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Messages - Reks

121
FFT Arena / Re: Arena battle videos and discussion
January 11, 2016, 10:30:24 am
Quote from: Barren on January 11, 2016, 10:12:55 am
FFT Arena 1.39c - Reks (Unex-Spectors) vs Epic (Unholy Sandstorm)

FFT Arena 1.39c - Truelight (One Punch Man) vs dw6561 (Stream Team)


Yeah, I was already in the process of either changing or replacing them, given how... Poorly I designed some of the members. This one'll be taken down so I can actually put thought into it rather than try to be creative, and I'll put up a far more serious team soon.

Thanks for both matches, btw! They were helpful in at least showing that Healing Staffs are indeed the better choice for two speed-increasing weapons, even for something like Hawk's Eye (especially for, actually), that Dia Squires are not so stellar, and that Summoners are far too squishy for the close range of Spellbreaker. Alas, and GG Epic + DW
122
FFT Arena / Re: Arena battle videos and discussion
January 06, 2016, 09:12:50 am
Putting up a team for testing.

They're VERY likely to suck, but I just wanted to play with odd ideas.
123
FFT Arena / Re: FFT Arena: Balance Discussion Thread
January 06, 2016, 01:00:58 am
Quote from: dw6561 on January 05, 2016, 02:24:17 pm
I was going to suggest a tactics A2 based system where units start with 0 MP and it restores 10 MP per turn


Tactics Ogre does the same thing, but at a % of the max MP of the unit. If an ASM for this is in fact possible, it'd change the metagame completely (depending on the % or whatever people would agree on).

You probably wouldn't get beat down right away on anything but the smallest maps by the most dedicated melee units, but the flow of the game would certainly change.



For the better? Potentially, but a lot of things would need rebalancing.

As for MP Restore... It's a tricky one.
124
FFT Arena / Re: FFT Arena: Balance Discussion Thread
January 01, 2016, 10:29:43 pm
Quote from: Shintroy on January 01, 2016, 01:53:28 pmReks imagine a berserked MP damage unit for a moment. Even more terrifying if it's two sword or two handable. Would the AI attack the same unit since berserk is supposedly based on attacking the nearest unit until death, or would it instead attack units that don't have 0 MP? Definitely interested in finding out.


Except you know how Berserk works. The AI would go "DIE DIE DIE" to the nearest enemy, attacking (even if the map is in the way) until the unit is dead...

Except with an MP weapon never will. Yeah, it can be superb for interruption, and paired with Two Swords (if that's available for it) can be good.

But it can be dangerous to give a weapon that can't kill to a unit who can only attack. Should worse come to worse, it'll be easy for that unit to be completely useless.



I still like the weapon itself, though.

Edit: I didn't mean to sound angry or shut-downish to the idea. I love to play with berserk, and I like the idea of the MP weapon now after I've thought more about what the AI can do with it.

I just really doubt the effectiveness of an MP berserker because after the first MP destruction, they're likely to follow that same unit around and not really do damage, and since that's Berserk's whole stick (aside from shutting mages down), it just makes me question the logic a bit.

All in all I'm supportive of the weapon itself, but I find that combining it with the simple actions a Berserk unit uses actually weakens the potential.
125
FFT Arena / Re: FFT Arena: Balance Discussion Thread
December 31, 2015, 01:15:50 pm
Quote from: Gaignun on December 31, 2015, 12:32:42 pm
Having Mage Masher do MP damage is cool with me.  That weapon is pretty bland right now.  I don't think additional WP and stats are necessary, but adding an element could be really neat.  With the right equipment, the weapon could be used to replenish teammates' MP.  Something like:

Mage Masher: 9 WP, 15 W-EV, +1 Move, Holy Element, MP damage

Then casters could equip Chameleon Robe or Magic Ring (a caster-friendly accessory) to absorb the MP damage.

On the subject of element-absorbing weapons, we could also add Absorb: Holy to the tragically underwhelming White Staff to increase the number of options for absorbing Mage Masher damage.


Huh, so absorbing an attack that'd do MP damage heals it instead? That's... Actually pretty cool. Might see some recoveries after a Bizen-Boat nuke as a counter to interruptions.

I can get behind that.
126
FFT Arena / Re: Arena battle videos and discussion
December 30, 2015, 01:47:14 pm
Quote from: Barren on December 29, 2015, 02:04:14 pm
FFT Arena 1.39c - Reks (Gun Fun) vs Heorebal (Shot Callers)


Thanks for the match, Barren!

Yeah, the second Mