have those secondary slots ALL be completely empty. The emptiness is egregious and, simply put, looks bad. Lack supports or movements or even having pretty much the same two reactions (Weapon Guard and Caution) are less problematic than that.

                  With regards to faith-based magic, balancing this has always been a problem (and likely remain as such, even after FDC and RavenofRazgriz's comes out). Given that I'm not an expert on that subject by any means and I'm not even sure what differences or formulas you're using for the different elements, all I can say that is that the "bosses" of the chapter shouldn't be getting nuked by a single AoE spell. It seems like the Y values for the AoE spells could stand to be (a lot) a lesser at the very least.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 07:38:04 am
                  I understand...I will force -useless- secondary on enemies
                  Also, I'll lower Algus faith to 50...or I'll give him a different equipment...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 08:48:01 am
                  (http://img703.imageshack.us/img703/840/bannerljr.png)

                  B A T T L E L O G S

                  ________________________________________________________________


                  Welcome to the 1.4 Battle and Challenge discussion. Need help? Ask!
                  Here you can share your battles in video, text, or picture format.


                  VIDEO CHANNELS
                  Dinosaur (http://www.youtube.com/user/dinosaur521#g/c/6591690139E1F05F)
                  Barren (http://www.youtube.com/user/saggsman)
                  Samuraiblackbelt (http://www.youtube.com/user/Samuriblkbelt#g/c/EC82537110CE80FC)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 08:48:47 am
                  Ok guys, From now on videos and such will be posted here
                  http://ffhacktics.com/smf/index.php?topic=6844.0
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 09:00:55 am
                  I want to rework the random battles, and each battle in the same spot of the map should feature only some kind of monsters (Each place will have it's own fauna)
                  Also, I want to keep them...Coherent
                  For example, Gaffy says that "Araguay woods" is the Goblin forest :-)
                  Also, if during the story battle you find some kind of monster, they should appear in randoms as well

                  Mandalia plains: Chocobos - Goblins - Cats
                  Sweegy woods: Bombs - Goblins - Squids
                  Lenalia plateau: Squids - Chocobos - Cats
                  Fovoham plains: Pigs - Morbols - Chocobos
                  Zeklaus desert: Skeletons - Minotaurs - Birds
                  Bervennia volcano: Bombs - Floating eyes - Skeletons
                  Yuguo woods: Ghosts - Trees - Skeletons
                  Grog hill: Birds - Cats - Trees
                  Doguola pass: Dragons - Hydras - Minotaur
                  Araguay woods: Goblins - Trees - Skeletons
                  Zirekile falls: Squids - Floating eyes - Cats
                  Bed desert: Behemots - Bombs - Birds
                  Poeskas lake: Behemots - Ghosts - Hydras
                  Germinas peak: Birds - Floating Eyes - Cats
                  Bariaus hill: Pigs - Floating Eyes - Birds
                  Bariaus valley: Squids - Cats - Trees
                  Zigolis swamp: Morbols - Ghosts - Skeletons
                  Finath River: Chocobos - Squids - Trees
                  Dolbodar swamp: ??????
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 09:07:43 am
                  I've reworked birds stats and abilities...
                  They will scale better in the next release, don't worry :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 09:08:42 am
                  Quote from: EpicSolidSnake on March 02, 2011, 08:20:50 pm
                  Dome, the items called *Stuff* could be changed to gems names...it would make more sense lol.

                  Unless that Stuff is form link...

                  Great, I'll grab mah stuff!!! xD
                  If someone makes a gem sprite, I'll gladily replace it
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 03, 2011, 02:28:52 pm
                  for lenalia: piscodemon, chocobo, red panther

                  for fovoham plains: juravis, floatiball, bull demon, piscodemon

                  for zeklaus desert: all bomb types

                  for zigolis swamp/yuguo woods/poeskas lake: all undead/behemoth types (poeskas lake only)

                  that's about all i can think of for now...ill come up with more later
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 03, 2011, 03:23:15 pm
                  Thanks for the suggestions, I added some of yours and someone I came up now
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 03, 2011, 08:28:21 pm
                  Something is odd about mustardio.

                  (http://i54.tinypic.com/t644dv.png)


                  If your wondering, his skill set is still called *Snipe*

                  Other minor bug.

                  (http://i55.tinypic.com/4hs3r4.png)


                  Lavian started with weapon guard, but never actually learned. (She can't even change to knight yet)
                  Same thing with Rad.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 04, 2011, 06:54:55 am
                  if you watch my barius hill story line battle.....you will see that my oracle is glitched out
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: skiploom188 on March 04, 2011, 07:40:50 am
                  Just a suggestion, it would be awesome if you can change your units' names in soldier office like in ASM'd. It would be just like giving your unit a callsign or a nickname. Or in case you're not satisfied with the generic name, then you can easily change it and you can still save 4000 gil.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on March 04, 2011, 07:56:02 am
                  That can be easily done with FFTorgASM, IIRC. I highly advise implementing it, since it really does make things easier, unless you want to buy all new units.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 04, 2011, 08:13:32 am
                  I'll implement it :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 04, 2011, 08:14:38 am
                  Ok, both bugs fixed
                  Thanks for reporting them :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 04, 2011, 11:07:28 am
                  The holy water item for some reason doesn't get rid of blood suck :(

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 04, 2011, 01:22:04 pm
                  Thanks
                  Fixed
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: metaphist on March 04, 2011, 04:39:31 pm
                  Definitely going to try this out soon, but I'm not quite understanding "martial arts" being removed. What exactly does that leave the Monk?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 04, 2011, 05:45:17 pm
                  Well, monks with innate martial arts and a proper set-up can do so much damage that they can make every other attacker useless xD
                  Anyway, glad you are going to play 1.4 :-)
                  Let us know if you enjoyed it!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on March 04, 2011, 06:22:03 pm
                  Now monk is only good when he has abilities including martial arts, makes monk less OP
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 04, 2011, 06:29:23 pm
                  i poached a lot of uribos/porkies/wildbows in chapter 2....when chapter 3 starts and i enter the fur shop....i get nothing.....is it RNG or is it that the monsters you poach in chapter 2 don't count until chapter 3?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 04, 2011, 06:46:02 pm
                  Quote from: Barren on March 04, 2011, 06:29:23 pm
                  i poached a lot of uribos/porkies/wildbows in chapter 2....when chapter 3 starts and i enter the fur shop....i get nothing.....is it RNG or is it that the monsters you poach in chapter 2 don't count until chapter 3?

                  TBH...I don't know
                  NEver bothered with poaching before chapter 3
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: metaphist on March 04, 2011, 07:22:02 pm
                  BTW, is this for PSX, PSP or both?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 04, 2011, 07:43:22 pm
                  Quote from: metaphist on March 04, 2011, 07:22:02 pm
                  BTW, is this for PSX, PSP or both?


                  PSX
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 05, 2011, 03:31:26 am
                  Quote from: Barren on March 04, 2011, 07:43:22 pm
                  PSX

                  This
                  Working on a psp version would require me to start from scratch, doubling the time required...and I hate the psp version xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 05, 2011, 12:45:54 pm
                  1.Gafgarion can be killed using instant death skills, (Agrias Killed him with Crush Punch and gafgarion had full HP)

                  It was in the save Ovelia fight.

                  Is thats supposed to hapend?

                  2. The Pisco Demon description,(or his element weakeness) is worng. There are supposed to be weak vs lighting, i do 20 damage with ice 1, 25 with Thunder 1, and 47 form fire 1.

                  I must note i was using a flame rod, but i dont think it matters, Thunder should do more damage that that...unless the description form that moster is worng somehow.

                  3. Some texts errors.
                  In the job ring, if you press select on the lancer, it says you need lv4 thief to unlock it. But i have it unlocked aleardy and my thief level is only at 3.
                  same thing about the Geomancer, saying you need lv4 monk, but my monk is lv 3 and i can use geomancer.
                  Aslo, the ninja one is worng too...i think it is better to look over em all one by one somehow...there might be more.

                  4. Other one...
                  (http://i53.tinypic.com/1zcfswn.png)


                  5. Esuna cancel the bad and GOOD status effects...?

                  6. That ghost(Yellow one) turned me into UNDEAD at 100% sucess rate...youch :P
                  But...by looking at his skill description, it was supposed to be *Berserk* not *Undead*...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 05, 2011, 05:58:08 pm
                  Thanks a lot for posting them :-)
                  All the bugs listed so far have been fixed :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: athropos on March 05, 2011, 11:18:25 pm
                  Hey man, I registered to post on this thread because I had some stuff to say.

                  First of all, your patch is pretty great. The Red Mage class is awesome. It's so cool that I don't want to play any other FFT mod that doesnt have it. I like pretty much all of the changes you made. I love everything about it except for one major thing, it seems to be way too easy. I skimmed through some of the playthrough videos by dinosaur and uh, that other guy and I was really sad to see that enemies have the old terrible skillsets from vanilla FFT. Many enemies have no secondary skillset equiped, or no movement, or no reaction, whichever. To me that is unnaceptable. I really hate the insanely derpy of 1.3 and I think easytype is spot on. In easytype, the other teams tend to be crafted in a way that makes sense, that is synergetic. You can feel like a human has thought about it and crafted each character that you fight against. However, in hardtype 1.3, this is taken to an extreme quantity of arbitrary bullshit. I like to be equal to my opponnents. Now sadly in 1.4 I'm not tempted at all to invest myself in it because I know that, as an experienced player that is not completely retarded, I will absolutely anihilate the main game like I did with vanilla many times 10 years ago.

                  I'd basically let you bear my children if you somehow managed to keep the encounters consistent with 1.3 easytype while having the red mage class around. Or better yet, tell me how to incorporate red mage Rad in a easytype 1.3 ppf or a patched iso. I can't make heads or tails of how you did it by opening the patched iso in FFTpatcher. I can grasp some stuff but I can't even export the badass sprites or find which class you modified.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 06, 2011, 02:35:45 am
                  Well...how to put it simply...
                  This patch is still in progress xD
                  Ever enemy is going to get a secondary skillset, a reaction and a movement ability...and remember, this is chapter 1, for a patch meant to be played by ANYONE (Even someone who never touched FFT)
                  So, chapter 1 is like a "Big tutorial", and must be easy
                  Chapter 2/3/4 will be harder (Chapter 4 is similar to 1.3's...xD)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 06, 2011, 06:17:49 am
                  More Bugs!  :mrgreen:

                  1.Prayer don't even do anything, all i get is 00% sucess rate...
                  Tried using it but all i get is *Missed!*

                  2. Gafgarion hacked himself!  :lol:
                  (http://i56.tinypic.com/j6ilw4.png) Yep, gafgarion knows red magic now...keep using ice,raise and stuff.  :roll:


                  3. Move +1 is on Squire AND thief.

                  4. The magic gloves accecory is obselete, it gives only +1MA and the wizard mantle give +1MA AND evade. The magic gloves is totally useless now by the time you get it.

                  5. PLEASE do us a favor and remove the Axe form the Mediator form the Save olan fight...he actually managed to one shot Olan with over 280 of damage... :evil:
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 06, 2011, 04:10:45 pm
                  Fixed
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 06, 2011, 04:57:38 pm
                  Quote from: Dome on March 06, 2011, 04:10:45 pm
                  Fixed all them bar the number 1, I dont understand why it doesn't work...


                  After cheaking the formula you used, i aslo can't see wy it cause this.
                  Maybe the formula is hard coded or something?

                  Anyway, since the formula don't work like it should be,we could use the same formula that the cure spells uses.
                  Giving it the same power that cure 1 has and reduce the MP cost to 16.

                  It would be like an instant cure 1 but cost x2 more MP since it is instant?

                  EDIT : If this formula MUST add a status to work proprely, is that possible to add *Evil looking* ? Has far i know this don't do anything. (If im worng tell me...)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on March 06, 2011, 05:20:51 pm
                  Which Formula/Flag setup was used?

                  The Raise/Death formulae must always inflict their status to work, and must always be trying to inflict one,  If you're trying to use the Raise formula for a healing spell, make it All or Nothing Inflict the top status on the list in FFTPatcher.  Using Dark/Evil Looking results in an animation error, and disabling and using Wall messes the AI.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 07, 2011, 01:50:53 am
                  (http://img848.imageshack.us/img848/5797/nuovoimmaginebitmap.jpg)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on March 07, 2011, 01:53:04 am
                  It needs to Inflict/Cancel Status with that Formula.

                  Like I said, make it inflict the top blank status in FFTPatcher, or Regen if you want something that has purpose.  Or just don't make it a percentile heal.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 07, 2011, 02:08:21 am
                  I created a custom "Inflict status" that All or nothing inflicts the top status in the FFPatcher, and it worked
                  Thanks :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 07, 2011, 09:30:00 am
                  1.Minor one but still...

                  (http://i51.tinypic.com/30j64r6.png)


                  2. Rafa started with Equip shield, but don't have it learned.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 07, 2011, 09:34:56 am
                  Thanks, fixed :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 07, 2011, 09:38:37 am
                  Also, I'd like to thank everyone who is playing 1.4 and posting bugs here, you are truly helping 1.4 becoming better :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 07, 2011, 10:58:03 am
                  Quote from: Dome on March 07, 2011, 09:38:37 am
                  Also, I'd like to thank everyone who is playing 1.4 and posting bugs here, you are truly helping 1.4 becoming better :-)


                  Glad i helped.

                  Oh and the monks managed to hack too!

                  (http://i52.tinypic.com/2dak16q.png)


                  Is that on purpose? If so it is lame... :|

                  Side note  :
                  (http://i51.tinypic.com/300y3x3.png)


                  I think im doomed... :shock:

                  EDIT : ........Right...it sucked HARD! Tried bahamut to kill em off, but an 34% sleep worked on my summoner...Agrias keep missing...monks keep using haste 2, protect 2 and keep reviving over and over...

                  It was an nightmare... :evil:
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 07, 2011, 11:16:01 am
                  Of course isn't on purpose xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 07, 2011, 11:21:22 am
                  Remember that this post is still a "Work in progress" and it's appearance may change
                  A LOT
                  (http://img585.imageshack.us/img585/2940/humanjobsx.png)
                  (http://img822.imageshack.us/img822/1134/humanjobsy.png)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 08, 2011, 07:43:42 am
                  I think something is wrong with stigma magic :\

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 08, 2011, 08:06:52 am
                  Lol
                  Fixed :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 08, 2011, 08:40:59 am
                  1.Wtf?  :shock:

                  (http://i51.tinypic.com/auebnr.png)
                  Aparently, Beowulf can use mime right away...


                  Other image...
                  (http://i53.tinypic.com/2w4l81x.png)


                  This is weird.

                  EDIT : The exact same hapened to Orlandu...

                  2.And aslo, mustardio job description is worng.

                  3.Ragnarok description say it gives 24WP but it only gives 22 in reality.

                  4. Golem....?
                  (http://i54.tinypic.com/28037t.png)


                  5. Wark! Strike again!
                  (http://i54.tinypic.com/35irjoo.png)


                  6. The Crystal mail is a lie, it don't prevent petrify... :evil:
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 08, 2011, 10:36:38 am
                  This is a good to know about poaching....when you poach stuff from previous chapters before chapter 3.....you'll get the items you desired

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: skiploom188 on March 09, 2011, 07:41:42 am
                  Ramza's armor color during chapter 2 and 3 is supposed to be brown. WHY IS IT FREAKIN' PURPLE IN THE GAME?


                  (http://i10.photobucket.com/albums/a108/Kaizergas/ramza.jpg)


                  Shall we change it?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on March 09, 2011, 07:58:18 am
                  Again, this is a gameplay patch, not an aesthetics patch. So I think things are pretty much going to stay the same, sprite-wise.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: skiploom188 on March 09, 2011, 08:07:35 am
                  awww, well, that's okay. But it would've been awesome.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on March 09, 2011, 11:01:38 am
                  Just insert the sprite you want yourself.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 09, 2011, 05:34:10 pm
                  Thanks again, I'll work on fix those bugs ASAP
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 09, 2011, 05:35:56 pm
                  Quote from: GeneralStrife on March 09, 2011, 11:01:38 am
                  Just insert the sprite you want yourself.

                  Pretty much this
                  After the bug-free version (I hope I'll be able to release it soon) comes out, we might work on less important things, like custom sprites and other changes...but, for the moment, all the efforts will be spent on balancing and implementing stuff
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 09, 2011, 05:47:08 pm
                  Dome, you should change the title to : Overpowered/underpowered items/abilities xD

                  Anyway, i saw quite a lot of black chocobos using Choco ball, and...OMG it almos never work, i see the sucess rate is like 8%-28%.
                  Give it at less about 50% chance, at it is now, you have like 4/5 chance to waste a turn...this is quite bad.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 09, 2011, 05:52:19 pm
                  Quote from: EpicSolidSnake on March 09, 2011, 05:47:08 pm
                  Dome, you should change the title to : Overpowered/underpowered items/abilities xD

                  Anyway, i saw quite a lot of black chocobos using Choco ball, and...OMG it almos never work, i see the sucess rate is like 8%-28%.
                  Give it at less about 50% chance, at it is now, you have like 1/5 chance to waste a turn...this is quite bad.

                  Chocobos got a higher MA multiplier/Growth
                  Next release will implement this
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on March 09, 2011, 07:33:52 pm
                  Dome, what makes sense is special sprites for rad alicia and lavian like The remix did.
                  Also the two new classes need new sprites.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 10, 2011, 01:45:56 am
                  Rad, Alicia and Lavian already have custom sprites...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on March 10, 2011, 04:44:25 pm
                  Then nothing else is needed.....someones preference of the ramza sprite is up to them, they can just switch it out themselves, to the kid that requested brown armor ramza, anyone can do recolors.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 10, 2011, 05:28:10 pm
                  Alright dome, i im almos at the end of your patch guess it is time to do a quick review xD (And a few sugestions)

                  It was too easy(For me at less) at chapiter 1, ok for 2 had a few hard spot on 3, but easy overall. 4 was easy really, till i get to the celia+lede+elmdor fight.
                  Oh my god it was hard...took quite alot of tries.
                  I must say i was very lucky to have won that match with no troble cause i managed to kill
                  celia and lede on my frist turn using ninjas, and did crirical hits on em...yeah...lol.

                  The fight after was aslo hard because of those knight using Night and Dark sword to screw me over.

                  Anyway, I found ramza skillset to be very userfull, lots of userfull skills to heal,revive,buff and once you learn ultima, you have the *Red warrior* skill set, good for anything, anytime!*(Warrior version)

                  Still, theres one skill i did not use much, *HoldTheLine!*
                  Unless ramza got the lowest speed, it is hard to use it proprely.

                  Maybe making it add Defend,Protect,Shell? (Just kidding xD)
                  But if the +25% def wen defending ASM was in, it could be much more userfull.

                  I aslo noticed it is very hard to have MP now that monk can't use chacram on others anymore.
                  I had lots of MP problem in the begining because the shops starts selling em very late...
                  Could you make em avalable at the mid of chapiter 1?

                  Ohhh! I see great stuff!
                  (http://i51.tinypic.com/5501uv.png) NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!


                  Change his support skill...or esle, YOU WILL DIE!  :evil:

                  Anyway, im finished. maybe id try the DD later.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 11, 2011, 06:42:18 pm
                  I've might have found a way to make the battles a little harder adding a small element of randomness...but it will require a crapload of work, and progress is slowed down because I acquired my new pokemon black version <3
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 13, 2011, 11:17:57 pm
                  So far the best fight I recorded.....holy crap THIS was fun



                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 14, 2011, 06:05:47 am
                  Glad you enjoyed it :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: SWFFT on March 17, 2011, 05:06:00 am
                  So, how exactly does the difficulty of this patch compare to 1.3 (just finished 1.3, so I'm used to that level of difficulty/challenge at the moment)? I've been reading that 1.4 is generally easy for the most part and its the side-quests that are still challenging (in which case it seems cumbersome to have to make it almost all the way through Chapter 4 before you get to any challenging battles...)? Lastly...what was the rationale for removing Move +2/3 & Teleport? :(
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 17, 2011, 05:45:46 am
                  1.4 is cake compared to 1.3
                  1.3 is meant for veteran players of FFT, 1.4 is meant to be played by everyone (Even someone who never played FFT at all)
                  Difficulty doesn't skyrocket at the beginning of chapter 4, it slowly increase during the whole game (And the DD will be VERY hard)
                  Move +2/3 have been removed for balancing purpose, because no one almost used anything else than move +3 and Teleport
                  P.s: Remember that 1.4 is still under developing (Even if fully playable)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Sylpheed on March 17, 2011, 08:25:57 am
                  Quote from: Dome on March 17, 2011, 05:45:46 am
                  Move +2/3 have been removed for balancing purpose, because no one almost used anything else than move +3 and Teleport
                  P.s: Remember that 1.4 is still under developing (Even if fully playable)


                  I think the logic here is kind of flawed. While those are popular movement skills to set for general purposes, other movement skills were more useful in certain situations even in 1.3. Removing them is just going to make people overuse the next best general movement skill.

                  I don't think either of these skills are unbalanced, and removing them doesn't really promote variety.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 17, 2011, 08:59:47 am
                  Quote from: Sylpheed on March 17, 2011, 08:25:57 am
                  I think the logic here is kind of flawed. While those are popular movement skills to set for general purposes, other movement skills were more useful in certain situations even in 1.3. Removing them is just going to make people overuse the next best general movement skill.

                  I don't think either of these skills are unbalanced, and removing them doesn't really promote variety.

                  Teleport is not unbalanced? I suggest you to think again...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Gotwald on March 17, 2011, 10:44:47 am
                  If it is possible, Move-MP up should be made easier to obtain in the game, considering that MP is hard enough to come by in chapter one and the reason you choose move +1 or +2 over other moves is because they are easier to get.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 17, 2011, 06:07:24 pm
                  Well, considering that black magic is almost broken in chapter 1, not being able to spam it sounds good to me...don't you agree?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Arganthonius7 on March 18, 2011, 03:59:46 am
                  For some reason, I can't seem to download from dome's download link.
                  Can someone post a direct link?
                  Thanking you in advance.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on March 18, 2011, 12:57:56 pm
                  Check the attachment here. :)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: 4look4rd on March 19, 2011, 11:06:25 am
                  Hello,

                  I made an account to just report something that I think is ridiculously overpowered.  Cats.

                  They have a ranged ability that causes stop/don't act/don't move.  While at first I thought this would be interesting and make the game challenging, it makes low level (first chapter) ridiculous and at times impossible.  My very first random fight was against 5 cats that started literary right next to me.  Such fights should not be allowed, especially in the first chapter.

                  Please consider nerfing this ability or at least limiting the number of random cats to 2 or 3 max (3 cats in the beginning of the game would already be boarding impossible, since you only have access to basic classes).  You should also take into consideration the fact that generics now have high faith, which makes cats have a 80-90% chance of causing those stats.  In my opinion the poison attack from vanilla was fine as it was (give it range perhaps), but giving such high end spell for a basic creature is just too much.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 19, 2011, 02:02:27 pm
                  Pounce % isn't based on faith, is just a MA+X % (And evadable as well)...
                  Anyway hit % will be nerfed a bit in the next release, don't worry :-)

                  P.s: Thanks for the feedback, feel free to report more :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: 4look4rd on March 19, 2011, 07:09:31 pm
                  I've also noticed that Chakra is limited to caster only and that Move MP up has been removed (or perhaps just moved to another class).  I can see how spell casting was overpowered in vanilla but it would be nice if there was a way to recover MP (other than the MP drain spell).  A good example would be providing shops with eithers since they recover only 20 or 50MP (which is not very much)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on March 19, 2011, 07:58:38 pm
                  Quote from: 4look4rd on March 19, 2011, 07:09:31 pm
                  I've also noticed that Chakra is limited to caster only and that Move MP up has been removed (or perhaps just moved to another class).  I can see how spell casting was overpowered in vanilla but it would be nice if there was a way to recover MP (other than the MP drain spell).  A good example would be providing shops with eithers since they recover only 20 or 50MP (which is not very much)


                  Charka has zero vertical meaning the person next to the caster HAS to be on same height (or flat surface) to be able to get the charka effect.

                  The reason MP move up is removed because there is a huge way to cheat with it. If a character has MP switch and MP move up then it is very difficult to kill the unit because it keeps regaining MP and if someone tries to hit the unit it will always take the MP way and not HP. It is best used for physical attackers. Honestly, MP should NOT be a problem. Magical characters grow enough MP and there are a lot of equipments that can give you a lot of MP. For example, robes or golden hairpin. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 19, 2011, 09:25:25 pm
                  Chakra has been reworked in 1.4, and works only for the caster...
                  Move mp-up removed from females is something that 1.3 did, not 1.4 :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on March 19, 2011, 09:29:13 pm
                  Quote from: Dome on March 19, 2011, 09:25:25 pm
                  Chakra has been reworked in 1.4, and works only for the caster...

                  :gay:


                  WHATT!!!!! Took away revive and AoE Chakra, looks like I won't be using Monks anymore. Those were the only two things I liked about them.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 20, 2011, 06:05:30 am
                  You may agree with the fact that if you use a class just because of 2 skills, there must be something wrong with the class...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 20, 2011, 08:26:19 pm
                  I dont know if you caught this or not....

                  ]


                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 21, 2011, 02:37:45 am
                  Thanks
                  Fixed the first
                  I  checked the second, and it links the right sprite in the FFPatcher...but it's still displaying the wrong one
                  Dunno how to fix it yet xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: shadowalkerr on March 21, 2011, 01:12:46 pm
                  Hi, i'm new here, already playes 1.3 and starting out 1.4

                  In the Dorter 2 fight in second chapter, my Agrias turned into a crystal and the continues normally, tought i loss this battle.

                  Loving this patch so far, thx
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on March 21, 2011, 01:30:54 pm
                  Sounds like Agrias just needs the Immortal flag for that fight.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: shadowalkerr on March 21, 2011, 03:54:15 pm
                  Sorry for the bad english, it's not my primarly language. I tried to use de WOTG codes in 1.4 and the game freeze (2 times) , anyone wonders why it happened ?
                  thx
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: shadowalkerr on March 21, 2011, 03:55:22 pm
                  Dome, don't you think monsters are too everpowered in early game (chapter 1 and 2 ) ? (pounce is a pain in the ass)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 21, 2011, 04:22:13 pm
                  Quote from: shadowalkerr on March 21, 2011, 03:55:22 pm
                  Dome, don't you think monsters are too everpowered in early game (chapter 1 and 2 ) ? (pounce is a pain in the ass)

                  Pounce hit % has already been lowered...
                  Also, name which monster in your opinion is OP, otherwise I can't fix it
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 21, 2011, 04:23:05 pm
                  Agrias bug fixed
                  Dunno about WOTG codes...sorry
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on March 21, 2011, 04:25:21 pm
                  The WotG codes are all Gameshark codes, so my guess is they interfered with an ASM or something.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: shadowalkerr on March 21, 2011, 09:17:42 pm
                  goblin family, In araguay woods, i'm being earth slashed till death =/
                  I managed to win after 10 tries
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 22, 2011, 02:53:37 am
                  Quote from: shadowalkerr on March 21, 2011, 09:17:42 pm
                  goblin family, In araguay woods, i'm being earth slashed till death =/
                  I managed to win after 10 tries

                  Araguay woods?
                  Guess I'll remove gobbleducks or whatever their name is from the fight :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: shadowalkerr on March 22, 2011, 11:05:25 am
                  THX for this awesome patch =D
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 22, 2011, 11:50:36 am
                  Glad you liked it :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: shadowalkerr on March 22, 2011, 02:50:36 pm
                  I was playing FFTA and i tough, why not implement Illusionist job in place of sage ? A mage who can deal damage to all enemy units, average to little elemental damage, high MP cost and no charge. What do you guys think ?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: dinosaur on March 22, 2011, 05:40:00 pm
                  Quote from: shadowalkerr on March 22, 2011, 02:50:36 pm
                  I was playing FFTA and i tough, why not implement Illusionist job in place of sage ? A mage who can deal damage to all enemy units, average to little elemental damage, high MP cost and no charge. What do you guys think ?


                  Illusionist is my favorite job in FFTA! I agree.

                  Dome: My hope is to turn FFT 1.4 into a big community project, and finally develop the ultimate "FFT: FFhacktics edition"
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on March 22, 2011, 05:42:30 pm
                  Speaking of changing the CT, maybe move the Mediator's CT 0 skill over to Time Mage, and make it a spell? I did so with Parted Ways a while back (named it "Delay"), and it seems to fit the theme fairly well.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 22, 2011, 05:59:35 pm
                  That could work, actually
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 23, 2011, 07:17:26 pm
                  I will create some custom skillset for enemies only

                  Custom skillsets will have no A-abilities, but some Movement / Support / Reaction skills
                  Forcing the skillset as a secondary on an enemy unit, and giving them "random" abilities on the FFPatcher, I should be able to add a touch of randomness to enemy units, while still keeping control on what they can equip

                  Example
                  (The custom skillset contains Move +1 / Jump +2 / Counter / Defend / Counter flood / Defense up)

                  Enemy knight

                  Battle skill
                  -Custom skillset- (It will look like a normal skillset in-game)
                  Counter OR Counter flood
                  Defend OR Defense up
                  Move +1 OR Jump +2

                  Considering that there are OVER 9000 free custom skillset, I can create a lot of them, allowing for a lot of -Controlled- randomness

                  What do you think?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Hoxir on March 23, 2011, 11:26:44 pm
                  I don't really know if it's a bug, but isn't Fire supposed to be the stronger of the three first spells? Fire is powerful and has less AoE, Bolt is faster and has medium damage and AoE, and Ice has great AoE. My Bolt is always stronger than Fire...

                  And why there are some repeated skills? Like Move +1 in Squire and Thief (why you removed the +2, man!)? Isn't a loss of time to build JP and buy a skill that I could have bought before?

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: shadowalkerr on March 24, 2011, 01:14:04 am
                  Was rainning when you used bolt instead of fire ?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 24, 2011, 03:01:07 am
                  Quote
                  I don't really know if it's a bug, but isn't Fire supposed to be the stronger of the three first spells? Fire is powerful and has less AoE, Bolt is faster and has medium damage and AoE, and Ice has great AoE. My Bolt is always stronger than Fire...

                  Describe us your equipment / How the enemy is equipped / Who is the target, etc...otherwise, we can't help you
                  Fire IS stronger than the other elemental spells, on normal conditions

                  QuoteAnd why there are some repeated skills? Like Move +1 in Squire and Thief (why you removed the +2, man!)? Isn't a loss of time to build JP and buy a skill that I could have bought before?

                  Bug (Fixed)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 24, 2011, 07:11:34 am
                  I think a Knight with Defend/Counter Flood is a unique idea......as far as custom skill set...I was thinking maybe he can have either gafgarrion's night sword or agrias' holy sword moves. I think they should work fine. the movement can be up to you
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Hoxir on March 24, 2011, 07:51:25 am
                  Until now I fought only at Mandalia Plains, so, just engaged with Red Panthers and humans enemies. Well, actually it was raining. This affects the spells? Awesome!

                  Dome, you said the bug of repeated skills now is solved, but this applies to other skills as well? (Ramza's cadet job has Counter, and Knight too)

                  By the way, the game is awesome. I didn't finish the v1.3 before (and I was wondering if I should do this before playing v1.4), but this game, even incomplete, it's cool like v1.3. :)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 24, 2011, 08:03:03 am
                  QuoteUntil now I fought only at Mandalia Plains, so, just engaged with Red Panthers and humans enemies. Well, actually it was raining. This affects the spells? Awesome!

                  Yes, it always did xD

                  QuoteDome, you said the bug of repeated skills now is solved, but this applies to other skills as well? (Ramza's cadet job has Counter, and Knight too)

                  Special classes will always have duplicate skills...sorry

                  QuoteBy the way, the game is awesome. I didn't finish the v1.3 before (and I was wondering if I should do this before playing v1.4), but this game, even incomplete, it's cool like v1.3. :)

                  Thanks :-)
                  FFT 1.3 is both a rebalancing and Hardtype patch, not suited for newbies of FFT
                  FFT 1.4 is meant to be played by everyone, noobs and pros
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: philsov on March 25, 2011, 08:42:06 pm
                  QuoteWhat do you think?


                  Cuts into the secondary action skillset too much.

                  What I do recommend, however, is doing something similar:

                  A abilities of that class
                  cool R/S/M

                  set it as their primary.

                  This will cause them to auto-learn their action skillset, and with that randomly pick up set but random R/S/M, which can be possibly expanded to 3 rxn/3 support + 1 set movement.  There's enough skillset space for you to do this with 4 skillsets for each mage class and probably 2 for each non-mage class, and even within those varied RSM (ie, "late game battle skill" = 100% knight skills + hamedo/damage split, while "early game battle skill" = 50% of the knight skills + counter/autopotion) to allow for scaling by design.

                  Meanwhile, you can combine in with this other custom skillsets of similar name to net a similar bank of action abilities and even wider RSM selection.  It's easier than front-loading the primary with all 16 actions and having an effectively blank secondary to help with RSM.

                  The only catch to this is that since actions are auto-learn, it cuts into the randomness that is ability selection.  In general I think this is a good thing, but from a randomness standpoint it's still not optimum, albeit superior.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 26, 2011, 05:31:49 am
                  So..forcing custom skillsets as a primary works like this...
                  Thanks for the suggestion Phil :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on March 26, 2011, 11:14:45 am
                  Yeah, philsov's method seems like it would be the best.

                  I can never remember which skill sets are auto-learned, though.

                  Also, philsov, I was wondering something: Is there a method to keep the computer from using primary skill sets with blue magic (or that is Blue Magic) if you let them have "Random" skill sets? Or do you need to limit everything?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: philsov on March 27, 2011, 05:18:17 pm
                  QuoteIs there a method to keep the computer from using primary skill sets with blue magic (or that is Blue Magic) if you let them have "Random" skill sets? Or do you need to limit everything?


                  Needs limits, sadly.  Learn via JP, iirc, doesn't apply to AI functions, but JP cost and AI% to learn abilities will, so you can wrangle their spellbook via that method.  Personally I just have custom, gated blue magic skillsets for the various chapters, like a chapter 2 blue mage won't know something from a tiamat but will know something from chocobo. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on March 28, 2011, 12:48:18 am
                  Oh, I remembered that. I meant more about secondaries, which seem more problematic really. You wouldn't want an enemy non-Blue Mage unit (or non-Summoner, Wizard, Priest or Illusionist) having a secondary of the "normal" Blue Magic (before Chapter 4 presumably, and even then maybe not), right?

                  Yet I'm not seeing any (obvious) way to prevent that. Sorry for not being clear (as always).
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: philsov on March 28, 2011, 09:30:30 am
                  make the blue mage a dead end on the job tree, thereby preventing its unlocking as you set job level on the units?

                  QuoteSo..forcing custom skillsets as a primary works like this...


                  If you look at 1.3 in patcher, you'll see this sort of thing done with Ovelia and Weigraf, notably.  Their primaries aren't even forced, but they just have their primary naturally and their skillset is along the long band of "auto learn everything", with a bank of RSM to toy with and <random> for RSM in their ENTD settings.  Doing this on enemy generics obviously warrants forcing primaries and/or secondaries.  In terms of mixing and matching, this also allows you to set job level for secondary funsies -- ie, primary is auto learn with 100% abilities, but secondary is punch art and they're a job level 5 monk with its random bank of abilities from ~650 JP 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on March 28, 2011, 09:49:07 am
                  Yeah, forcing custom skill sets tends to solve a lot of problems or, at the very least, mean that you don't have to make another job just for a custom skill set that's slightly different. There's enough job waste as it is.

                  *glares at Assassin and Holy Knight*

                  Quote from: philsov on March 28, 2011, 09:30:30 am
                  make the blue mage a dead end on the job tree, thereby preventing its unlocking as you set job level on the units?


                  ...This doesn't bode well for my mage plans then, though I suppose Time Magic and Summon Magic are less problematic than Black Magic and White Magic. Then again, it's not like I want it to be difficult to get Flare or Holy....

                  *sighs*

                  Anyway, thanks for the answer.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on March 28, 2011, 04:25:43 pm
                  Esuna also cancels positive status effects....not just negative status effects....you might want to check that
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: EpicSolidSnake on March 28, 2011, 05:58:39 pm
                   :shock:

                  (http://i52.tinypic.com/6zq44i.png)


                  Now i know he is pure evil...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 28, 2011, 06:30:24 pm
                  Lol at the pic xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 28, 2011, 06:30:43 pm
                  thanks, already fixed :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on March 29, 2011, 09:30:37 pm
                  I think first tier black magic is a little overpowered, considering it's likely that most casters early on will be females with 70 faith.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on March 29, 2011, 09:34:44 pm
                  I think maybe generic's Brave/Faith should allow for more creativity.

                  Maybe instead of 3 females having 65/70, there should be (at least) one that's different, like with 70/55. And it's hard to have a male caster when all of them have 55 faith and given their -1 MA compared to females, I personally think at least one should have decent faith.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 30, 2011, 05:45:17 am
                  Males will be fighters and females will be casters, because cadets are trained in the most logical way
                  However, some small difference won't damage anyone, I suppose

                  P.s: You can recruit people at the soldier office if you want different signs/values
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on March 30, 2011, 05:45:50 am
                  Thanks, already fixed :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on April 02, 2011, 07:17:10 pm
                  Quote from: Dome on March 30, 2011, 05:45:17 am
                  Males will be fighters and females will be casters, because cadets are trained in the most logical way
                  However, some small difference won't damage anyone, I suppose

                  P.s: You can recruit people at the soldier office if you want different signs/values


                  I'm ballsy, I'll use whoever I want for whatever I want.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on April 03, 2011, 04:52:30 am
                  Quote from: GeneralStrife on April 02, 2011, 07:17:10 pm
                  I'm ballsy, I'll use whoever I want for whatever I want.
                  Lol
                  Try use a 40 faith male as a black mage, fool!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on April 03, 2011, 10:10:37 am
                  Ryudo's ideas a f*ckin' awesome.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on April 05, 2011, 04:25:24 am
                  Ok, things have slowed down because of the stupid university exams
                  The 14th will be the last exam, so I'll resume the work on the patch
                  Next release will mainly focus on the ENTD, and should fix all the bugs posted in the other topic :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: LimaBeanMage on April 08, 2011, 03:54:42 am
                  Are Alicia and Lavian the only Onion Knights you can get or has the 6 squire/chemist requirement been changed?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on April 08, 2011, 05:44:56 am
                  Quote from: LimaBeanMage on April 08, 2011, 03:54:42 am
                  Are Alicia and Lavian the only Onion Knights you can get or has the 6 squire/chemist requirement been changed?

                  The only 2 :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: 4look4rd on April 08, 2011, 05:42:26 pm
                  I finished my first play through and I have to say that I like this version much better than vanilla, but I have a few complains:

                  Panther Fights- They are just boring and annoying.  All the cats do is to use pounce which is incredibly frustrating since fights will last for way too long.

                  Stealing Items- its impossible to steal equipment from some story battles.  The church battle at the end of chapter 4 for example, I could steal a chaos blade, but I couldn't steal equips from the two other characters (its that fight inside a church with Velius [the purple one, sorry I'm terrible with names] and his two other knights)

                  Deep Dungeon- Wow, just wow.  I know it was meant to be end of game stuff, but I can't even pass the first stage.  It would be nice if Deep Dungeon fights also scaled with party level (mostly to avoid grinding to level99 before being able to tackle these fights).  Alternatively, although I do not know if it is possible, it would be nice to have a second dungeon similar to the DD but with tamer challenges.

                  Orlando/special knights- I agree with the nerfs done to them, but why do they all have mime lvl8 with tons of JB on it?  It would be nice if they came in party level and with comparable jobs open instead of just lvl1 in their respective class + mime.  Since they were greatly nerfed, I feel like there is little to no incentive to invest time on them (again this makes the game even more grindy).

                  Tiamats/Hydras- The animation for their attacks take WAY too long, please change it.

                  Rafa/Malak- Rafa is awesome now, I really like her.  However her brother is greatly eclipsed by her.  I would like to see him as a little more interesting character
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Durbs on April 09, 2011, 09:51:07 am
                  Neat patch. I started playing it a little while ago. I noticed several things right away:

                  1. Rad the Red Mage has the most glitched sprite I have ever seen. The basis of the sprite (the fighter) works fine, but the cape attached to him is very glitchy. The same holds true for the Onion knights- when they use Wave Fist or a physical striking move, they split into vertical ribbons of their form. Sorry about the lack of screenshots.
                  2. It's a pet peeve of mine to see Mercinary skills as opposed to Mercinary Skills. Please capitalize the second letters in skill sets.

                  Aside from those two, everything looks good.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on April 09, 2011, 11:33:50 am
                  Barren, URDOINITRONG
                  If you look at team 1: ramza's team, there's ANOTHER SLOT. >.>"
                  All 5 can enter the battle.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on April 10, 2011, 03:26:53 am
                  Thanks for the feedbacks/bugs report guys, they are greatly appreciated :-)
                  I'll work on fixing them :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on April 12, 2011, 02:15:24 pm
                  Yes I  know....i completely forgot about that >_<

                  But I still won ^_^
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on April 12, 2011, 04:00:16 pm
                  Good job, by the way. I saw the video, and while you didn't do too hot the first 3-5 fights, you were awesome in the last one. and funny.
                  "no wait that's cha--...I CAN CHARM HIM?!"
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Barren on April 16, 2011, 05:40:57 pm
                  Thank you :) I know I haven't done any 1.4 videos in a while. I'm actually at the Limberry fight right now..trying to think of a way to steal genji armor while killing the assassins, other wise, ill just counter magic him to death
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on April 16, 2011, 08:15:11 pm
                  Quote from: Barren on April 16, 2011, 05:40:57 pm
                  Thank you :) I know I haven't done any 1.4 videos in a while. I'm actually at the Limberry fight right now..trying to think of a way to steal genji armor while killing the assassins, other wise, ill just counter magic him to death

                  While videos are very appreciated, feedback is the most important thing :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: nein on April 17, 2011, 06:49:45 am
                  Is this compatible with FFT:Complete? After going thru WOTL, I just can`t get used to the older translation.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on April 17, 2011, 07:41:45 am
                  I don't know, but I don't plan on working on that...At least, for the moment
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shintroy on April 23, 2011, 02:11:07 pm
                  1- Yes
                  2- Too much change. FFT1.x should just be a harder version of the original content and all.
                  3- Meh, they're just recruits.
                  4- NO But keep it in mind for Easy Mode
                  5. See 4
                  6. See 4
                  7. See 4
                  8. See 4
                  9. See 4
                  10- See 2
                  11- Yes
                  12- See 2
                  13- See 4
                  14- See 2
                  15- That's what FFT 1.3 was about. 1.4 Can do it better, as long as there arent any "original" abilities like "Marksman". (see 2)
                  16- No.......
                  17- No Red Mage doesnt exist in this FFT
                  18- No Chapter 1 would be hell with default Algus and Deleta
                  19- Hell no

                  I thought the completely new abilities that were introduced in... 1.36/1.37 were a bad idea. Bring Charge back or at least take some Archer skills from.... FFT Advance
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: ramzasotherbrother on April 26, 2011, 11:45:11 pm
                  MOST EPIC THING EVAR!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Kaelum on April 29, 2011, 08:15:40 pm
                  is this compatible with war of the lions PSP?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on April 29, 2011, 08:34:17 pm
                  @ramzasotherbrother Wow...thanks xD
                  @Kaelum Sadly...no
                  I dislike the PSP version, and I won't work on that version...sorry :-(
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Kaelum on April 29, 2011, 08:45:14 pm
                  Quote from: Dome on April 29, 2011, 08:34:17 pm
                  @ramzasotherbrother Wow...thanks xD
                  @Kaelum Sadly...no
                  I dislike the PSP version, and I won't work on that version...sorry :-(


                  aww i really liked 1.3 on war of the lions..too bad i can't play this.. :cry: but still a great work your doing here.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on May 01, 2011, 04:30:08 pm
                  I have an idea, whether or not it's easy (or possible) to implement, I'm not sure. I also don't know if it's something you want in this patch, but anyways...

                  What if instead of undead units having 50% revive / 50% crystalize, they instead die and turn into crappy ghosts. A new class could be made for this, with a custom sprite. The idea being that this new ghost they become is really crappy, maybe it just has a weak physical attack or something. Maybe this is something someone wants to look into?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 01, 2011, 04:48:27 pm
                  While I love undeads, they already have some huge flaws (Phoenix down, potions, white magic harms them HARD, the inabilty to reliabily resurrect them) and that would only make them worse...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on May 01, 2011, 09:07:41 pm
                  I just realized I didn't explain my idea well. I meant undead becoming ghosts 50% of the time, and the other 50% they fully revive. It was meant as a buff for undead.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 02, 2011, 01:53:33 am
                  I see
                  But I don't know if it's possible/worth the effort, to be honest...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on May 02, 2011, 10:03:42 am
                  Just ask FDC to do it, he always runs head first into fun shit like this :P
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on May 02, 2011, 06:28:36 pm
                  You say that as though he's not already doing a million other things...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on May 02, 2011, 08:55:04 pm
                  Hey, I was banned from IRC, like hell I know what anybody on here is doing.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 05, 2011, 04:15:19 am
                  Still need suggestion for this guys :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on May 05, 2011, 04:42:28 am
                  Take a page from what I'm doing for Parted Ways. Copy ENTDs of previous story battles, paste them in an area later in the game while adjusting the names/sprite sets so they're generic characters.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 05, 2011, 04:49:06 am
                  Quote from: Eternal248 on May 05, 2011, 04:42:28 am
                  Take a page from what I'm doing for Parted Ways. Copy ENTDs of previous story battles, paste them in an area later in the game while adjusting the names/sprite sets so they're generic characters.
                  ?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on May 05, 2011, 06:23:38 am
                  Like the example I gave on the PW board. Make an ENTD that features and Angel of Death, 2 Knights, and 3 Skeletons in Dolboldar Swamp after the battle with Zalera in Limberry. But do that with each story battle in a different area, so it'd be like fighting the story battle again, without the events and special characters. Kinda make more sense now?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 05, 2011, 06:30:29 am
                  Quote from: Eternal248 on May 05, 2011, 06:23:38 am
                  Like the example I gave on the PW board. Make an ENTD that features and Angel of Death, 2 Knights, and 3 Skeletons in Dolboldar Swamp after the battle with Zalera in Limberry. But do that with each story battle in a different area, so it'd be like fighting the story battle again, without the events and special characters. Kinda make more sense now?

                  Yes, it does :-)
                  That could work for special battles, thanks for the suggestion :-)

                  But...this topic is about "Normal" randoms, and which monsters should be present on each spot
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on May 05, 2011, 07:10:26 am
                  Ah, sorry. I thought you were interested in filling it with some human battles as well. Doguola can be Dragons, Germinas can be Avians, I suppose. Bed Desert can be a combination of Behemoths and Bombs.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 05, 2011, 08:17:16 am
                  Quote from: Eternal248 on May 05, 2011, 07:10:26 am
                  Ah, sorry. I thought you were interested in filling it with some human battles as well. Doguola can be Dragons, Germinas can be Avians, I suppose. Bed Desert can be a combination of Behemoths and Bombs.

                  Thanks, I'll add your suggestions to the list :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Wildcard on May 06, 2011, 12:50:54 am
                  Maybe I'm missing how to do this, though I did check some of the posts; is there a way to combine the FFT Complete and FFT 1.4 patches? I'd like to get the less old-fashioned translation if at all possible.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 06, 2011, 02:29:18 am
                  I think it's possible, but...
                  1) If you want to do so, I suggest you to wait for the next official 1.4 release (It will fix/implement a lot of stuff)
                  2) I suggest you to learn how to do it...because I don't plan on doing such a thing (I hate the WOTG translation)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Samuraiblackbelt on May 07, 2011, 03:03:54 am
                  Hey Dome, is there a description for 1.4 I can use for a video description on Youtube?

                  Like the one I had Koko make me for my CoP videos:
                  ''A complete patch for FFT that goes beyond editing classes: It edits the story, events, and even maps. This little gem of hacking will make your dreams come true and give you a whole new sense of challenge and discovery as you follow Gospel the rebel and two other heroes along their personnal quest... Their answer to the Call of Power."
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 07, 2011, 03:09:09 am
                  I'm not good with those kind of things...
                  Try use the description Eternal made
                  "A balance and hardtype patch that seeks to improve FFT's gameplay made by the FFH community"
                  (Added by me) "Instead of 1.3, it focuses more on balance instead of difficult, making it an enjoyable patch for noobs...and veterans will spill blood in the side quests" (Or something like this)
                  Also, remember that 1.4 is still far from complete, mention that there might be bugs scattered around xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Samuraiblackbelt on May 07, 2011, 06:03:22 am
                  Alright here's the playlist for my playthrough:
                  http://www.youtube.com/user/Samuriblkbelt#grid/user/EC82537110CE80FC

                  So far I'm enjoying it a lot, but my only real problem is that Pounce is incredibly over powered, and the AI prioritizes it over attack 100% of the time.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 07, 2011, 06:21:05 am
                  Yeah, I need to tweak pounce somehow...
                  I was thinking about a 50+MA% (Unevadable, so 50% at level 1 and 80% at level 100)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Samuraiblackbelt on May 07, 2011, 06:27:09 am
                  That sounds a little more reasonable, but I still think the AI would abuse it.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 07, 2011, 06:28:54 am
                  Quote from: Samuraiblackbelt on May 07, 2011, 06:27:09 am
                  That sounds a little more reasonable, but I still think the AI would abuse it.

                  Is there any way to edit how the AI interacts with the skill?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Samuraiblackbelt on May 07, 2011, 06:32:21 am
                  Not that I know of.

                  EDIT: Hurr durr, give it the random hits flag.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on May 07, 2011, 10:00:24 am
                  Quote from: Samuraiblackbelt on May 07, 2011, 06:32:21 am
                  Not that I know of.

                  EDIT: Hurr durr, give it the random hits flag.


                  Lawl'd
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 07, 2011, 08:41:41 pm
                  So what all changes over 1.3 other than the aforementioned difficulty easing and rad, alicia and lavian having special classes?  The master guide is...lacking.  Or an ETA on when you expect it to be done?  Kinda wanna try this out but I'd like to know what I am jumping into. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 08, 2011, 03:55:12 am
                  Quote from: efrate on May 07, 2011, 08:41:41 pm
                  So what all changes over 1.3 other than the aforementioned difficulty easing and rad, alicia and lavian having special classes?  The master guide is...lacking.  Or an ETA on when you expect it to be done?  Kinda wanna try this out but I'd like to know what I am jumping into.  

                  Yeah, I know
                  Sorry, but, even if it's fully playable, 1.4 is far from completed, and master guide and such will be completed only after the full release...
                  You forgot Boco the white chocobo, performer (Bard + Dancer), a lot of items tweaked (Not listed, mostly swords, shields, guns, etc...), some chemist items removed, reworked ENTD, reworked Growths/Multipliers, monsters of the same family have the same stats (So every tier is usable and not flat-out useless)
                  Also, I plan on using ALMA (Or whatever the name is) to create custom reactions (Instead of the useless Gilgame Heart) and reworking the poach list
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 08, 2011, 06:39:00 am
                  One more thing, with guests being not featured in the menu screen, do they passively gain more abilities as times goes by or just stuck with whatever couple they start with and doomed to never have any more until (if) they get recruited?  Also, how does that work for when ones like agrias join you, is it completely reset, or does the xp and abilities accure and you have access to more when you get them etc. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 08, 2011, 01:24:56 pm
                  Quote from: efrate on May 08, 2011, 06:39:00 am
                  One more thing, with guests being not featured in the menu screen, do they passively gain more abilities as times goes by or just stuck with whatever couple they start with and doomed to never have any more until (if) they get recruited?  Also, how does that work for when ones like agrias join you, is it completely reset, or does the xp and abilities accure and you have access to more when you get them etc. 

                  I'll have to test this to give you an answer
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 08, 2011, 02:26:25 pm
                  Ok, the "Pounce" skill is now a (50+MA)% not evadable, random flagged attack :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 08, 2011, 02:33:31 pm
                  Ok, I just got a silly idea...
                  Remove phoenix down from the game
                  "Item" is too over-centralizing...instant, ranged 100% HP/MP/Status healing and Rez
                  If phoenix down is removed, "Item" is still a good skillset, but if you want to resurrect, you need to rely on basic skills or White magic


                  What do you think?

                  For the moment, PD won't be removed
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on May 08, 2011, 02:35:31 pm
                  BALLSY!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Durbs on May 08, 2011, 02:35:52 pm
                  0_o

                  A world without Phoenix Down is not one that looks very bright.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Mando on May 08, 2011, 03:32:48 pm
                  I say go for it dome, I don't have items period in my patch. Same with weapon throwing/ball/shuriken.

                  Items make many people too confident. Perhaps you might even sacrifice a unit or two to win a fight ;D
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 08, 2011, 04:55:33 pm
                  just make raise spells better and I can see it working(since I orginally never used PD, it made fights alot more intresting.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 08, 2011, 04:59:52 pm
                  Do you think the actual raise and raise 2 spells are bad, Shade?
                  I almost never used them, so I don't know...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on May 09, 2011, 01:55:38 am
                  If you do away with phoenix down, just make sure you add another reviving move somewhere. White Magic and Basic Skill shouldn't be the only way to revive someone (I can't recall if they are, so this might be an irrelevant statement), especially when later in the game you aren't going to want to waste your secondary on basic skill. It's an interesting concept, but I think you definitely need to consider the repercussions.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on May 09, 2011, 02:03:22 am
                  Do what I did in the original version of Parted Ways and make Phoenix Downs either very expensive (2-3k a pop) or make them Poachable only. Keep them around, just make them more valuable.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 09, 2011, 02:30:35 am
                  Quote from: Pierce on May 09, 2011, 01:55:38 am
                  If you do away with phoenix down, just make sure you add another reviving move somewhere. White Magic and Basic Skill shouldn't be the only way to revive someone (I can't recall if they are, so this might be an irrelevant statement), especially when later in the game you aren't going to want to waste your secondary on basic skill. It's an interesting concept, but I think you definitely need to consider the repercussions.

                  That's the purpose...if you want to rez, you have to use basic skill or White magic (None of them is bad...basic skill is now useful)
                  Quote from: Eternal248 on May 09, 2011, 02:03:22 am
                  Do what I did in the original version of Parted Ways and make Phoenix Downs either very expensive (2-3k a pop) or make them Poachable only. Keep them around, just make them more valuable.

                  That would work, but it would just turn into the player uber-grinding the hell out of randoms to get 99 phoenix downs...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on May 09, 2011, 02:41:31 am
                  What is the problem you're facing specifically with PDs right now? Just trying to make them less cheap?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 09, 2011, 02:48:08 am
                  Quote from: Eternal248 on May 09, 2011, 02:41:31 am
                  What is the problem you're facing specifically with PDs right now? Just trying to make them less cheap?

                  I want item to be less over-centralizing without editing it too much
                  -IF- I remove PD:
                  - Item can still instant-reliabily heal HP (And mp, the only skillset that can do this) and remove statuses, but it can't resurrect
                  - White magic can Resurrect, heal and remove statuses, but can't heal mp
                  - Basic skill can resurrect and remove some statuses without using mp/gil :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on May 09, 2011, 03:46:42 am
                  What about making them as available as elixirs? Only from certain story battles and move-finds. No poach, no purchase. It eliminates the ability to grind for them, and would really make people think before using them because there's only a certain amount you can get.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 09, 2011, 04:41:41 am
                  Quote from: Pierce on May 09, 2011, 03:46:42 am
                  What about making them as available as elixirs? Only from certain story battles and move-finds. No poach, no purchase. It eliminates the ability to grind for them, and would really make people think before using them because there's only a certain amount you can get.

                  Remember: in 1.4, elixirs can be found as war thropy in rare random battles and DD fights...
                  Anyway, this isn't a bad idea...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pride on May 09, 2011, 04:48:35 am
                  I think removing pd's from the game is a grand idea. A revival ability on Squire, Monk, and White Mage is good enough compensation early in the game.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 09, 2011, 05:06:23 am
                  Quote from: Pride on May 09, 2011, 04:48:35 am
                  I think removing pd's from the game is a grand idea. A revival ability on Squire, Monk, and White Mage is good enough compensation early in the game.

                  Monks don't have revive anymore...revive got moved to Squires, and Ramza got wish (100% res with 1% of HP)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 09, 2011, 05:15:36 pm
                  In 1.4, some enemy will get custom skillset forced as their primary OR secondary
                  They will look the same as normal skillsets from the outside, but each ability into them is 100% learned, and they have some reaction/movement/support ability as well (If I give them the "Random" tab, enemies will surely get random R/S/M selected from the skillset)
                  Each class will have 2 custom skillsets...1 weak and 1 strong
                  The weak one will be featured mainly in ch1/ch2 and the first time you encounter the class, and the strong one will be mainly used in Ch3/4 and in assassination missions
                  (Remember, not every enemy will use custom skillsets)
                  They are ready, but I want some suggestion from you :-)

                  Squire
                  Squire (Weak)
                  Dash - Throw stone - Cheer up / Caution - Weapon guard - Counter tackle - Jump +1 - Move find item
                  Squire (Strong)
                  Accumulate - Heal - Revive - Bull's eye - Cheer up / Counter - HP restore - Move +1 - Float - Maintenance - Attack up


                  Chemist
                  Chemist (Weak)
                  Potion - Remedy - Ether / Weapon guard - Caution - Counter Tackle - Move find item - Jump+1 - Defend
                  Chemist (Strong)
                  X-potion - Remedy - Holy water - Hi-ether / Counter flood - Abadon - Defense up - Maintenance - Move HP up - Move +1


                  Knight
                  Knight (Weak)
                  Mind ruin - Power ruin - Shield break / Weapon guard - Counter - Defend - Jump +1 - Move find item
                  Knight (Strong)
                  Power ruin - Mind ruin - Speed ruin - Magic ruin - Weapon Break - Head Break - Armor Break - Shield Break / Move +1 - Move HP up - Hamedo - Counter flood - Magic defense up - Concentrate


                  Archer
                  Archer (Weak)
                  Charge +1 - Charge +2 - Charge +4 / Arrow guard - Counter Tackle - Jump +1 - Move find Item - Defend - Maintenance
                  Archer (Strong)
                  Charge +1 - Charge +3 - Charge +5 - Charge +7 - Charge +10 / Speed save - Arrow guard - Concentrate - Attack up - Ignore Height - Jump +3


                  Priest
                  Priest (Weak)
                  Cure - Raise - Protect - Shell / Regenerator - Caution - Defend - Maintenance - Move find item - Jump +1
                  Priest (Strong)
                  Cure - Cure 2 - Cure 3 - Revive - Raise - Raise 2 - Wall - Esuna - Holy / Counter magic - HP restore - Defense up - Short charge - Move HP up - Float


                  Wizard
                  Wizard (Weak)
                  Fire - Fire 2 - Ice - Ice 2 - Bolt / Counter tackle - Weapon guard - Maintenance - Defend - Jump +1 - Move find item
                  Wizard (Strong)
                  Fire 1234 - Ice 1234 - Bolt 1234 - Death - Flare / Counter magic - HP restore - Short charge - Magic attack up - Move hp up - Fly


                  Time mage
                  Time mage (Weak)
                  Haste - Slow - Demi - Float - Reflect / Counter tackle - Weapon guard - Defend - Maintenance - Move +1 - Float
                  Time mage (Strong)
                  Haste 1 2 - Slow 1 2 - Stop - Don't move - Float - Reflect - Quick - Demi 1 2 - Meteor - Freeze / Critical quick - HP restore - Short charge - Defense UP - Float - Fly


                  Summoner
                  Summoner (Weak)
                  Shiva - Ramuh - Ifrit - Moogle - Carbunkle - Titan / Weapon guard - Counter Tackle - Move +1 - Jump +1 - Maintenance - Defend
                  Summoner (Strong)
                  Ramuh - Moogle - Leviathan - Odin - Bahamut - Salamander / Critical quick - MP restore - Fly - Move HP up - Magic attack up - Short charge


                  Oracle
                  Oracle (Weak)
                  Blind - Spell absorb - Diminish - Pray faith - Doubt Faith - Dispel magic - Poison / Absorb used mp - Counter tackle - Any weather - Move +1 - Maintenance - Defend
                  Oracle (Strong)
                  Spell absorb - Dimish - Zombie - Blind rage - Petrify - Dispel magic - Sleep - Frog / Counter flood - Damage split - Float - Fly - Short charge - Attack up


                  Geomancer
                  Geomancer (Weak)
                  All skills / Caution - Weapon guard - Maintenance - Magic defense up - Any ground - Float
                  Geomancer (Strong)
                  All skills / Counter Flood - Damage split - Attack up - Magic attack up - Move +1 - Jump +3


                  Lancer
                  Lancer (Weak)
                  LevelJump 3 - VerticalJump4 / Counter - Arrow  guard - Move in Water - Jump +2 - Defend - Defense UP
                  Lancer (Strong)
                  LevelJump5 - VerticalJump 8 / Dragon spirit - Hamedo - Defense UP - Maintenance - Move +1 - Move HP up


                  Samurai
                  Samurai (Weak)
                  Asura - Koutetsu - Bizen Boat / Counter - Counter magic - Defense Up - Magic defense up - Move +1 - Move HP up
                  Samurai (Strong)
                  Kikuichimoji - Muramasa - Bizen Boat / Concentrate Magic attack up - Hamedo - HP restore - Jump +3 - Fly


                  Ninja
                  Ninja (Weak)
                  Shuriken - Ball / Sunken state - Catch - Float - Walk on water - Concentrate - Defense Up
                  Ninja (Strong)
                  Shuriken - Ball / Weapon guard - Abadon - Jump +3 - Fly - Concentrate - Attack Up


                  Sage
                  Sage (Weak)
                  Blind 2 - Return 2 - Deathspell 2 / Weapon guard - Counter flood - Magic defense up - Magic defense up - Concentrate - Float - Move HP up
                  Sage (Strong)
                  Sleep 2 - Confuse 2 - Toad 2 - Gravi 2 - Flare 2 - Deathspell 2 / Damage split - Counter Magic - Move +1 - Fly - Short charge - Defense up


                  Female performer
                  Female performer (Weak)
                  Angel Song - Life song - Witch hunt - Wiznaibus / Speed save - Arrow guard - Fly - Jump +3 - Defense up - Magic defense up
                  Female performer (Strong)
                  All dances - songs / A Save - Mp switch - Fly - Move +1 - Defense Up - Magic defense up


                  Male performer
                  Male performer (Weak)
                  Angel Song - Life song - Witch hunt - Wiznaibus / Speed save - Weapon guard - Float - Counter flood - Jump +3 - Move +1
                  Male performer (Strong)
                  All dances - songs / MA save - Counter Flood - Fly - Jump +3 - Concentrate - Attack up
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on May 09, 2011, 08:49:37 pm
                  So to make sure my understanding is correct, they're pretty much special set-ups for units that will appear in certain battles? I think it's a really good idea. Will these appear in random battles, or just story battles?
                  Squire looks good so far. I might suggest that the weak squire see an extra ability or two, so far they're just looking like regular squires with 100% learn rate for some not-so-useful abilities. That is assuming that these are to be used to add a touch of difficulty or uniqueness to battles, because weak squire looks almost identical to a regular squire, just with improved RSM (Move-Find item, meh).
                  Those are my thoughts. I look forward to seeing the other classes.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 10, 2011, 04:32:34 am
                  Yeah, some squires (And some enemy as a secondary) will get those skillsets
                  So, every time you enter the battle, they will have different R/M/S and 100% of the time they will have proper A abilities to use
                  Ok, I'll add cheer up to the "Weak" squire
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 10, 2011, 05:35:46 pm
                  Ok, wrote them all...
                  Any feedback / Suggestion?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on May 11, 2011, 02:27:32 am
                  Looks very good! I'm a little iffy about Geomancers having Train. Personally I don't use monsters very often, but I imagine it would be really annoying to have one of your monsters invited. Maybe it's not a big deal.
                  I'm interested in knowing where these units are being implemented. Randoms? Story?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 11, 2011, 05:12:29 am
                  Well, whenever I want to be sure that enemies won't be sitting ducks with crap abilities, I suppose xD (Also when I want some randomness in story fights)
                  Any suggestion to replace train?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on May 12, 2011, 11:10:44 pm
                  Quote from: Dome on May 11, 2011, 05:12:29 am

                  Any suggestion to replace train?


                  Perhaps an equip of some sort? Depending on when these unique geomancers appear, maybe something like equip katana or spear? If they appear early enough that katana/spear wouldn't be available, maybe just equip armour? I notice none of the other classes have any equip: x abilities, so maybe that's not what you're looking for. Defend up/magic defend up?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 13, 2011, 01:55:50 am
                  Enemy equipment is NEVER randomized in 1.4, it's always set
                  Giving them random "Equip xxx" would be worthless...

                  MD up will work, thanks
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 13, 2011, 09:41:20 am
                  In chapter 2 in the barius hill story battle, Musty had his lines but wasn't there.  There was a spot on the map that had a speech bubbles, but no musty.  No SS unfortunately. 

                  Green Beret doesn't modify speed either?  Is this intentional? 

                  Also any chance in the future in adding the ASM to let special characters do propositions?

                  Great patch I am enjoying it so far. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 14, 2011, 11:47:44 am
                  Radd and Alicia and Lavian's sprite have animation errors during certain attacks.  Radd's sprite doesn't have the cape in formation screen, and its partly transparent in battle.  Magic gauntlet says it gives +2 MA but only gives +1. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 14, 2011, 01:18:12 pm
                  Mastery as a secondary doesn't appear to work.

                  (http://i54.tinypic.com/iymp38.jpg)


                  (http://i52.tinypic.com/4tprx4.jpg)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 14, 2011, 02:16:32 pm
                  Is the demi spell from the skeleton family supposed to still damage my units even if they are undead? 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Durbs on May 14, 2011, 05:07:27 pm
                  The volcano might be a good place for bombs+skeletons, and barius hill should have an univitable (or exactly the opposite if you're feeling nice) ultima demon.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 15, 2011, 03:46:47 am
                  - Demi is only absorbed by -true- undeads, not if you are inflicted with the dead status
                  - Mastery doesn't work as secondary
                  - What do you mean that Rad is partly trasparent? Can you make a screenshot?
                  - Fixed all the other bugs listed

                  Also any chance in the future in adding the ASM to let special characters do propositions?
                  Yes, I'd like to add it
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 15, 2011, 03:55:35 am
                  Thanks for the suggestions, added
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Wiz on May 15, 2011, 04:22:25 am
                  Quote from: Dome on May 15, 2011, 03:46:47 am
                  - Demi is only absorbed by -true- undeads, not if you are inflicted with the dead status


                  Actually, it's because Skeletons absorb Dark which is Demi's affinity/element as well.

                  Humans becoming undead don't give them the ability to absorb Dark Efrate + Dome >_>
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 15, 2011, 04:25:00 am
                  Quote from: Wiz on May 15, 2011, 04:22:25 am
                  Actually, it's because Skeletons absorb Dark which is Demi's affinity/element as well.

                  Humans becoming undead don't give them the ability to absorb Dark Efrate + Dome >_>


                  Thanks, but I already know this :-)
                  If you check 1.4's FFPatcher, only true undeads have -dark absorb- flagged
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 15, 2011, 09:09:59 am
                  Heretic bug.
                  (http://i55.tinypic.com/2cqeddk.jpg)

                  (http://i51.tinypic.com/2w701sm.jpg)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 15, 2011, 09:23:29 am
                  Thanks, fixed
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 15, 2011, 11:40:12 am
                  Also is the demon who is protecting holy dragon reis supposed to be vulnerable to don't act?  Like very vulnerable?  Once I hit him with a ninja with spell blades which procced Don't act he did nothing the rest of the battle as I whittled away a ton of hp.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 15, 2011, 11:45:09 am
                  Grog hill could have kittys and birds battling, since the height is no obstacle to them. Maybe with a few trees as well.  Danger in the park! 

                  Zirkile falls should have morbols, squid, and oracles or something else statusy.  Maybe eyes?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 15, 2011, 11:48:26 am
                  Battles still need a lot of playtesting, sadly :-(
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 15, 2011, 11:49:38 am
                  Thanks a lot for the suggestions, efrate!
                  Added
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 15, 2011, 10:46:18 pm
                  It wsn't too bad but beowulf landed a 49% don't act then RNG god apparently loved me and my ninjas with spell edges just kept him under DA the entire time.  That was the second try since I didn't know what to expect so the first time I got ate seeing as how I didn't bring my poachers.  I'll start making notes as to the viability of certain battles in the battle thread if ya want, since I am pretty bad at 1.3 but am enjoying this nonetheless.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 15, 2011, 10:58:12 pm
                  Male and female staring brave faith seems odd.  Why are females 65br 70fth and males are 70br 55fth.  Seems like it should be 70 br 65fth for males, or 55br 70fth for females.  Especially since there are more things that boost PA than MA and they are used in more classes, there isn't much of a reason to use males, the slight PA advantage is negated rather easily by equips. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 16, 2011, 01:38:36 am
                  Quote from: efrate on May 15, 2011, 10:46:18 pm
                  It wsn't too bad but beowulf landed a 49% don't act then RNG god apparently loved me and my ninjas with spell edges just kept him under DA the entire time.  That was the second try since I didn't know what to expect so the first time I got ate seeing as how I didn't bring my poachers.  I'll start making notes as to the viability of certain battles in the battle thread if ya want, since I am pretty bad at 1.3 but am enjoying this nonetheless.

                  That would be really appreciated :-)
                  Feedbacks about difficult are very handy
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 16, 2011, 01:39:17 am
                  Quote from: efrate on May 15, 2011, 10:58:12 pm
                  Male and female staring brave faith seems odd.  Why are females 65br 70fth and males are 70br 55fth.  Seems like it should be 70 br 65fth for males, or 55br 70fth for females.  Especially since there are more things that boost PA than MA and they are used in more classes, there isn't much of a reason to use males, the slight PA advantage is negated rather easily by equips. 

                  Don't worry, starting generics Br/Fth will be changed in the next release :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 16, 2011, 11:05:07 pm
                  As promised random battle notes.  In the rescue reis series of battles, a few things I noticed. 

                  I assume the knights in the first battle are supposed to be able to be stolen from?  Seems a bit loose, at least one might have maintenance, so you can't just cripple them. 

                  Ice shields make the engineers a complete joke, either add another enemy who can do something if protected, or give charm or throw or something as a secondary, otherwise ice shield means you just cannot lose. 

                  I'll toss up anything else as I wrap it up likely tonight. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 17, 2011, 05:52:02 am
                  Not sure if this is a bug with the patch or in FFT normally, but when you have move on water, if you stop over a poison swamp, you still get poisoned. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 17, 2011, 05:52:45 am
                  11 squid, and I only had 1 magic ring.  You're and evil man.  Congrats!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 17, 2011, 09:34:57 am
                  The Radd/Alicia/Lavian glitch I mentioned earlier in the thread.  Just with radd, alicia and lavain have been replaced my a tiamat and breeding space. 

                  (http://i54.tinypic.com/wk5yww.jpg)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 17, 2011, 12:03:13 pm
                  I may have found another one, can Ramza not poach as a heretic?  I sent him into battle with secret hunt as a heretic with a ragnorak and when I straight melee killed monsters, it didn't poach.  Radd as a ninja had it as well, and he poached fine.  Not sure if its anything significant but it kinda sucked. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on May 17, 2011, 12:03:59 pm
                  I think Poach is somehow disabled with Greatswords.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 17, 2011, 12:07:07 pm
                  Quote from: Eternal248 on May 17, 2011, 12:03:59 pm
                  I think Poach is somehow disabled with Greatswords.

                  Yeah, Great sword use a "Skill" formula, that's why Poach is disabled
                  I should ask someone to make an ASM that turns default Knightsword formula into PAxWP

                  @Efrate:
                  It's normal that you get poisoned
                  I don't know what causes that sprite bug, TBH...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 17, 2011, 03:47:19 pm
                  Um is it just me that I don't have mustadio at barius hillls fight at all?
                  Is cadet ramza supposed to have counter, weapon guard, and equip armor. And is it normal that when I get from chapter 1 to 2 that my ramza old reactions and suports turn to regenator, dragon spirit, caution, maintenance, defense up.
                  Is white chocobo supposed to be white?
                  Are the missing secondaries, skills, enemies(like in first wiggy there is 3 enemies) on purpose or is it a bug?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 17, 2011, 04:11:14 pm
                  Monsters at start were evil man I tell you, kinda got suprised by pounce and then by bombs having  fire(that deal 56 damage, when only knights would have 110hp).

                  Wiegraf fight was fun, cause it had less people then usual, and he was still kicking ass(one shotting my female armored monk)

                  Algus is asshole like always(I just accumalated until I had monk with over 70 damage attack(I loved to punch a wizard before I began punching algus since I did 144 damage to that wizard :D))

                  First dorter trade city was weird. In 1.3 you had to rush to top of the tower, but not in this one(even if the bastard at top had strong crossbow).

                  I liked that I have every starting unit set with brave and faith, it just happens to suck that you put also best compat pairs of squires and the chemists weren't.

                  Onion knights and Red Mage pure awsome(replacing my need for any other special units hohohohohoh)

                  I don't like that I can't get my gold armor set from gaffy. I woulda also like if quest woulda stayed the way they were(I got right away to algus with his cadet job a armor break, then to find out that he doesn't have it next time...)

                  Btw if I find the assassins are cheap as they were in 1.3 your soul is going to rot in the emptyness of St. Ajoras soul.

                  Also funny how I have level 8-9 when I am at barius hill. (in 1.3 14 lv)

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 17, 2011, 05:19:31 pm
                  Um is it just me that I don't have mustadio at barius hillls fight at all?
                  Fixed
                  Is cadet ramza supposed to have counter, weapon guard, and equip armor. And is it normal that when I get from chapter 1 to 2 that my ramza old reactions and suports turn to regenator, dragon spirit, caution, maintenance, defense up.
                  Yes, it's normal
                  Is white chocobo supposed to be white?
                  No...he looks like a normal chocobo (For the moment)
                  Are the missing secondaries, skills, enemies(like in first wiggy there is 3 enemies) on purpose or is it a bug?
                  They are missing because 1.4 still isn't complete xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 17, 2011, 05:37:37 pm
                  Thanks for all the feedbacks, guys!
                  I'll soon work on those things you pointed out
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 18, 2011, 04:19:49 am
                  Quote from: efrate on May 15, 2011, 10:58:12 pm
                  Male and female staring brave faith seems odd.  Why are females 65br 70fth and males are 70br 55fth.  Seems like it should be 70 br 65fth for males, or 55br 70fth for females.  Especially since there are more things that boost PA than MA and they are used in more classes, there isn't much of a reason to use males, the slight PA advantage is negated rather easily by equips.  


                  I disagree on that, I thought they were perfect, cause I never see it as a slight advantage, cause females tend to be 10x weaker  as physical class expect geomancer, samurai and female peformer(dancer basicly). It doesn't help even if there is PA boost items when when male can equip them too, only thing that can make them get little bit back is that fps bag. And this is biggest help if you are going to use them as monks.

                  why should brave be so low, isn't it bad enough that ramza can replace any female in magic, he would have then huge advantage compared to females(not including those who come later).

                  If i would get females with 55 brave I would ditch them right at start and just use ramza(or if I can get from some extra people hire with better brave and faith).

                  Quote from: efrate on May 08, 2011, 06:39:00 am
                  One more thing, with guests being not featured in the menu screen, do they passively gain more abilities as times goes by or just stuck with whatever couple they start with and doomed to never have any more until (if) they get recruited?  Also, how does that work for when ones like agrias join you, is it completely reset, or does the xp and abilities accure and you have access to more when you get them etc.  


                  It's the same as enemies, random skills, random items(unless they are set) and that goes with levels too.

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 18, 2011, 06:03:41 am
                  Betha S. Wall Issue

                  (http://i52.tinypic.com/35cfpsk.jpg)


                  I assume its cause you used undead archer as a base maybe since they are equipping helms?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 18, 2011, 06:55:46 am
                  scariest muppet ever

                  (http://i55.tinypic.com/25flpwp.jpg)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 18, 2011, 07:01:24 am
                  Also at first Miluda fight one of the thiefs is equiped with 2 diffrent head items, like leather helmet and red hood I think?
                  And why is mustadios job's name onion knight in the swamp fight(the fight after barius hills)?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 18, 2011, 07:11:00 am
                  Reward balancing.  I just did Betha and took the s. wall as always, but I decided to load an earlier file to see all what was different at the north wall.  Damn.  Kaiser Plate, Blaze Gun, Faith Rod all stealable (I imagine, haven't done it yet).  This compared to a some bows, one of which is a reward for sluice?  Seems off. 

                  Defintly doing n. wall, I want all those items a helluva lot more than some bows.  Also only like 5 enemies, so actually short of stealing being a bitch should be easier than the S. Wall, even though arrow guard basically makes you as close to invincible as possible in that battle.  Zalmo prepped me for frustration at least, 10% to nab his shield took waaay to long, and elmdor is on the horizon yaay. 

                  Also, S. Wall lead archer despite having draw out secondary, once I nabbed his bow started physically attacking, which hurt like hell despite him not having (as far as equipped, unsure if innate) martial arts, but it also was just a big hit on a lone person which is ridiculously easy to come back from.   
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 18, 2011, 09:25:13 am
                  Thanks again for the bug reports guys, I'll fix them ASAP
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 18, 2011, 11:48:34 am
                  My god are monsters way too strong, I mean squadling family monsters, goblins are so strong.
                  Aqua thing does from 70 to 140 damage at level 12, goblins eye gauge(or what ever it was) has way too high change of happening(half of my team was in confusion, because of this).

                  Is choco ball on purpose positive status giving ability now? Black chocobo spams it, I have fought againts it 5 times and only twice it used any other ability(note that ability had 20% at max). And panthers pounce really should non-evadable since it's using ma% formula, cause pounce seem to get 20% againts my guys using shields.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 02:36:37 am
                  Not sure what's up with Meliadoul.  Had her job mastered and a bunch of skills in the battle vs Zalera.  After I get her she knows nothing, but has the mastered mime as the other ch. 4 guests do.  Intentional? 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 02:39:02 am
                  Quote from: efrate on May 19, 2011, 02:36:37 am
                  Not sure what's up with Meliadoul.  Had her job mastered and a bunch of skills in the battle vs Zalera.  After I get her she knows nothing, but has the mastered mime as the other ch. 4 guests do.  Intentional? 

                  I'll fix this too asap
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 02:39:10 am
                  Well I got sephiroth nekkid, wasn't too bad, once I killed the assassins.  You already know about holy water not working, but I was wondering did you give the assassins non-charge?  They never waited for a second to throw huge ultimas out.  Luckily they all dies fast and the extra turns on got on the demons were a cinch.

                  Also, are the undead knight with Zalera supposed to have only defenders equipped?  Also, undead are vulnerable to the add dead of crush punch?  You change that or am I just not remembering what they were like in vanilla? 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 02:50:08 am
                  I still have to decide balance stuff like status immunity...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 03:03:36 am
                  Battle on Germinas, this skill intentional? 

                  (http://i52.tinypic.com/zmf41l.jpg)

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 03:05:32 am
                  ?_?
                  Not at all
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 19, 2011, 03:23:15 am
                  Also does Gaffy have a reason for having red magic as primary skill set when you are facing him in golgo and lionnel?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 19, 2011, 03:28:01 am
                  Dear god I don't want face those birds after golgo, I mean spamming 70 ranged attacks and I can't attack back.

                  Flare is a let down, it did less damage then bolt.(yeah the bolt was elemental boosted by the rain and the rod, but still...) I think you should reduce the mp cost to like 30.

                  I like that my onion knights already have two hands and they are no equiped with blood sword and blazing sword(should be called blazing blade), now they just do over 100 damage with each hit(and at level 12-13 it's alot)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 03:29:40 am
                  Quote from: Shade on May 19, 2011, 03:23:15 am
                  Also does Gaffy have a reason for having red magic as primary skill set when you are facing him in golgo and lionnel?

                  Bug, fixed
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 19, 2011, 04:53:41 am
                  Also I happened to open 1.4 iso with my fftpatcher, cause I wanted to know the poach list(I think it's same as 1.3), then I noticed thing there.

                  Why does king behomoth have tentacle as monsterskill ability?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 05:11:39 am
                  Quote from: Shade on May 19, 2011, 04:53:41 am
                  Also I happened to open 1.4 iso with my fftpatcher, cause I wanted to know the poach list(I think it's same as 1.3), then I noticed thing there.

                  Why does king behomoth have tentacle as monsterskill ability?


                  It's his monster skill (Tentacle is meteorain without CT)
                  And Yes, I still have to edit the poach rewards
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 05:19:01 am
                  I think Nelveska Temple needs nerfing.  Unless you're all ninjas/thieves speed tricked you face 31 attacks before you get an action, and though random, at least 2 or 3 people are going to be in each area and with 6 chances to hit within 4 panel, and a % chance for death or sleep (as good as death).  Also worker 7 new hits ridiculously hard, taking cid into not quite critical in his base class with greta stuff, I'm trying to arrange HP to always trigger hp restore but I think worker 7 news zodiac is random?  There has been a huge variance in attack damage. 

                  Also, seeing as how undead (even my guys with a ring) are vulnerable to instant death proc, though I can make breaths do no damage, that proc is insane, Especially considering its unevadable and damage split only splits one hit.  Even with Auto-potion and only x-potions and a 1/2 damage accesory AND magic defense up, its hitting for 168 per hit, potion doesn't even cover one. 

                  On a 4 panel attack with 3 spaces occupied thats still like a little more than 4 hits connecting, and 554 damage if I do my math right is death for pretty much anything.  Tried about 10 times, trying a few different ideas, but I think it might need nerfing. 

                  Also, not sure, but do multiple hits from such an attack negate hp restore?  It not triggering if I get hit more than once and going into critical, unless its just RNG screw. 

                  Maybe go down to 1 of each hydra?    Or increase their faith so status magic has a better than 40-50% hit rate (using sage spells for AoE).  Again it might be compat and rng screw but seems excessive. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 05:23:37 am
                  I'll fix those too asap
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 19, 2011, 05:57:21 am
                  5 speed knight is really starting to hurt, it's not getting faster and I have it with 14 lv guy. It's really slow compared to thiefs that have 9 speed, they can now literally run around circles againts knights, I have been using for a while everything expect knights.

                  Why did you remoce one MA from magic gauntlet? removing the item woulda been better, since the damm things cost so much and I have wizard mantles that give the same amount of ma and give decent amount of evasion.

                  Olan has really bad setup, he can't literally get out of there, he is stuck there for entire battle until i made the mediator run and then he could get out of there. Why does he have float, you do know that float doesn't make it any easier, it only helps when going up, so please replace it with like jump+ 2 or 1.

                  Also that Mediator had strong axe or something since he was dealing 170 damage(alot since he did not have anything that boosted it up), he almost always one shot olan, making him die in 2 turns, until I sent ramza as ninja with 5 jump to give ethers to boost his mp.



                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 06:06:03 am
                  Holy hydras Batman!

                  Finally finished nelveska, took 2 sages, ramza as a flyign chemist with planer magic, and 3 casts of frog 2 to finally turn all the hydras into frogs, then get treasures.  I was about to heal worker 7 since one of the assholes decided to stand right on top of the nagarock.  Time for cloud and figure out who I am going to be using for most battles from here on out.  I still think at least 1 if not 2 hydras should probably be removed.  Especially since my faith rod sage only had a just over 50% on a low faith hydra to frog it.  Without doing so I think this battle is nearly impossible.   But I did it.  It prolly didn't help that since I did proposistions early my team is 80-90 so the enemy levels were really high, but even if I had been half that seems extreme. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 06:06:34 am
                  5 speed knight is really starting to hurt, it's not getting faster and I have it with 14 lv guy. It's really slow compared to thiefs that have 9 speed, they can now literally run around circles againts knights, I have been using for a while everything expect knights.
                  Knights have the highest PA and HP, and they are meant to be slow

                  Why did you remoce one MA from magic gauntlet? removing the item woulda been better, since the damm things cost so much and I have wizard mantles that give the same amount of ma and give decent amount of evasion.
                  Already fixed bug

                  Olan has really bad setup, he can't literally get out of there, he is stuck there for entire battle until i made the mediator run and then he could get out of there. Why does he have float, you do know that float doesn't make it any easier, it only helps when going up, so please replace it with like jump+ 2 or 1.

                  Also that Mediator had strong axe or something since he was dealing 170 damage(alot since he did not have anything that boosted it up), he almost always one shot olan, making him die in 2 turns, until I sent ramza as ninja with 5 jump to give ethers to boost his mp.

                  The battle has already been reworked
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 19, 2011, 06:49:17 am
                  Quote from: Dome on May 19, 2011, 06:06:34 am
                  Knights have the highest PA and HP, and they are meant to be slow


                  And I think they are useless.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 06:50:46 am
                  I understand I guess why you nerfed Reis HPC, but did it have to be to such an extent?  At her level she join at (mid 80s) she is being one shotted by pretty much everything.  Since she can equip ribbons, perfumes, bags and a few other accessories, this may need to be adjusted. 

                  Maybe I am just too high a level, I know you balanced all stat growth to be equal accross the classes, but there is very little incentive to use her as of right now.  I mean breath skills are nice but not great, and her redeeming grace from vanilla was her growths were insane so she makes a great carrier for anything, and her stats made her at least a contender for a spot since she generally did stuff better than pretty much anyone else.  There just isn't much incentive to use her now. 

                  Her mods are quite nice still but the lack of equips means they still don't carry her as a class.  And since growth classes are equal across the board, she might carry an ability better in her base class, but if every attack kills her outright, seems awkward. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 07:02:35 am
                  I was thinking about changing her skillset and allowing her to equip clothes, robes, hats and such
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 07:03:19 am
                  Quote from: Shade on May 19, 2011, 06:49:17 am
                  And I think they are useless.

                  It depends on how they are used
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 07:08:46 am
                  I think that would be fine, since as of yet she is benched next to musty.  If I find a sweet dragon battle I'll bring her out but it's not worth it as of now. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 07:10:55 am
                  I'll use this topic to post crap (And -almost- never used) reactions/support/movement skill, and how to make them usefull

                  Defend - Mp Restore - Caution - Gilgame heart - Catch - Finger guard - Move get exp - Move get jp - Fly

                  Any suggestion on how to replace - edit them?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 07:14:05 am
                  Does martial arts actually do anything?  Reis doesn't have it in her base class as per patcher, and after equipping it her damage was identical.  Is that a hard coded for her, or did you just make the support skill as it is basically superfluous?  And if so, then remove it and don't worry.  Especially since you removed the skill as innate from monks, it doesn't seem to be helping her so I'd just axe it. 

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 07:21:19 am
                  Quote from: efrate on May 19, 2011, 07:14:05 am
                  Does martial arts actually do anything?  Reis doesn't have it in her base class as per patcher, and after equipping it her damage was identical.  Is that a hard coded for her, or did you just make the support skill as it is basically superfluous?  And if so, then remove it and don't worry.  Especially since you removed the skill as innate from monks, it doesn't seem to be helping her so I'd just axe it

                  She doesn't have it as an innate, and martial arts will be removed in the next release
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 19, 2011, 09:40:26 am
                  Fly is actually good, the this is that teleport always did the samething with a change of going even further.
                  Caution is actually bitch to deal at start game with AI(doubles evasion).
                  Catch was usefull in 1.3 when you happened to face some ninjas, but don't know is it good in here as it was 1.3
                  Move get jp would be good if higher amounts of jp would come.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 19, 2011, 10:01:24 am
                  Quote from: Dome on May 19, 2011, 07:03:19 am
                  It depends on how they are used


                  Well My analysis.
                  Knights can be used for level 4 and after that they begin to drag you down(so everyone must get out of knight class before it happens.) I btw tested what is faster 5 speed knight with haste or 7 speed geomancer, it was geomancer, also it happens to be that hp diffrence between geomancer and knight at my level(15) is 7. Only timme that I have now used a knight was rad combined with his MA save, his slowness didn't help, but his armor did, but that's something I can get without using a knight.

                  This just my oppinion here, but I would like them being fast as samurais, cause that speed is really slow at the point that I am playing(going to grog hill next).
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 19, 2011, 10:04:54 am
                  Quote from: Dome on May 19, 2011, 05:11:39 am
                  It's his monster skill (Tentacle is meteorain without CT)
                  And Yes, I still have to edit the poach rewards


                  Why it's without ct, I mean if you give meteorain to behomoths, they will cast it instantly anyway?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 19, 2011, 10:23:53 am
                  I edited some of his other skills
                  Don't worry about stuff like that :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 11:49:57 am
                  Andramalek took way to long, it was such a grind.  I found a cheap way around though.  My faith rod sage could cast return 2 and keep him from doing much of anything. 

                  I could have totally done it the entire time, keeping him in ct 0 lock, but I misclicked and used despair 2 instead, otherwise I have a 93% chance of making him do absolutely nothing the entire time, and if it hits CT is just perfect that it goes off right before he gets a turn.    For fun I broke his magic to 1 as well, then watched as he kept spelling my males while my ribboned female slowly 100hp at a time took him down.  He lossed my sage once and that bastard threw an elixir at him to undo 999 HP worth of damage.  Fucking sages. 

                  Dyce was actually harder, Andramalak was just a long grind, but he couldn't do much even without my return 0 thing.  A few magic breaks and his damage became pitiful, and the innate 2 two swords is nice but everything seems to be prioritized over it.  Ice 4 for 29 damage is funny. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 19, 2011, 12:03:04 pm
                  Move get xp or jp would be nice if they didn't come in the sage job which by the time you've gotten that a few jp are meaningless.  I could see it being a priest or wizard skill, to give an incentive to stay in the class a bit.  It would also help keep levels down. 

                  I always used to catch knightswords in the DD in vanilla, I haven't quite gotten to DD yet, building cloud a bit then gonna embark on it.  4 or 5 battles a floor?  I won't do all the rare battles but I want to do everything in the DD. 

                  I use fly often, more than teleport, merely because its on preformer and I like them while I generally don't use time mages for much other than haste spam, especially with bosses being immune to dark, and Radd has haste as a red mage and red magic was a fine secondary through all of chapter 3 and a little of chapter 4.  Until I had to go to items for reviving because of speed disparity and charge times. 

                  Fly also negates all fall damage which has come into play at least once.  If finger guard could be used versus those annoying friggin kittys and stop/dm/da spam is the only way I would use it, not so much steal heart nor talk skill used.  That would be the most useful, I hate those damn cats takes so long to kill them.  No hard mind you, just tedious as fuck. 

                  Defends problem is the time you get it you have no class evade and no mantles, so it becomes very very useless.  5% c-ev on a chemist going to 10 really isn't enough of a jump to mean anything.  And by the time you could benefit from it a decent bit, you have much better stuff to use.  If you got some magic evade earlier I could maybe see it, since mages are beating chapter 1 and part of 2, but again by the time its meaningful you have much better stuff to use. 

                  Some kind of status protection support would be amazing, maybe male exclusive on performer even if it just like reduces chance of neg status by x percent.  As a foil to the women, and taking a support/reaction slot i think is at least as major if not more than than a hat slot.  By the time you get ribbons the loss of 70 or 80 HP doesn't mean much since you have 100+ HP armors. 

                  Maybe something that even prevent further statii from effecting you if you have one already?  Not sure if thats possible but worth considering. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 19, 2011, 12:29:00 pm
                  Quote from: efrate on May 19, 2011, 11:49:57 am
                  Andramalek took way to long, it was such a grind.  I found a cheap way around though.  My faith rod sage could cast return 2 and keep him from doing much of anything.  

                  I could have totally done it the entire time, keeping him in ct 0 lock, but I misclicked and used despair 2 instead, otherwise I have a 93% chance of making him do absolutely nothing the entire time, and if it hits CT is just perfect that it goes off right before he gets a turn.    For fun I broke his magic to 1 as well, then watched as he kept spelling my males while my ribboned female slowly 100hp at a time took him down.  He lossed my sage once and that bastard threw an elixir at him to undo 999 HP worth of damage.  Fucking sages.  

                  Dyce was actually harder, Andramalak was just a long grind, but he couldn't do much even without my return 0 thing.  A few magic breaks and his damage became pitiful, and the innate 2 two swords is nice but everything seems to be prioritized over it.  Ice 4 for 29 damage is funny.  


                  I bet it's hard to exceed the 1.3 version, since I found that it was best boss battle of whole game.(It was fun and hard(first time zodiac battle wasn't cheap againts it or me))

                  Maybe he should be faster.



                  EDIT:
                  Yeah just completed chapter 3 under 20 lv(highest level 19). So what I think. Yuguo woods were weird, those undead mages were one shotting me with their magic, and the ghosts were status raping me(also one of them did throw spirit of 6 damage), kinda caught me off guard that the status shit from ghosts were 100%. Izlude just fun fight, that's how assasination battle should be done, zalmo did not impact me much, I just ripped him part as always, first rafa save mission scared shit out me when summoner casted leviathan out of the blue and killed half of my team, but I managed win anyway, Riovanes gate battle was pissing me off after tenth time ramza and mustadio died(especially when I realized that neither agrias or mustadio had x-pots) by bow shot, wiggy was bleh, he did not intrest me at all, Velius fight was fun, but he spammed too much raise(rezloop...), elmedor was fast.

                  Is it still ultima that secret ability of ramza? Also beat down looks fancy. Also is quest beowulf weird or something, he has mime mastered, but only another jobs are base job(level 1) and chemist(level 1).

                  Now I mah going to do sidequests(something that I had hard time always when I tried it(mainly, because of low levels).
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on May 20, 2011, 04:02:44 am
                  MP Restore you could make it like it is in Arena; whenever you're hit you regain all your MP, regardless of critical or not.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on May 20, 2011, 04:54:33 am
                  Take Move-Get JP and Move-Get EXP and put them on Squire.  Make them really cheap, like 50-100 JP.  They're suddenly a whole lot better and usable for a good chunk of the early game on all your characters.

                  Fly is again mostly useless because of how it becomes available.  Fighters can get Ignore Height and mages can get Teleport, but Fly requires the Performer.  If Fly were on the Time Mage and Teleport on the Performer, you'd see people using Fly a lot until a lot closer to the end game.

                  Defend sucks because it takes your Support Slot for something that only lasts until you do not-Defend.  That sounds silly to say but it's true.  If you make not Acting not give you bonus CT for your next turn then make Defend innate on everything, people will use the command.  It's "I don't need to do something this turn, I can have a free Abandon while I set up my integral turn," and that's nothing to scoff at.  Abandon itself is pretty hilariously powerful, after all.  It's why early game enemies with Caution can end up being so annoying.  Competent gear + Caution on a defensively set up unit can take a lot of slugging to get through.

                  Gilgame Heart is good for hard-grinding, but I'd remove it just for being a gateway for allowing you to break the game in terms of gil with little effort.

                  MP Restore would be better as If Damaged and MP < 50%, restore all MP.  That's annoying though, so you can easily use that hack (that I believe is from FFMaster) to make it work against any damage.

                  Finger Guard / Catch are trash, though Finger Guard makes a good boss innate for blocking Br/Fa modding if that's relevant.  If it is, you may want to keep it for that reason alone.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 20, 2011, 04:57:43 am
                  What about having MP restore work like auto-potion but with ethers?  Would that be reasonable to implement?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 20, 2011, 05:23:10 am
                  Take Move-Get JP and Move-Get EXP and put them on Squire.  Make them really cheap, like 50-100 JP.  They're suddenly a whole lot better and usable for a good chunk of the early game on all your characters.
                  Good idea...I think I'll use it

                  Fly is again mostly useless because of how it becomes available.  Fighters can get Ignore Height and mages can get Teleport, but Fly requires the Performer.  If Fly were on the Time Mage and Teleport on the Performer, you'd see people using Fly a lot until a lot closer to the end game.
                  Teleport doesn't exist in my patch, but I'll make the player able to get fly earlier :-)

                  Defend sucks because it takes your Support Slot for something that only lasts until you do not-Defend.  That sounds silly to say but it's true.  If you make not Acting not give you bonus CT for your next turn then make Defend innate on everything, people will use the command.  It's "I don't need to do something this turn, I can have a free Abandon while I set up my integral turn," and that's nothing to scoff at.  Abandon itself is pretty hilariously powerful, after all.  It's why early game enemies with Caution can end up being so annoying.  Competent gear + Caution on a defensively set up unit can take a lot of slugging to get through.
                  Giving everyone defend as an innate doesn't look like a bad idea...20 ct or double evasion if you don't have to do anything...

                  Gilgame Heart is good for hard-grinding, but I'd remove it just for being a gateway for allowing you to break the game in terms of gil with little effort.
                  Gilgame heart is crap

                  Finger Guard / Catch are trash, though Finger Guard makes a good boss innate for blocking Br/Fa modding if that's relevant.  If it is, you may want to keep it for that reason alone.
                  I was thinking (Dunno if it's possible) about merging Catch - Arrow guard (In 1.4 arrow guard block gunshots as well)

                  What about having MP restore work like auto-potion but with ethers?  Would that be reasonable to implement?
                  This would be awesome

                  MP Restore you could make it like it is in Arena; whenever you're hit you regain all your MP, regardless of critical or not.
                  Isnt this a bit OP?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on May 20, 2011, 06:50:04 am
                  Quote from: Dome on May 20, 2011, 05:23:10 amGilgame heart is crap


                  I dunno man, I like infinite Gil.  I can use the exact same strategy I use for level grinding too.

                  It's crap in the normal game, but it's a grinding godsend when used correctly.  Infinite Gil makes the game a lot easier, after all.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 21, 2011, 09:01:57 pm
                  I think a better balance between randoms and story battles should be worked on.  Some randoma are quite difficult, some are ridiuclously simple, but most story missions are way less threatening than randoms.  I don't know if it since monsters don't have equips they tend to be quite a bit more powerful do to the only way to alter is with skills and stats, but its kinda insane.  I may not do much for a while, started workign on my own patches again, though I still play daily it not all day as it was.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 22, 2011, 01:42:16 am
                  Thief hat doesn't prevent don't move don't act. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 22, 2011, 01:48:30 am
                  Well the next to last series of battle were quite difficult, so maybe just worry about the ones before that.  As for the DD, well I keep fighting this regulator with like 6k or so HP by the looks of it, but with teleport and a move of 5 I am not sure how I can beat him without just dying to ja-magic and meteor.  I can drain all his MP, at least I am pretty sure, 4k or so was easy to grab then he stopped meteoring, just using mini ultima and galaxy stop.

                  The problem is if he moves his max distance I cannot keep up with him unless I give up elemental resistance when means I'll just die since his speed is ridiculous.  Also, 631 HP regen every 3 to 4 of my guys turns when i cannot reach him is unovercomable.  Wanna try a few things before saying screw it and just finishing the game, but the lack of being able to use hat slot to prevent don't move/don't act short of females makes things odd.   Women cannot put out the damage to keep that regen in check, since flare 2 takes too long to cast and ends up nuking my own people.  GOnna keep trying, a few more ideas need to be tested.  I understand is supposed to be difficult, but the 5 move really gets me, if it was 4 I would be ok, since I can actually reach him each turn. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 22, 2011, 02:41:32 am
                  Thanks, fixed
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 22, 2011, 02:43:08 am
                  Regulator is level 99, don't fight him unless you aren't level 99 too

                  Remember, DD is meant to be HARD, because it's completely optional

                  Randoms will get worked on...which one are the hardest in your opinion?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on May 22, 2011, 05:12:29 am
                  In the first battle at Orbonne (before Gariland), Agrias had a White Robe equipped. Is this supposed to happen? :P
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 22, 2011, 05:43:02 am
                  I am level 99.   Today I learned that limit can be counter magiced.... oops.  Otherwise I think I would have had him.  Its not an issue with him killing me, I can outlast him, but that regen and that he double turns not the most infrequently mean I need 1200+ damage each round of turns to be just to make any progress. 

                  That wouldn't be bad with a move of 4, but I cannot do any hi damaging attacks that are quick enough to not nuke my team, then my the time I heal all my work is undone.  Worst compat with Ramza that last run was a bitch as well, with chaos blade and PA tricked as heretic I did a whopping 170-some damage. 

                  I am forced to use spells, limits and randomagic because of range.  Or if I get 5 move, then I have the joys of being taking ridiculous damage from instaspeed melt, tornado and quake.  I try to set up with 2 members not absorbing the element and keep everyone together hoping the AI sees 2 guys it can hit and goes with it, then I can use countermagic to at least negate regen, and once I get a good couple hits cloud becomes a star.  Forgot he could equip ribbons, makes a huge difference. 

                  Also, does he have infinite MP?  I spell absorbed him 4x for 999 each time, and that takes 1/3 of total each time, and another time for good measure for leftovers after rounding, but he was still casting meteor.  I popped open patcher and meteor does have a MP cost, and since I cannot really do anything to mitigate that damage, that hurts.  It one shots my ribbon wearers normally.  I'm using 2 people's secondary just to drain and I'd rather have something else, but I can deal with everything but meteor.

                  Also, I am assuming holocost is not counter-magicable? 

                  As for randoms, most noticably ones with lots of goblins or undead.  Goblins without any PA saves one shot everyone who doesn't have 600 or more HP fairly consistently, and kills everyone who is charging if they midcharge. 

                  Cats are annoying since they prioritize status over everything but they aren't hard just tedious.  Black chocos are free turns since they always use choco ball and it almost never connects.  I've only encounted one behometh so far so I don't know about them, but hydras outside of nelveska aren't too bad, same with dragons.  Trees sandbag well but with the exception of the treehugger battle in sweegy aren't too bad. 

                  Squid and birds are annoying but magic ring makes them mostly ineffectual.  Eyeballs are a crap shoot, sometimes their statii attacks are like 97% to hit, other times they are like 30.  Not sure if I'm just getting weird zodiac or what.  Morbols hit almost as hard as goblins, but they're slower and generally start farther away, and they don't have a lifebreak attack so those aren't too bad. 

                  Basically any random with 8 or more monsters is drastically more difficult than pretty much every story battle.  I love seeing humans because despite item spam they are non-threatening.  Zombag was a bit of a pain, but cloud did his thing and it was no biggie.  Just took me a few tries to arrange speed well so once I died I angel ring raised and got a turn before anyone else did and could climhazard or blade beam him to death.   

                  Not sure what hit rate on Demi and Demi 2 is but even with a really good magic evasion shield +mantle I don't think I've ever evaded it, malak did once I think which I am attributing to his horrid faith screwing the equation. 

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 22, 2011, 05:43:51 am
                  Also are you supposed to be able to night sword zombag and heal?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on May 22, 2011, 05:52:54 am
                  IIRC, Zalbag isn't technically an undead in that battle, even though his nickname would imply elsewise.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 22, 2011, 06:07:54 am
                  In goland underground(save reis), I am happy about the prizes that you give.

                  Knights were anoying just, because I had steal the swords, before I could deal damage.

                  Engineers are easy and hard at the same time, cause without ice shield I think I can't survive 500 damage 100% shots of death. Guns are very strong againts me ,because I am so low level(19), and my max hp is under 400, so only that could survive those shot for little while in Malak, so I did not have a choice there. Guns are very strong at my levels, since they use pure WP formula, so they don't require stats, and at low levels for high damage it's usually must high stats.

                  I will always hate assasins and their seal.

                  Last battle was kinda fun, the demon is hard to deal, since you have to have very fast team that at his first turn he will target your guys with 100 damage and it still hurts, but malboros cause diffuculties by using their status, and that demon where sandbagging them pretty hard. I just realized btw that demon doesn't have the immunities from dark and from status, so I found funny when malbaros where using bad breath and and poison hit at the demon. then next was sleep status. Kinda easy if you know this and are prepared with faith rod, I wasn't so yeah, did not get to use his weakness.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 22, 2011, 06:12:51 am
                  I think beowulf is bugged, he has mime unlocked, but nothing else is unlocked(expect the two starting classes).
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 22, 2011, 06:19:44 am
                  ^ known issue, Orlandu is the same way.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 22, 2011, 06:53:51 am
                  I beat that bastard.  Unfortunately didn't get any treasures nor find the exit.  So I think what I am going to do is focus on that first then beat him.  4 Spell drains seems to be able to empty him, and he obligingly melted himself to death, with a little randomagic help.  Cloud was a house as he always is versus hi HP dudes.  Like most zodiac beasts, he loves to punch guys in the back when he can to kill them, until he goes crit then he starts casting and sealing his own doom.  Bastard.  Finding exits is gonna be a pain, especially as stuff gets progressively harder.  Not to mention treasures.  Having to bring a chemist with 3 move sucks tho. 

                  Kind of surprised no reward, seeing as how you threw them at us in colliery.

                  Funny thing: Disturbed's Still Haven't Found What I'm Looking For was playing as I ended the battle, in which I found nothing.  Good times.         
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 22, 2011, 07:52:32 am
                  I think Mel might need a bit of a buff Dome.  By the time you get her, the enemies who you'd want to break stuff on, (special randoms, maybe the last few shrine knights), pretty much all have maintenance, and the vertical tolerance on crush punch is abyssmal. 

                  As a special character, her major thing being better PA than pretty much anyone to really buff her skills is gone, so she is just a different pallete agrias who is less useful.  I like her total breakage skills, they have uses on occasion, but outside of a very limited scope, she becomes largely useless. 

                  A few ideas: Make crush punch exclusive to her, give it 1 more horizontial and at least 1 more vertical. 

                  Or go unlimited vertical and change add dead to add petrify or something.  Thats more easily protected against (assuming you fix crystal mail), and give her something useful against more targets, 

                  Give her buffed versions of the ruins skills with higher hit rates.  Or give her the knights break stats skill, req sword, but have them be like -5, either at range 2 or 3 or only at melee. 

                  She is a debuffer in essence.  If you could work something using the swordskill forumla that does some damage and reduces stats without making it OP would be nice as well. 

                  Move +2 could be exclusive to her as well, its not spectatular but definitely noticable and makes her stand out a bit. 

                  Just a few thoughts.  We've talked about Reis already.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 22, 2011, 03:08:18 pm
                  I think Mel might need a bit of a buff DomeBy the time you get her, the enemies who you'd want to break stuff on, (special randoms, maybe the last few shrine knights), pretty much all have maintenance, and the vertical tolerance on crush punch is abyssmal.

                  As a special character, her major thing being better PA than pretty much anyone to really buff her skills is gone, so she is just a different pallete agrias who is less useful.  I like her total breakage skills, they have uses on occasion, but outside of a very limited scope, she becomes largely useless.
                  Yeah, I agree

                  A few ideas: Make crush punch exclusive to her, give it 1 more horizontial and at least 1 more vertical.
                  I dislike this one, TBH

                  Or go unlimited vertical and change add dead to add petrify or something.  Thats more easily protected against (assuming you fix crystal mail), and give her something useful against more targets,

                  Give her buffed versions of the ruins skills with higher hit rates.  Or give her the knights break stats skill, req sword, but have them be like -5, either at range 2 or 3 or only at melee.
                  What does -5 means?

                  She is a debuffer in essence.  If you could work something using the swordskill forumla that does some damage and reduces stats without making it OP would be nice as well.
                  Damage AND status reduction? Wow, looks a bit OP, but would be nice

                  Move +2 could be exclusive to her as well, its not spectatular but definitely noticable and makes her stand out a bit.
                  I want THE CLASS to be useful, not the movement slot

                  Just a few thoughts.  We've talked about Reis already.
                  Thanks :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 22, 2011, 03:09:34 pm
                  Remember, DD is HARD
                  Battles will be worse as you go down

                  @Shade glad you liked the sub-quest :-)
                  I'll rework the battles a bit :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 22, 2011, 03:11:01 pm
                  Thanks guys :-)
                  Zalbag isn't undead because it would make the battle sooooo easy xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Augestein on May 22, 2011, 09:40:07 pm
                  Rad being a red mage is okay I guess. It gives you a special character class that isn't hilariously overpowered, and is similar to Ramza's in the regard that it's nice to have around but not the end all and be all. For anyone else, I'd say "NO." For Rad, "maybe." Honestly though, with all the talk about monks floating on the site in general, you COULD remove the Monk class, make Rad a "special" and his special IS the monk class. That way, you can remove martial arts (while leaving the innate on Rad with the crappy equips), and the moveset is now limited to one person. Thus, No more are there 2 swording/Martial arts ninjas with Twist Headbands and Power Sleeves except maybe computers, as it's no longer a possible combo for anyone-- Rad included. Then you could do add the things like make Spin Fist and Wave Fist with Wind elements and it wouldn't break the game. Because Monk Rad (Mad) is the only person that can do this. Thus, Rad is suddenly a lot more appetizing to use when he's the only one with access to a class that people like/want/feel they need.

                  As for Lavian and Alicia... That's a tough one, but I don't like the idea of them being Onion Knights. Not only does it gimp PSP users, but you can't make a huge amount of use out of it when you first get them, because you don't have a ton of equips. So I still probably wouldn't use them much, and by the time I'd WANT to use them, they'd have to do a lot of grinding just to get some JP to do some cool combos. Outside of that, there aren't many moments where I'd want it outside of having a mildly quick unit that could shoot guns, or have a dual Rune Blading, Magic Attack Up, Draw Out Armor User. Though, I do like the idea of them remaining knights as they are Agrias' apprentices, and it annoyed me how in 1.3, if you switched them from Knights, they didn't have enough JP to become Knights again. I don't have many ideas for them, but I have 2:

                  Idea 1 for Lavian and Alicia. If you have space, you could give both of them fractions of Agrias' moveset + Knight Break Skills.
                  Like say:
                  Lavian has Stasis Sword, Crush Punch and Holy Explosion, Magic Break, and Power Break.
                  Alicia has Split Punch, Lightning Stab, Power Break, Magic Break, and Armor Break.

                  Or Idea 2, where you give Lavian and Alicia swordskills as well.

                  Lavian could be an elemental swordsman that physically attacks with physical elemental strikes.
                  *Element* + Strike/Blow/Attack/Swing for her moveset. 1 for each element. Instant use, each attack cost 5 - 10 MP. Has 2 or 3 range, 2 area, but 0 Vertical.
                  And the final move could be "Focus Mind" an ability that restores her MP by say... 2-5%.
                  Equips for could be clothing and robes. Incidentally, Lavian's class should not be able to use Knightswords.

                  Alicia could be a more rough and tumble character with a moveset that has her in the fray. She excels when surrounded by her friends.

                  War Cry - Raises units PA surrounding Alicia. Cost 15 MP. 0 Vertical.
                  Wide Swing - Alicia attacks with an ability that swings directly in front of her and 2 adjacent. (Or just spinfist) No Charge, cost nothing. Requires sword.
                  Motivate - Debuffs various statuses off of allies surrounding Alicia and heals them lightly. Make PA and MA based I guess.
                  Keen Eye - Next attack has 100% accuracy. If Sunken State could be made to not muck up the AI, this could work. Otherwise no.
                  Bludgeon - Normal attack that has 100% knockback. Isn't the only knockback move we have Dash?
                  Seal Mind - Alicia places innocent on herself. Cost 15 MP. Self Target. Has a charge.
                  Focus Body - Restores 5-10% hp. Self Target.
                  Intimidate - Alicia intimidates her foes. Lowers enemy brave, 2 range. 1 panel.

                  Equipment could be heavy armor. Unlike Lavian, Alicia can equip Knightswords.

                  Honestly, I want Alicia and Lavian to be unique. I always felt they needed a bit more help than Rad based off of 1.3...



                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 23, 2011, 12:22:26 am
                  Quote from: Dome on May 22, 2011, 03:08:18 pm
                  I want THE CLASS to be useful, not the movement slot


                  Then give her base class more move then others instead.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 23, 2011, 12:39:58 am
                  I just realized there were a lot of jobs and abilities I hadn't unlocked.  Once I got counter magic on more than 1 person it wasn't bad because 2, or 1 if I am lucky, counter magiced Melt or tornado completely negates his regen so it isn't that bad then. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 23, 2011, 12:48:03 am
                  What does -5 means?

                  Means reduce a stat (PA or MA) by 5.  Makes it superior to ruin, if she is exclusive then it shouldn't be too OP because by the time you get it it largely won't mean a huge difference, and she is essentially easting a turn to help you survive (especially if its range 1 ver 1 or something so its not from accross the map). 

                  A minor stat nerf and damage should be able to be implemented, just use the swordskill formula, and instead of 25% chance of status, have 100% chance of stat reduction on some scale.  I haven't played with formulas in quite some time but I think that is easily doable in patcher, just change the add status under the ability. 

                  Give her flavor and usability.  As now, she is a less useful agrias with fewer abilities that matter, and her one all around useful ability suffers from terrible vertical tolerance. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 23, 2011, 02:50:40 am
                  Can you have absorb dark and stop night sword just to keep flavor?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Asmo X on May 23, 2011, 07:53:41 am
                  I like the idea of Onion Knights and Red Mage for Alicia, Lavian and Rad. Whatever you settle on, dont give them swordskills please. The amount of swordskilling in the game is fine as is between Gaf, Agrias, Mel, Orlandu, Delita etc etc.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 23, 2011, 08:01:00 am
                  Quote from: Asmo X on May 23, 2011, 07:53:41 am
                  I like the idea of Onion Knights and Red Mage for Alicia, Lavian and Rad. Whatever you settle on, dont give them swordskills please. The amount of swordskilling in the game is fine as is between Gaf, Agrias, Mel, Orlandu, Delita etc etc.

                  I agree, more than enough Swordskills around :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Asmo X on May 23, 2011, 08:22:56 am
                  Oh yeah, if Flare is instant, doesn't that ruin your elemental system? Lightning is supposed to be the fast element and here you have a giant nuke going off instantly. Also, in someones videos Goblins were throwing around a shitload of monk skills. Giving monsters a human skill here and there is ok and probably a good thing, but dont give them too many or they'll just be like shittier versions of human classes.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 23, 2011, 08:37:29 am
                  I'll explain why I've made those decision

                  Flare has HIGH mp cost, and it's not very strong (Ma*20 Faith based, 4 range, 1 panel)...it's purpose is just to allow Wizards to do something if the CT is against them

                  Goblins are (Going to be) based on the "Monk" class...with martial arts removed from the player arsenal (Monks don't have it as an innate anymore), they can do more damage than an human monk, but they are less versatile

                  If you see any flaw/have some suggestion, feel free to speak
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Asmo X on May 23, 2011, 09:41:27 am
                  Just dont give them too many Monk skills. I don't want to basically just be fighting monks when I'm fighting Goblins.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Augestein on May 23, 2011, 03:00:26 pm
                  Quote from: Dome on May 23, 2011, 08:01:00 am
                  I agree, more than enough Swordskills around :-)


                  I suppose that's true, there are too many swordskills. Although, would they work without being swordskills? I might actually try making it up for myself then.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Augestein on May 23, 2011, 03:02:09 pm
                  Could you make a Regenerator version of Mana for MP Restore? That seems interesting at the very least.

                  I agree on the Move EXP/JP that putting them on Squire makes them more useful there.

                  Also, Gilgame Heart COULD be useful if you were willing to grind with it...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Asmo X on May 24, 2011, 12:59:59 am
                  I like your idea of merging arrow guard and catch.

                  It would be good if defend could be added to a skillset as an actual ability since that's basically how it operates.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RandMuadDib on May 24, 2011, 01:12:22 am
                  Would it work to just give an ability range self, ct 0 and add status 100% defend?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MagiusRerecros on May 24, 2011, 01:42:29 am
                  Praise in 1.3 works much the same way... It uses the formula 54 ( Hit_(MA+X)% where X is 80) and inflicts status 7B on the target, which has been modified to All or Nothing Defending. I don't see why you couldn't do something range self with CT 0 using formula 38 (100%) while doing the same kind of inflict status.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 24, 2011, 03:56:42 am
                  My idea (Suggested by Raven) was to add defend as an innate to everyone (After all, taking a defense position is a simple move) but also adding it to a skillset doesn't look like a bad idea...
                  Which one? Squire?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Asmo X on May 24, 2011, 05:08:53 am
                  Ok yeah never mind. Do Raven's suggestion
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 24, 2011, 07:24:09 am
                  Took me 2 tries to find the exit, I searched every tile from the bottom to the next mostly level area from where you start.  Didn't find it.  Did it again, easy.  Second floor DD, using a guide to be sure I don't repeat that check every square thing again, all treasures, took me 3 tries. 

                  Super Robot wasn't too bad once I realized a few things, and since thank all that is unholy he doesn't regen, self destruct + climhazard + auto-raise = not too bad.  All treasures, found exit.  Did you alter any DD move finds or they all as in vanilla?  My 4th or 5th save the queen was disappointing. 

                  Also are you making all the DD same fight on each floor?  This intentional, or shall it be adjusted later.  Floor 3 before bed, assume I sleep today.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 24, 2011, 07:32:06 am
                  Those fight you are fighting are just placeholder
                  Every DD floor will feature 4 different fights :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 24, 2011, 07:33:36 am
                  Not quite normal skeletons.  Lovely.  Got a few ideas, think I got a strat to get by, quick question, phonix down, set % (10ish) of undead total health or is it current health?  Their reactions seem out of place as well, HP restore will only do 999 which is one hit unless I am missing and you're a bastard who does the full 9k or so, in which case screw you.  =-)  I'll try it tonight, time for sleeps now.  KNow what I am up against not, I feel a similar set up to the first battle will serve me well.  Checking a few things in patcher, if they're flagged immortal I am not sure how the reraise effect would work.  Time to find out!  
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 24, 2011, 07:36:52 am
                  Tbh, I haven't made those fights, Voldemort did
                  I haven't touched the DD yet, I want to edit other things first :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RandMuadDib on May 24, 2011, 01:06:42 pm
                  For my patch i plan on adding it to skillset A9, and then making A9 innate to all with Xif's hack
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pickle Girl Fanboy on May 24, 2011, 02:49:51 pm
                  Bard and Dancer exist to reward the player for training a male as a mage and a female as a warrior.  Everything about those classes should reflect that, should you keep them.

                  A Bard should have MA-based weapons, along with instruments, R/S/Ms that boost magic and the Bards action abilities, action abilities that are MA based, and, considering his support role in FFT and the role of Bards in past FFs, those action abilities should be support abilites.  Like a song that adds Defending to all allies.  If you give the Bard the most powerful magic-oriented R/S/Ms, then he should have tougher requirements, like level 6 in the four mages, summoner, and mediator (or their equivalents in your patch).  But the problem with this is, if you make an ability Bard only, then you make it male only.  So the R/S/M that is on the Bard should be something that's useful and makes the male mage a worthy goal but doesn't make female mages useless (and the same goes for Dancer and her female only R/S/Ms).

                  Same deal with Dancer, but substitute phsyical for magical and offensive for support.  FF5 has some good ideas you could use, for both Bard and Dancer.  Neither class should be especially fast, though.

                  Meliadoul's problem, for me, is Orlandu makes her obsolete.  Same with Agrias.  I agree that the two most powerful breaks should be Meliadoul's and not Orlandu's.  If I ever finish my patch, Orlandu will be a sort of swordskill red mage; he'll have the 3 weakest Holy Swordskills, the two weakest Mighty Swordskills, and both the Dark Swordskills.

                  I haven't done anything with Beowulf yet, but just off the top of my head, why not give him Zalbag's skills, shock, and perhaps Alma's magic?  Because otherwise, you never get those skills for yourself.  But I don't know, maybe Ramza deserves Alma's magic, because the game does say that she learned them from her brother.

                  Some other ideas:

                  Should Miluda be a generic?  Should Izlude just be a level 8 Lancer?  Should all the unique-portrait generics have special versions of their class?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on May 24, 2011, 08:12:23 pm
                  Allure on pigs doesn't seem to effect monsters.  This intentional?  If its something you did or is it something coded.  I need to know for my patch as well. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 29, 2011, 05:05:25 am
                  In 10 monks battle it groghills there is one monk with Wark! skillset as secondary.
                  Edit: Actually there is two of them.
                  Edit: Balmafula is a onion knight(at first time when you meet her) and at doguola pass if go to the right corner and jump while you are in critical, you can sometimes see the character thta is jumping from the opposite corner(I think that is how it works, but I don't know more about that since I haven't bee there since storyline battle)
                  Edit: Now Balmafula is male squire, wtf.(second scene with her)
                  Edit: Balmafula is now onion knight, again.(fourth scene with her)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: H0RNEt on May 31, 2011, 12:45:34 am
                  correct me if am wrong

                  - is this a easy mode of 1.3?
                  - what revision of 1.3 that u develop ?? 13040?
                  - Can  I use 1.3 website document  for class,item change  ?

                  sry for my bad english.

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 31, 2011, 03:43:31 am
                  Quote from: H0RNEt on May 31, 2011, 12:45:34 am
                  correct me if am wrong

                  - is this a easy mode of 1.3?
                  - what revision of 1.3 that u develop ?? 13040?
                  - Can  I use 1.3 website document  for class,item change  ?

                  sry for my bad english.



                  1) Not completely. I wanted to make a rebalanced FFT enjoyable for noobs and pros
                  2) 1.3034
                  3) No, I changed a lot of things
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: H0RNEt on May 31, 2011, 06:05:25 am
                  Quote from: Dome on May 31, 2011, 03:43:31 am
                  1) Not completely. I wanted to make a rebalanced FFT enjoyable for noobs and pros
                  2) 1.3034
                  3) No, I changed a lot of things


                  COOl ! am waitng for full release and full document ^^

                  any ETA for release?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 31, 2011, 06:55:22 am
                  Quote from: H0RNEt on May 31, 2011, 06:05:25 am
                  COOl ! am waitng for full release and full document ^^

                  any ETA for release?

                  Well, I'm slowly working on the next release, and it's mostly ENDT work (Slow and boring xD)
                  I think it's fine to say "Summer 2011"
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 31, 2011, 11:33:45 am
                  Wizard is the magic class with AoE damaging-elemental spells, and, atm, Summoner does the same
                  What about turning the summoner class into something similar to FFTA's illusionists?
                  Low damage spells that hits all enemies? (one of each element)


                  This change has been implemented
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 31, 2011, 11:55:40 am
                  Quote from: Dome on May 31, 2011, 11:33:45 am
                  Wizard is the magic class with AoE damaging-elemental spells, and, atm, Summoner does the same
                  What about turning the summoner class into something similar to FFTA's illusionists?
                  Low damage spells that hits all enemies? (one of each element)


                  How about just turning every spell to a bigger AOE(bahamuth, leviathan)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 31, 2011, 11:56:32 am
                  Quote from: Shade on May 31, 2011, 11:55:40 am
                  How about just turning every spell to a bigger AOE(bahamuth, leviathan)

                  They would completely outclass black mages
                  I want every class to have an use...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on May 31, 2011, 12:03:22 pm
                  Quote from: Dome on May 31, 2011, 11:33:45 am
                  Wizard is the magic class with AoE damaging-elemental spells, and, atm, Summoner does the same
                  What about turning the summoner class into something similar to FFTA's illusionists?
                  Low damage spells that hits all enemies? (one of each element)

                  It probably won't feel like summoner by then. You'll probably end up changing the class name and removing summoner.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 31, 2011, 12:12:08 pm
                  QuoteIt probably won't feel like summoner by then. You'll probably end up changing the class name and removing summoner.

                  They would summon monsters to hit all the enemies on the field...I don't understand why they wouldn't feel like summoners anymore
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Kokojo on May 31, 2011, 12:24:32 pm
                  Bigger aoe+hit allies.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on May 31, 2011, 12:33:42 pm
                  Quote from: Kokojo on May 31, 2011, 12:24:32 pm
                  Bigger aoe+hit allies.

                  I tought about that
                  To balance them, I'd have to make them slow as fuck, and, at higher levels, slow = Shit
                  But thanks for the suggestion, boss <3
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on May 31, 2011, 01:40:08 pm
                  I actually like Dome's idea of making it Hit All, rather than huge AoE. I mean, the animations even suggest Hit All. :\
                  However, instead of making it one of each element, keep the summons and change up CT/Damage for balance.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on May 31, 2011, 04:29:37 pm
                  Wait a sec... didn't I have my own patch where I set so summons hit all enemies(vice versa on healing effects)?
                  well damm I do have.

                  So want to look dome?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Aaron on May 31, 2011, 05:30:03 pm
                  I really like this so far =o I'm thinking of Downloading it once it's finished I enjoy playing 1.3 but it does make me wanna yank my hair out when Archers Rape me in the beginning,I look forward to your patch =D and the change's you make in it hope to see it finished soon.

                  I'm good at playing Tactic's just not a pro so I guess Im in the middle of Newbie and Pro =/ so probably why i get owned so much lol.

                  Anyways Keep up the awesome work and cant wait till the full release =D
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Augestein on June 02, 2011, 03:35:13 am
                  I like the idea of them hitting everything on the field. Huge AOEs simply scream abuse absorption, and would make it hideously overpowered for healing and enemy damage.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 02, 2011, 09:34:59 am
                  Quote from: Augestein on June 02, 2011, 03:35:13 am
                  I like the idea of them hitting everything on the field. Huge AOEs simply scream abuse absorption, and would make it hideously overpowered for healing and enemy damage.


                  We are talking about hit all enemies(or hit all allies), so not hit all(enemies and allies).
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 02, 2011, 09:55:13 am
                  My idea was to make them hit only enemies
                  With some clever elemental absorb, otherwise, they would become UBERBROKEN!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 02, 2011, 11:58:28 am
                  This has to do with the fact that Balmafula spire got replaced with the female onion knight...
                  I checked everything in the FFPatcher and everything is flagged just fine...I'll have to learn how to event edit...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 02, 2011, 02:07:08 pm
                  Quote from: Dome on June 02, 2011, 11:58:28 am
                  This has to do with the fact that Balmafula spire got replaced with the female onion knight...
                  I checked everything in the FFPatcher and everything is flagged just fine...I'll have to learn how to event edit...


                  It's the event sprites, they don't change as you change other the normal sprites.
                  Also Crystal armor doesnt stop petrify. I looked from patcher and it's item attributes are nothing.
                  I think I am going to change that for my self, cause I am not intrested going to limberry without that immunity in that armor.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on June 04, 2011, 10:18:35 am
                  Olan really didn't age well.

                  (http://i55.tinypic.com/1629lqh.jpg)


                  Nope not at all

                  (http://i54.tinypic.com/2h497nq.jpg)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on June 04, 2011, 10:39:38 am
                  Closing thoughts.  I decided to abandon the DD since you haven't touched it pretty much and finish the game, since I am Alpha testing an Ogre battle hack (check my youtube, you're subscribed), and want to potentially start another patch.  If only mercenaries was done...

                  The end series of battles was a bit pf a disappointment.  For once I didn't go all klepto but I steamrolled pretty much everything until 1v1 versus Vormav, when I just had to change 2 abilities and equip a slightly higher HP armor.  Then Hashy came.  Damn.  Well, I know how to fight regulataora but I had to restart about 3 or 4 times because I kept hitting confirm before I was ready, and missing getting magic rings on people. 

                  Also, not sure if intentional or not, but all he did once I drained his MP was spell ramza and occasionally wack with his fists.  Does his holocost cost MP?  Cause I drained him to protect versus meteor, and then magic broke him a few times, but he just kept spelling ramza and sometimes physically attacking.  He wasn't difficult, the all star duo of thunder rod Rafa and Cloud took him down eventually.  I could occasionally get a single panel truth and smack him like 4 or 5 times, and at 377 a pop thats huge, negates not only the move HP up but also the damage split (you evil man you) from cloud's climhazard. 

                  Altima first form was annoying because she landed a zombie on Radd, and he died, came back, then died and crystalized.  Since cloud had taken over as the star he ate the soul.  Since nothing removes undead since the holy water is bugged, I couldn't do anything about it, though I had I think 3 people with item.    The demons were annoying but not knowing what to expect I left counter magic on and their ultimas, a meteorain and some rando-magic when then oblidgingly decided to bunch up took care of them.  Also the 672 damage chaos blade mid charge hits helped a bit. 

                  First form was annoying, but Alma shined here.  You give her non-charge?  She was firing spells like mad though she never cast holy.  Also she did not go for ramza first to mbarrier which I thought was odd, when she could have.  After that form, the second form came, and this took a while since mp switch/move MP up was annoying, but again, I eliminated magic power then her 112 a move wasnt much because if she charged something someone hit her and then if her reaction trigger she wasted a turn.  Cloud got 999 MP once when something was targetted on him that did like 790 damage, or would have. 

                  Overall, I really liked it.  More difficult than vanilla obviously, and maybe slighty easier than 1.3 easytype?  IDK I haven't touched easytype in ages.  The set equips for battle really makes it a lot more accessible and doesn't punish you if you get a level or 2 extra while doing propositions.  Or going back to buy spears/ninja blades.

                  I loved Radd, I am sad he died at the end, but oh well.  Cloud is a beast, I dunno if in 1.3 he is like that since I never got that far but damn is he awesome, I knew he was in zodiac fights, but thankfully he got short charge in his base class, and follow target on his limits hell fucking yes.  That was so annoying and made him virtually unplayable.  Also starting at party level helps a lot too. 

                  I still think mel needs retooling, and whatever onion knight had the higher faith I think I used once.  If you could fix mastery so it was an equip all ability as a secondary that would be the shit as well.  Monk with shield, hat, armor and an accessory?  Yaay!

                  Musty and boco seemed okay, I mostly used boco to resue musty and then used must while doing propositions in goug for the undead. 

                  I think having specials able to do promotions if you can use that ASM without screwing other stuff up would be great. 

                  Also, something needs to be done with Reis as we talked about earlier.  She could potentially be the only character in the entire game with martial arts, might make her useful, but with the growths balanced and her equips she was dead weight. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on June 04, 2011, 10:43:47 am
                  Is it possible to actually summon a monster?  Like get a guest with an ability, but limit to only one at a time? 

                  Otherwise hit all like illusionist seems decent.  I rarely used summoners, preferring more physical classes and draw out.  Slow speed + mid charge + low HP = bad.  A hit all similar to meteorain would alleviate that. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 04, 2011, 05:04:31 pm
                  Lol! xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on June 04, 2011, 09:12:07 pm
                  Due to sprite caps, that probably wouldn't work for the entirety of the first chapter (yay delite and algus), and many of the random battles pushes the envelope for sprite maxes. So, I'd assume no, but I suppose I could well be wrong.
                  There's also the problem of the only time somebody ever "enters" battle is the last fight against the Seraphim, when she changed forms, and the assassins, then they changed forms in the Elmdor fight.
                  (probably wrong on there, they may well be more instances)
                  The point is, that's hard coded stuff. I doubt we can mimic it to add guests, then the next problem would be turning them all into sprites, since the only one we currently have is Titan.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RandMuadDib on June 04, 2011, 11:01:14 pm
                  Quote from: MysticKnightFF5 on June 04, 2011, 09:12:07 pm
                  The point is, that's hard coded stuff. I doubt we can mimic it to add guests, then the next problem would be turning them all into sprites, since the only one we currently have is Titan.


                  Shouldnt be too terrible, many of them were given sprites in Revenant Wings, which is where Llyud, my (currently incomplete) cactite sprite, and the Titan sprite came from. Come to think of it, Kage was working on a Hashmal conversion from RW as well.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on June 05, 2011, 02:04:21 am
                  Well as far as Chapter 1 and early chapter 2 when you're flooded with guests, just have summons be only usable when you have an item equipped, I believe Eternal does stuff similarly in his patch, and make those only available at say lionel onwards.  Again, barring sprite limitations. 

                  Or the illusionist type might be quite good or battle like 10 monk or 11 squid or whatever it was. 
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 05, 2011, 12:45:07 pm
                  Guys, still need suggestions for this one
                  Full list of monsters
                  Chocobos - Goblins - Bombs - Cats - Squids - Skeletons - Ghosts - Floating eyes - Birds - Pigs - Trees - Minotaurs - Morbols - Behemots - Dragons - Hydras


                  Hydras still need a place :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: efrate on June 05, 2011, 09:26:36 pm
                  Dugola Pass: Dragon, Hydra, Minotaur

                  Peoksas Lake: Behometh, Ghost, Hydras with dark damage breath (Tiamats?) for healing. 

                  barius Hill, in addidtion to the demon. Have Pigs and something with good range, eyes maybe? 

                  barius Vallet: Squid, Morbol, and An Apanda?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 06, 2011, 12:42:30 pm
                  Thanks again for the suggestions :-)

                  The list is completed...guys, do you have any suggestion/complain about it?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on June 06, 2011, 04:18:29 pm
                  Does anybody here realize that an ecosystem with ALL predators ends in a broken ecosystem? Seriously, "dragons, hydras, minotaurs" would collapse on itself :\
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 06, 2011, 06:14:19 pm
                  Quote from: MysticKnightFF5 on June 06, 2011, 04:18:29 pm
                  Does anybody here realize that an ecosystem with ALL predators ends in a broken ecosystem? Seriously, "dragons, hydras, minotaurs" would collapse on itself :\

                  They eat themself
                  Sometimes Dragons wins, sometimes minotaurs, etc...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on June 06, 2011, 06:22:59 pm
                  ...nature doesn't work like that... XD!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 06, 2011, 06:49:28 pm
                  Too bad this isn't nature, this is 1.4 xD
                  If you don't have any suggestion/idea/feedback, please don't post in this topic anymore
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on June 06, 2011, 07:35:19 pm
                  Ever thought about doing a few more monsters in story battles since some don't do random battles dome?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MysticKnightFF5 on June 06, 2011, 07:48:07 pm
                  I do, actually...make the fauna realistic >:\
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 07, 2011, 02:43:16 am
                  Quote from: GeneralStrife on June 06, 2011, 07:35:19 pm
                  Ever thought about doing a few more monsters in story battles since some don't do random battles dome?


                  There is already.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 07, 2011, 02:56:12 am
                  EVERY monster can be found in randoms
                  Anyway, some monster is already present in story fights :-)

                  Quote from: MysticKnightFF5I do, actually...make the fauna realistic >:\

                  It's impossible to make a realistic ecosystem, because there is no natural "Prey" in 1.4
                  Every monster can defend himself quite well
                  Also. the battlefield doesn't represent the full place, things to eat might be elsewhere
                  Monsters could live eating berries, and they fight each time for some of them
                  Who knows?
                  It's that SO important? I just want each location to be "Coherent" , not "Realistic"
                  Now, again, if you want to post do it with proper suggestions (Remove X and add Y here because of ... ) otherwise, post elsewhere



                  S1
                  Name: Tanket
                  Zodiac: Cancer
                  Br: 60
                  Fa: 55
                  Primary class: Lancer
                  Primary abilities: Level Jump4, Vert Jump5
                  Secondary class: Chemist
                  Secondary abilities: X-Potion, Phoenix Down, Remedy
                  Reaction: Dragon Spirit
                  Support: Throw Item
                  Movement: Move+2

                  Oberisk
                  Crystal Shield
                  Crystal Helmet
                  Carabini Mail
                  Feather Mantle

                  Name: Asura
                  Zodiac: Taurus
                  Br: 70
                  Fa: 55
                  Primary: Monk
                  Abilities: Revive, Wave Fist, Spin Fist, Chakra, Earth Slash, Stigma Magic
                  Secondary: Mediator
                  Abilities: Threaten, Mimic Daravon
                  Reaction: Counter
                  Support: Concentrate
                  Movement: Move-HP Up

                  Unarmed
                  Unarmed
                  Empty
                  Power Sleeve
                  Bracer

                  Name: Holy
                  Zodiac: Capricorn
                  Br: 55
                  Fa: 70
                  Primary: Priest
                  Abilities: Cure 2, Cure 4, Raise, Protect, Shell
                  Secondary: Time Mage
                  Abilities: Haste, Slow, Haste2, Demi
                  Reaction: Regenerator
                  Support: Short Charge
                  Movement: Move-Find Item (why not? XD)

                  Wizard Staff
                  Empty
                  Flash Hat
                  Light Robe
                  Magic Ring

                  Name: Flare
                  Zodiac: Scorpio
                  Br: 55
                  Fa: 70
                  Primary: Wizard
                  Abilities: Bolt, Bolt 2, Fire 2, Ice 2, Frog
                  Secondary: Summoner
                  Abilities: Fairy, Moogle, Golem, Odin, Titan, Ramuh, Shiva
                  Reaction: Counter Magic
                  Support: Short Charge
                  Movement: Move-Find Item (<_<)

                  Wizard Rod
                  Empty
                  Flash Hat
                  Light Robe
                  Angel Ring


                  S2
                  Member 1:RUN LIKE KOKOJO!
                  Male:Kokojowned
                  Virgo
                  65 70
                  Monk
                  Summon
                  HP Restore
                  Equip Armor
                  Float

                  None
                  None
                  Crystal Helm
                  Carbini Armor
                  Sprint Shoes

                  Chemist:350
                  Wizard:350
                  Time Mage:500[Float(500)]
                  Summoner:500[Golem(300),Fairy(200)]
                  Squire:350
                  Knight:400[Equip Armor(400)]
                  Monk:700[Chakra(300),HP Restore(400)]

                  Total:3150

                  Member 2:
                  Female:Sakuya
                  Taurus
                  70 50
                  Geomancer
                  Item
                  Counter Flood
                  Magic Attack Up
                  Move HP Up

                  Rune Blade
                  Aegis Shield
                  Flash Hat
                  Light Robe
                  Magic Ring

                  Chemist:700[Remedy(500),Phoenix Down(0),XPot(200)]
                  Wizard:300[M.A.U(300)]
                  Squire:350
                  Knight:350
                  Monk:550[Move HP+(270)]
                  Geomancer:850[All Geo(600),Counter Flood(250)]

                  Total:3100

                  Member 3:
                  Male:Yuuto
                  Capricorn
                  40 50
                  Knight
                  Item
                  Abandon
                  Equip X-Bow
                  Move HP+

                  Gastrointestinal
                  Crystal Shield
                  Crystal Helm
                  Reflect Mail
                  Angel Ring

                  Squire:350
                  Knight:400[Power Ruin(200),Mind Ruin(200)]
                  Monk:550[Move Hp Up(270)]
                  Geomancer:350
                  Archer:800[Equip Crossbow(250)]
                  Thief:550
                  Ninja:400[Abandon(400)]
                  Chemist:0[Phoenix Down(0)]

                  Total:3400

                  Member 4:
                  Male:Asahi
                  Taurus
                  65 50
                  Ninja
                  Accumulate
                  Counter
                  Attack Up
                  Jump +2

                  Morning Star
                  Morning Star
                  Flash Hat
                  Black Costume
                  Reflect Ring

                  Squire:350
                  Archer:800[Charge7(350), Charge5(250), Charge4(200), Charge3(150)]
                  Thief:550[Jump +2(200)]
                  Knight:350[Counter(300)]
                  Monk:550
                  Geomancer:400[Attack Up(400)]
                  Ninja:220[Sword(100),Shuriken(50), Ball(70)]


                  S3
                  Ashley
                  Male
                  Capricorn
                  60
                  65
                  Knight
                  White Magic
                  Dragon Spirit
                  Magic Defend Up
                  Move+1
                  Rune Blade
                  Flame Shield
                  Circlet
                  Light Robe
                  Magic Ring

                  Power Ruin, Magic Ruin
                  Raise, Protect

                  Sydney
                  Male
                  Capricorn
                  60
                  65
                  Knight
                  Time Magic
                  Dragon Spirit
                  Magic Defend Up
                  Move+1
                  Rune Blade
                  Flame Shield
                  Circlet
                  Light Robe
                  Magic Ring

                  Power Ruin, Magic Ruin
                  Haste, Slow

                  Callo
                  Female
                  Cancer
                  60
                  50
                  Thief
                  Throw
                  Speed Save
                  Equip Armor
                  Move+2
                  P Bag

                  Crystal Helmet
                  Carabini Mail
                  Angel Ring

                  Steal Heart
                  Ball, Sword, Dictionary

                  Merlose
                  Female
                  Cancer
                  60
                  50
                  Thief
                  Throw
                  Speed Save
                  Equip Armor
                  Move+2
                  P Bag

                  Crystal Helmet
                  Carabini Mail

                  Steal Heart
                  Ball, Sword, Dictionary


                  S4
                  Sweet
                  Female
                  Sagittarius
                  60
                  70
                  Sage
                  White Magic
                  Damage Split
                  Magic Attack Up
                  Float
                  Papyrus Plate

                  Flash Hat
                  Light Robe
                  Sprint Shoes

                  Cure 3, Raise, Esuna

                  Monkey
                  Male
                  Gemini
                  70
                  70
                  Knight
                  Yin Yang Magic
                  Speed Save
                  Defense Up
                  Move-HP Up
                  Rune Blade
                  Aegis Shield
                  Crystal Helmet
                  Crystal Mail
                  Feather Boots

                  Magic Ruin
                  Spell Absorb, Paralyze

                  Action
                  Male
                  Gemini
                  70
                  70
                  Knight
                  Yin Yang Magic
                  Speed Save
                  Defense Up
                  Move-HP Up
                  Rune Blade
                  Aegis Shield
                  Crystal Helmet
                  Crystal Mail
                  Feather Boots

                  Magic Ruin
                  Spell Absorb, Paralyze

                  Myria
                  Female
                  Sagittarius
                  40
                  70
                  Time Mage
                  White Magic
                  Absorb Used MP
                  Short Charge
                  Float
                  H Bag

                  Flash Hat
                  Light Robe
                  Sprint Shoes

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


                  S4
                  Cherry
                  Female
                  Leo
                  70
                  40
                  Thief
                  Item
                  Speed Save
                  Equip Armor
                  Move+2
                  P Bag

                  Crystal Helmet
                  Crystal Mail
                  Angel Ring

                  Steal Heart, Steal Weapon
                  X-Potion, Remedy, Phoenix Down

                  Ace
                  Male
                  Taurus
                  70
                  50
                  Ninja
                  Item
                  Speed Save
                  Equip Armor
                  Move-HP Up
                  Spell Edge
                  Spell Edge
                  Crystal Helmet
                  Crystal Mail
                  Angel Ring

                  Ninja Sword
                  X Potion, Phoenix Down

                  Helena
                  Female
                  Aquarius
                  50
                  60
                  Samurai
                  Punch Art
                  Dragon Spirit
                  Equip Shield
                  Move+2
                  P Bag
                  Crystal Shield
                  Circlet
                  Carabini Mail
                  Sprint Shoes

                  Asura, Koutetsu
                  Secret Fist, Stigma Magic

                  Fastway
                  Male
                  Virgo
                  50
                  70
                  Thief
                  Time Magic
                  Catch
                  Short Charge
                  Move-HP Up
                  Assassin Dagger

                  Flash Hat
                  Black Costume
                  Feather Mantle

                  Steal Heart
                  Haste


                  S5

                  Reddas
                  Male
                  Libra
                  70
                  60
                  Ninja
                  Item
                  Speed Save
                  Equip Armor
                  Move-HP Up

                  Spell Edge
                  Assassin Dagger
                  Crystal Helmet
                  Crystal Mail
                  Angel Ring

                  Dictionary
                  X-Potion, Hi-Ether, Holy Water, Remedy, Phoenix Down


                  Rikken
                  Male
                  Scorpio
                  60
                  50
                  Marksman
                  Punch Art
                  Dragon Spirit
                  Concentrate
                  Fly

                  Gastrafitis
                  Crystal Shield
                  Twist Headband
                  Black Costume
                  Sprint Shoes

                  Temopral Strike
                  Earth Slash, Stigma Magic, Chakra, Revive

                  Elza
                  Female
                  Capricorn
                  40
                  50
                  Wizard
                  Draw Out
                  Abandon
                  Magic Defend UP
                  Move+3

                  Wizard Rod

                  Flash Hat
                  Wizard Robe
                  Feather Mantle


                  Asura, Murasame, Muramasa, Kikuichimonji


                  Larsa
                  Female
                  Taurus
                  70
                  70
                  Time Mage
                  White Magic
                  Damage Split
                  Short Charge
                  Move+2

                  H Bag

                  Black Hood
                  Light Robe
                  Elf Mantle

                  Haste 1/2, Slow
                  Cure 3, Raise 1/2, Protect, Esuna
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: H0RNEt on June 12, 2011, 01:31:00 am
                  BUG report ( chapter 1 )
                  - knife not +1 Speed
                  - monk melee atk very weak
                  - 4 lancer,4 geomancer not unlock dancer
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 12, 2011, 03:37:05 am
                  @Hornet
                  Thanks for the bug reports :-) (But, next time, be sure to post them here http://ffhacktics.com/smf/index.php?topic=6769.0)

                  @Aaron Thanks! I'm playtesting now, and I'm at the beginning of chapter 2
                  Full release will happen on August (University crap), but some beta may come out even before :-)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 12, 2011, 02:37:07 pm
                  You know this wasn't really hard to find.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 12, 2011, 02:51:23 pm
                  Yeah, I know...and still don't know how to fix it, TBH
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on June 12, 2011, 08:10:30 pm
                  Have you tried reimporting the sprite? Did you change anything about it in Shishi?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 13, 2011, 02:39:59 am
                  Quote from: Eternal248 on June 12, 2011, 08:10:30 pm
                  Have you tried reimporting the sprite? Did you change anything about it in Shishi?

                  Yes, I re-imported the sprite as you suggested some time ago, but I havent tested if it works yet xD
                  (I'm in the middle of chapter 2 now)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Samuraiblackbelt on June 13, 2011, 06:13:06 am
                  Arch had the same issue in 1.3, but he fixed it. Not sure how. (real helpful, aren't I?)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 13, 2011, 06:17:18 am
                  Quote from: Samuraiblackbelt on June 13, 2011, 06:13:06 am
                  Arch had the same issue in 1.3, but he fixed it. Not sure how. (real helpful, aren't I?)

                  I know, but last time I asked him something he said he didn't know even if he knew
                  (I wanted to replace the 1.3 logo, he said to ask to Melonhead even if he changes it every time he releases a new 1.3 version)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on June 13, 2011, 08:03:08 am
                  For the record, if you want to test a specific story battle (non sidequest), www.fantasyanime.com has a save file for each story battle in the game.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 13, 2011, 08:12:58 am
                  Thanks for the info, Eternal!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 13, 2011, 03:04:55 pm
                  It's seems it's my time to give you my final thoughts.(finished, but not DD(everything else))



                  Yeah haven't posted much, but here is everything.

                  Doguola pass was intresting, since I happened to notice peformers range had been lowered, and I noticed that AI doesn't realize this. I also noticed how badass sages were(so big AOEs!!!!), this was actually good start for chapter 4.

                  Meliadol was intresting(hydras), but I could kill her easily anyway.

                  Love how chocobos were least of your worries in finath river(porkies are evil), unlike 1.3 where you were scared by the fight.

                  Zeltennia Castle, it was... boring.

                  I was suprised by new range of the elemental pistols in Balky fight, but nothing hard.

                  Bethla Garrison is fun considering that you get literally cheapest thing in the game(faith rod) from there.

                  And now Nelveska Temple, the hydras are evil, unless you disable or kill al of them in first turn(of your units), you are fucked, worker was actually the easy part.

                  Germinas Peak, THANK GOD YOU DID NOT GIVE THOSE NINJAS MAITENCE(1.3 used to give us koga and iga ninja swords, not anymore).

                  Poeskas lake was just boring.

                  Ahh Elmedor everytime I meet you, I also hate you.

                  Good god Dycegard is so piss off, I mean he is so lucky, he hitting stop procs on ramza 3 time in row, is pretty much BS luck.
                  Adramelk was meh...

                  Cloud's battle was cool(I GOT TO STEAL STUFF AND MELT SOME FACES).

                  Murond holy place fights.
                  first one kinda lame, the badass priest didn't really do anything.
                  The badass trio was easy(my two handed dragon rod using onion knight made sure of it(got chaos blade))
                  Zalbag was actually really hard, hardest fight so far.

                  Orbone monastery first of the series of fights was easy, way too easy(knight blade sucked).

                  Rofel was kinda odd(he went in corner while other attacked me)

                  Kletian got into rezloop right off the bat.

                  Balk surrendered right off the bad(went to the corner while I killed rest before him)

                  Vormav spamming poison and death spells???? kay
                  Hashmalun was so far the hardest battle, until I used vormav battle accumalate 60 PA resulting in 999 damage(and I got lucky with damage split so ramza did not die). So he dropped from 3 hits(lol).

                  I got some weird bug, after I saved the game, it went straight to the battle formation screen. So I had only 3 guys with equips. I reseted and loaded the save file and tadaahh it worked now.

                  So altima was really good fight, just like perfect boss fight, nothing was really cheap, or broken in this fight. This goes for Altima 2.
                  (pro tip: deathspell 2 heals blood suck and zombie)

                  Not going to DD.

                  Did not get to try cloud or byblos( I got cloud ,but with braver only skill, just no.)

                  I used rafa far more little then I expected?
                  Malak was great.
                  Orlandu was actually better then a knight(well every special job that could equip swords and armors were just better with more speed)
                  Like I stated agrias, meliadoul, orlandu, onion knights were great.
                  Beowulf was a fucking beast man, I had all half of mp, move mp up stuff and 2 abilites(sleep, don't act), and he fucking kicked ass!
                  Worker was really good(I was suprised at his speed), I mostly spammed his long range attack.
                  Rad needs moar stats(compared to ramza), should he have fire 2, ice 2, bolt 2, cure 2 instead of the first ones, cause they get weak fast.
                  Ramza's new skills sucked, I hardly found any use for these at all, at all! Also do not have ramzas RSM change(dear god), I don't want lose my dragon spirit for some random ability.











                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 15, 2011, 03:08:58 pm
                  (http://img846.imageshack.us/img846/6987/gimpedmenu.png)

                  Made by cingin (http://ffhacktics.com/smf/index.php?action=profile;u=2866)

                  Ignore this spoiler, it's just a personal note
                  Open your FFT ISO in CDMage export the file "SCEAP", i'm pretty sure thats the logo picture, once your done editing it, open up CDMAGE again and import it.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RandMuadDib on June 15, 2011, 03:18:20 pm
                  Very Nice. That is gorgeous
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MagiusRerecros on June 16, 2011, 12:51:34 am
                  It does look very nice, but for some reason, it seems like Ramza and Delita's heads look out of place... Like, they're too bright or too sharp or something. I mean, everyone/everything else has kind of a foggy/faded effect to it, which looks pretty cool, but then it's like their heads aren't affected at all. I'd say either give said heads that effect, or perhaps make their entire bodies in the more clear, focused style that their heads are in.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: cingin on June 16, 2011, 01:25:05 pm
                  Fixed some of the errors. Cant decide if it looks better darker or not.

                  (http://i52.tinypic.com/20gbfbr.png)

                  (http://i52.tinypic.com/50fst1.png)

                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on June 16, 2011, 02:48:57 pm
                  Quote from: MagiusRerecros on June 16, 2011, 12:51:34 am
                  It does look very nice, but for some reason, it seems like Ramza and Delita's heads look out of place... Like, they're too bright or too sharp or something. I mean, everyone/everything else has kind of a foggy/faded effect to it, which looks pretty cool, but then it's like their heads aren't affected at all. I'd say either give said heads that effect, or perhaps make their entire bodies in the more clear, focused style that their heads are in.


                  I think they are supposed to stand out, after all those people in the background are merely sidekicks in the story compared to ramza and delita
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RandMuadDib on June 16, 2011, 05:04:27 pm
                  i like the lighter version better
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: MagiusRerecros on June 16, 2011, 07:18:32 pm
                  Quote from: GeneralStrife on June 16, 2011, 02:48:57 pm
                  I think they are supposed to stand out, after all those people in the background are merely sidekicks in the story compared to ramza and delita


                  I agree that they should stand out, but one would think that you would have their entire bodies standing out, not just the heads. It looks a bit creepy when their heads are perfectly clear, but the rest of their bodies are all fuzzy. Additionally, they're already standing out simply due to the fact that they're the only ones who have full bodies in the picture. Almost everyone else is just a head, and maybe some shoulders.

                  Also, I too prefer the lighter version. Details are more visible, and it just improves the quality of the whole thing, IMO.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on June 17, 2011, 08:42:53 pm
                  I really like it! I think it looks fine regarding the brightness of Delita/Ramza's faces. It adds a nice sort of texture to the image I think.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 18, 2011, 04:39:46 am
                  Wow, from 1 to 3 awesome menus xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: FFMaster on June 18, 2011, 06:41:42 am
                  Loving the top one.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 19, 2011, 05:34:24 am
                  Which one is the best in your opinion?

                  1
                  (http://img846.imageshack.us/img846/6987/gimpedmenu.png)


                  2
                  (http://i52.tinypic.com/20gbfbr.png)


                  3
                  (http://i52.tinypic.com/50fst1.png)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 19, 2011, 05:34:49 am
                  IMHO, the second is the best, so I'll vote the second one
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 19, 2011, 06:42:28 am
                  Quote from: Dome on June 19, 2011, 05:34:49 am
                  IMHO, the second is the best, so I'll vote the second one
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on June 19, 2011, 01:31:43 pm
                  I'm on the fence. If Ramza/Delita's faces could be made a little clearer (less blurry) in number 1, I'd say number 1. As it is up there though, I like 2 the best.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 20, 2011, 10:03:10 am
                  Knives in 1.4 (Next release) will be equippable by everyone, and have SP*WP for their damage formula (Only Mage Masher is PA*WP Mp Damage)

                  However, they are not meant to be good melee weapons, they are rather meant to be "Stat sticks" (Weapons that someone uses only to increase stats)

                  I'd like to hear some suggestion (No +1 speed! Speed stack is almost impossible in 1.4) since I don't know if my ideas are very good
                  If you think a name should be changed, feel free to suggest it!

                  All daggers have 10% W.Evade (Except if stated otherwise)

                  (http://img543.imageshack.us/img543/3884/nuovoimmaginebitmapge.png)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: cingin on June 20, 2011, 11:15:05 am
                  Overall a nice setup for daggers, like the concept that anyone can use a dagger.

                  The innate "Defend" from a dagger seems odd (A innate defense with a shield makes some sense), guess i'm kind of picturing a goofball using a butter knife to defend himself.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 20, 2011, 11:20:12 am
                  Yeah, maybe it's better suited for a shield...I'll consider it
                  P.s: Breast expansion? In a Signature? xD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 20, 2011, 11:54:27 am
                  One knife could be forced 2 hands and have double hit 100%(or double wp).
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on June 20, 2011, 01:29:07 pm
                  Yeah, I'd change zorlin shape to either two hands innate or doubleshot/hit whatever.....defend seems a little odd.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pride on June 20, 2011, 02:04:45 pm
                  Quote from: Shade on June 20, 2011, 11:54:27 am
                  One knife could be forced 2 hands and have double hit 100%(or double wp).


                  You could just use the flag so that it couldn't be used with Two Swords... Which I think might be a better option.

                  Does Mage Masher only hit mp? Or is it a chance to inflict like Magic (Mind?) Ruin?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RandMuadDib on June 20, 2011, 04:27:58 pm
                  I think the first suggestion for zorlin shape was supposed to be like those doublebladed weapons zidane used in ff9
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 20, 2011, 07:13:20 pm
                  But making the Zorlin shape a 2 handed melee weapon would make it outclassed by...swords, fists, katanas...Knives are not meant to be very damaging weapons...

                  @Pride: Mage masher steals mp (PA * WP)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 20, 2011, 07:14:25 pm
                  - Reduce extra damage (Monster weakness) from 100% extra damage to 25%/33% extra damage
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pride on June 21, 2011, 05:25:57 am
                  Personally, I think it should be doing damage then proc a spell that damages MP... It gains more utility that way imo.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pride on June 21, 2011, 05:28:35 am
                  Quote
                  - Reduce extra damage from weakness from 50 to 25%


                  You mean.... Change it from 100% more damage to 50% or 25% ? Either way I'll look into this for you

                  Quote
                  - Good/Bad compat being reduced to 12.5%. Best/Worst compat being reduced to 25%


                  SecondAdvent has an asm for this but... It is unreleased. I would recommend speaking to him about it.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 06:01:04 am
                  Yeah, sorry...
                  I meant reduce 100% extra damage to...25/33%
                  I don't want to remove monsters weakness, I want to make them...less crippling
                  Also, Reducing Compat will prevent huge numbers from flying around...I'll PM Secondadvent
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 08:32:48 am
                  Quote from: Pride on June 21, 2011, 05:25:57 am
                  Personally, I think it should be doing damage then proc a spell that damages MP... It gains more utility that way imo.

                  So, you are suggesting both damage AND mp damage? Isn't that a bit OP?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on June 21, 2011, 10:55:48 am
                  Personally I think +1 Jump from Orichalcum is a little underpowered. It might be useful in like Ch1 or something, but considering you get access to it at Riovanes, I think it might need a buff. I might even suggest making Dagger have +1Jump and then putting something completely new on Orichalcum?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 11:39:10 am
                  Jump +1 at the beginning of the game looks a bit OP
                  But yeah, I think Jump +1 effect will be swapped with +1 PA and Immune:Dead and viceversa

                  any suggestion for the first dagger? At the moment, it's outclassed by...everything
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 21, 2011, 11:52:31 am
                  ^^ 100% Poison proc.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 12:00:50 pm
                  A bit OP, don't you think?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 03:43:30 pm
                  Wow, 0 - 11 - 0 O_O
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on June 21, 2011, 03:53:04 pm
                  Voted 2
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 03:56:54 pm
                  Looks like the decision has been made...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 04:51:02 pm
                  As you may know, near the end of the game, almost each area unlocks a "Special" fight (11 monks, anyone?)
                  In 1.4, those fights will be the only way to get elixirs (Together with move-find-item)

                  They must be funny, but not UBERFUCKING HARD (That's the DD role)
                  Any suggestion?

                  (Mandalia plains got a ????-Boco with 50 faith 50 Brave [Blade grasp] that spams holy and wears a ribbon)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 21, 2011, 04:53:55 pm
                  Altima in human form(not angel).
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 04:55:31 pm
                  Quote from: Shade on June 21, 2011, 04:53:55 pm
                  Altima in human form(not angel).

                  You mean the fake saint? I don't think it has a proper working sprite...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Eternal on June 21, 2011, 05:06:30 pm
                  Zozma completed an Ajora sprite.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 05:34:32 pm
                  Quote from: Eternal248 on June 21, 2011, 05:06:30 pm
                  Zozma completed an Ajora sprite.

                  really? Where I can see it?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 05:45:43 pm
                  FFT 1.4 new name will be:

                  FFT Plus
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pickle Girl Fanboy on June 21, 2011, 05:49:14 pm
                  Quote from: Dome on June 21, 2011, 05:45:43 pm
                  BE SERIOUS THIS TIME

                  What's a good Italian word for very hard?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 05:52:17 pm
                  Quote from: Pickle Girl Fanboy on June 21, 2011, 05:49:14 pm
                  What's a good Italian word for very hard?

                  It depends (Hard = Difficult or Hard = hardness)?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on June 21, 2011, 05:52:51 pm
                  FFT: Spam Edition
                  FFT:Upbringing of a Hero
                  I'll think of more soon enough
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: cingin on June 21, 2011, 06:04:03 pm
                  FFT: Heretic Chronicles
                  FFT: Fight on
                  FFT: Dapper chap edition *Ramza weaing a monocle*
                  FFT: definition of Honor
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pickle Girl Fanboy on June 21, 2011, 06:05:06 pm
                  Quote from: Dome on June 21, 2011, 05:52:17 pm
                  It depends (Hard = Difficult or Hard = hardness)?

                  I was thinking a word for both, with some sexual innuendo thrown in.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on June 21, 2011, 06:08:55 pm
                  Keep it simple.  Call it Final Fantasy Tactics Plus.  That's... mostly what 1.4 is and aims to be, when you strip it down to its bare bones.

                  Complicated names reek of tryhard.  You're not a tryhard, are you?

                  ...Oh wait, you're the Spam Mod, of course you are.  Finale Flashtacy Hacktics - Rebirth of a New Hero of Hope Final Mix+.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: cingin on June 21, 2011, 06:09:02 pm
                  A run in with Undead Algus using his psp death knight sprite could be fun, I know i'd enjoy beating him up on a regular basis.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 21, 2011, 06:13:25 pm
                  A fight with an undead Algus would be an epic win, I'll definitively add him
                  He'll have the dark knight skills
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pickle Girl Fanboy on June 21, 2011, 06:21:46 pm
                  I agree, Plus is fine.  Or just +.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RandMuadDib on June 21, 2011, 06:35:17 pm
                  Quote from: cingin on June 21, 2011, 06:04:03 pm
                  FFT: Dapper chap edition *Ramza weaing a monocle*


                  This is my vote.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RandMuadDib on June 21, 2011, 06:37:48 pm
                  skeletons or goblins using weapons and spells instead of their monster skills
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pickle Girl Fanboy on June 21, 2011, 06:38:03 pm
                  We need a sprite of that.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pride on June 21, 2011, 07:34:17 pm
                  Throwing support behind Final Fantasy Tactics Plus (+)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pride on June 21, 2011, 07:36:08 pm
                  On a weak weapon? I seriously doubt 100% would be over powered. If it were... Say Stop then of course but poison is a low level status on a weak weapon.

                  And I don't think MP Damage and normal damage is broken because of how weak then weapon is.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Xifanie on June 21, 2011, 09:18:05 pm
                  Yeah, I love on FFT+
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on June 21, 2011, 10:16:52 pm
                  (*lazily throws his support behind Final Fantasy Tactics Plus/+*)

                  The support is partly because I don't want to think of anything else and partly because you aren't changing much besides the system and class mechanics.

                  However, you could channel Spam like RavenofRazgriz said and call it something like Final Fantasy Tactics Minus or something.

                  I call dibs on "Final Fantasy Tactics Minus World: Weegee Edition"...should I ever finish with Embargo/IoI.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on June 21, 2011, 10:53:57 pm
                  (Ah, Knives. For something that's just supposed to be "blade goes in, guts come out", they're rather...annoying to deal with.)

                  Despite having pretty much the same Mage Masher at present, I have to agree with Pride here. As for the first dagger, well, my first dagger is basically like your Blind Knife, but that's because I got rid of Blind Knife. 100% Poison is probably fine on something so weak, especially since I am unaware if you boosted or even changed Poison status.

                  Eh, might as well do this in list form:

                  1. Knives: Not sure how I feel about the SP*WP formula, but I suppose it could work. We'll see. (I'm guessing you're using the formula for Throw, though, right? You realize that means Knives will be able to blocked by Catch, correct?)

                  2. Dagger: Make it 100% Poison or maybe even 100% Slow if you want to boost it.

                  3. Mythril Knife: It's fine as it is, at least for magical classes, though they'll eventually probably have better weapon options, at least when it comes to boosting MA. The Mythril Knife itself might out-damage those options with the use of the SP*WP formula, though given Mythril Knife's WP of 4 and mages' tendency to have crappy physical damage output, that's perhaps not saying much.

                  4. Blind Knife: This is completely fine as it is.

                  5. Mage Masher: See the beginning of this post, especially now due to the ability to make different weapons have individual "proc" percentages.

                  6. Platina Dagger: Probably needs to be boosted to Jump +2 to be worth a damn given how...lackluster boosting Jump often is as long as you have a Jump of 3 or more. Otherwise fine, I suppose.

                  7. Main Gauche: Honestly, this seems to be tied with Air Knife as the best knife overall. It pretty much obviates Zorlin Shape due to the ridiculous W-EV it has. Not sure what do about the W-EV since I don't know how much other weapons tend to have, though. At the very least, however, I would suggest that it and Platina Dagger swap weapon powers since even Jump +2 is rather weak....

                  8. Orichalcum: This seems fine, I guess.

                  9. Assassin Dagger: Also fine. Makes a lot of sense design-wise, even if I always found it among the items that are odd to be commercially available rather than something that's Poachable only.

                  10. Air Knife: Seems a bit overpowered, at least with both the Wind Absorb and (IIRC) the fact that the Wind boost should boost its own effective WP; I might be incorrect about the latter right given that it's been a while. It seems like it should only have one or the other and I lean towards getting rid of Wind Absorb, personally.

                  11. Zorlin Shape: Seems quite weak unless you boosted Defend in a way that I'm unaware of. It's probably best to go back letting it potentially cause Sleep and just giving it more W-EV.


                  Yeah, knives are pain in the ass, especially if you're giving them to everyone.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on June 21, 2011, 11:29:08 pm
                  How is Always: Abandon weak, when you can actually equip Abandon or some other evasion-related Reaction on top of it?

                  If anything, it's kinda broke unless it's Two Hands Only, which both would look retarded because it's a fucking knife and would make it go in the trash pile.

                  Air Knife kind of screams "I do too much at once" because it's self-boosting and self-absorbing and anyone can wear it and it has great WP and doing that delicious Throw-formula damage meaning I can spec to something completely unrelated while getting the full benefit of it.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on June 21, 2011, 11:50:57 pm
                  Yeah, two hands was a bad idea.
                  What about speed JUST for IT then?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on June 22, 2011, 01:14:13 am
                  (Yeah, Forced Two Hands would look silly on most knives.)

                  All the more reason to just have it go back to inflicting Sleep and having more evasion than it originally had, I'd say. [/ass-saving]

                  Quote from: RavenOfRazgriz on June 21, 2011, 11:29:08 pm
                  How is Always: Abandon weak, when you can actually equip Abandon or some other evasion-related Reaction on top of it?


                  Ah, right. I forgot that vanilla Defend is basically Abandon. I guess I'm too used to the modified "25% damage" version and Abandon dying in a fire. Whoops.

                  (What other evasion reactions are there, though? Aren't Hamedo and Blade Grasp still dead right now in this patch?)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RavenOfRazgriz on June 22, 2011, 01:32:11 am
                  Quote from: The Damned on June 22, 2011, 01:14:13 amh, right. I forgot that vanilla Defend is basically Abandon. I guess I'm too used to the modified "25% damage" version and Abandon dying in a fire. Whoops.

                  (What other evasion reactions are there, though? Aren't Hamedo and Blade Grasp still dead right now in this patch?)


                  25% Damage reduction version still doubles evasion.

                  There are several ASM hacks to weaken Abandon, FFMaster made one that causes all evasion scores to be applied universally, then there's Catch / Blade Grasp / Arrow Guard / Finger Guard, and I know 1.4 mauls Arrow Guard + Catch + Gunshot blocking into a single Reaction, at the very least.  So um, yeah.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on June 22, 2011, 02:21:14 am
                  (*facepalms*)

                  Ugh. I don't know how I forgot about Arrow Guard and Finger Guard since I'm still using those. I could have sworn that Defend still didn't double evasion with the 25% change, though it would appear that I'm mistaken.

                  These next 48 hours are going to be so nice....
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on June 22, 2011, 02:56:40 am
                  For dagger, maybe just something like 100% chance to hit with it? Or 100% knockback. I like the knockback one personally.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 22, 2011, 03:44:25 am
                  QuoteFinale Flashtacy Hacktics - Rebirth of a New Hero of Hope Final Mix+.

                  Lol

                  Yeah, "FFT Plus" sounds the best: Easy to remember, short name but resumes well what we did with 1.4
                  Looks like the patch has a new name
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 22, 2011, 03:46:47 am
                  Quote from: RandMuadDib on June 21, 2011, 06:37:48 pm
                  skeletons or goblins using weapons and spells instead of their monster skills

                  This one would be awesome, but I don't know if it's possible (There is a whole bunch of unnamed sprites in the FFPatcher, sooner or later I'll try them all, maybe some is of a monster)
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Shade on June 22, 2011, 06:36:25 am
                  Make job that has skillset full of spells that cause frog, and the put her to a fight(as guest or a enemy), also if you want you can add her to the party MUAHAHAHAHAHHAHAHAHAH!!!!!!!!!!!!!!!!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Zenius on June 22, 2011, 08:25:31 am
                  I'm really looking forward to playing this :P
                  If you need any more testers just let me know ^^
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 22, 2011, 08:28:48 am
                  Don't worry, as soon as the new version is released, I'll need a lot of playtesting XD
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Zenius on June 22, 2011, 10:04:30 am
                  Sure thing, just hit me up when its out ^^
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on June 22, 2011, 02:00:48 pm
                  Dome, you gotta do D.E.B
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 22, 2011, 02:01:54 pm
                  Quote from: GeneralStrife on June 22, 2011, 02:00:48 pm
                  Dome, you gotta do D.E.B

                  But which sprite should I use?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: t3ns3ik3n on June 22, 2011, 05:49:08 pm
                  how about a watery map full of a monster that cannot enter water ?
                  that would be funny  :twisted:

                  anyway i am new to this forum, so HI EVERYONE  :D
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 22, 2011, 05:53:30 pm
                  Quote from: t3ns3ik3n on June 22, 2011, 05:49:08 pm
                  how about a watery map full of a monster that cannot enter water ?
                  that would be funny  :twisted:

                  anyway i am new to this forum, so HI EVERYONE  :D

                  WELCOME TO FFH, WHERE ALL YOUR DREAMS may COME TRUE!
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: GeneralStrife on June 22, 2011, 06:32:30 pm
                  Here, dome.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: RandMuadDib on June 22, 2011, 11:16:47 pm
                  ramza clones
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: H0RNEt on June 23, 2011, 01:00:35 am
                  critical bug !

                  when chapter 4 begin

                  i can't play every  fight that has ramza in a group...
                  this effect both random battle , and storyline battle.

                  i know it because if i dont put ramza in group when battle start .. the battle will be play normaly...

                  ps. am using clean iso before patching
                  ps2. i got no problem till this bug happen
                  ps3. playing in psp 2000
                  ps3. my english is no good , tell me if u dont understand something in this post i will answer it.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 23, 2011, 01:41:11 am
                  Strange...I'm playingtesting chapter 4 right now, and everything works fine...
                  What emulator are you using?
                  Have you tried using another fresh iso, and playing it on pc?
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Pierce on June 23, 2011, 05:33:13 am
                  Dark/undead Teta.

                  I don't know if it's possible, but a mirror image of your team? Same units, same skills, same equips. I feel like that would be difficult or impossible to make, but if it's doable, it seems interesting to me.

                  Miluda, Agrias, Meliadoul, Balmafula, Rafa, Ovelia, Reis. <-- Femme fatales.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 23, 2011, 06:42:10 am
                  Only 3/4 different sprites can be loaded at once on the enemy side...
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: The Damned on June 23, 2011, 07:07:03 am
                  (+1 support for a fight against human Ajora, though not sure how you could explain that as a random battle.)

                  What exactly constitutes as "funny" here? Did you actually mean humorous? Or more like perplexing? Or just one that should be fun (which, given English's...peculiarities, "funny" doesn't really actually have anything to do with, at least adjective-wise)?

                  Regardless, you should probably remind people in the original post to keep the limitation of nine different sprites in mind, with the fact that this basically translates into only four possible different enemy units since you're forced to assume that player will use five different sprites even if he/she doesn't.

                  Hmm...as for "funny" fights, I'll have to think about this a bit....

                  *gives it 10 minutes or so*

                  I believe I have an idea or two. They're probably not that good, though:

                  Love is Hard: Will the wicked dance moves of Red Temptress of Ivalice and her troupe leave Ramza rock-hard for all eternity?! She is said to appear in the flattest areas of Ivalice where she may gain the largest audience....


                  Leader Dancer with (just) Nameless Dance as her primary and Steal (Heart) Secondary; two "pet" Cocatoris; two female Mimes; three Oracles, one with Black Magic and Short Charge, another with Snipe Skill (for Seal Evil) and the third with White Magic (and maybe an Angel Ring since she's the only with revival at the moment).


                  Kung-Fu Apanda: With the disposal of Marquis Elmdor of Limberry, there is word that a surviving Ultima Demon has taken over Limberry castle, turning it into something of a makeshift dojo for the forbidden arts of Dokuken. There is said to be increased activity near the forsaken Poeskas Lake as many humans and demons flock there because of this....


                  Leader Ultima Demon (with Punch Art or Bio), four Apanda (with Punch Art, though only two should have Martial Arts at the most IMO), a "serious" male Monk with Battle Skill and Two Swords, two more male Monks with...something and a male Wizard with Punch Art and Martial Arts for "the lulz".


                  I'm pretty sure that Apandas can take extra skillsets due to way that I vaguely recall the superfluous Bio spells being set up. Even if the second match can't work, the first one definitely can.
                  Title: Re: [Old] ALL old topics created before the FULL release (Merged together!)
                  Post by: Dome on June 23, 2011, 07:23:28 am
                  Nice idea, and you also provided a background for the fights...awesome!



                  Ignore this part
                  S1
                  Name: Tanket
                  Zodiac: Cancer
                  Br: 60
                  Fa: 55
                  Primary class: Lancer
                  Primary abilities: Level Jump4, Vert Jump5
                  Secondary class: Chemist
                  Secondary abilities: X-Potion, Phoenix Down, Remedy
                  Reaction: Dragon Spirit
                  Support: Throw Item
                  Movement: Move+2

                  Oberisk
                  Crystal Shield
                  Crystal Helmet
                  Carabini Mail
                  Feather Mantle

                  Name: Asura
                  Zodiac: Taurus
                  Br: 70
                  Fa: 55
                  Primary: Monk
                  Abilities: Revive, Wave Fist, Spin Fist, Chakra, Earth Slash, Stigma Magic
                  Secondary: Mediator
                  Abilities: Threaten, Mimic Daravon
                  Reaction: Counter
                  Support: Concentrate
                  Movement: Move-HP Up

                  Unarmed
                  Unarmed
                  Empty
                  Power Sleeve
                  Bracer

                  Name: Holy
                  Zodiac: Capricorn
                  Br: 55
                  Fa: 70
                  Primary: Prie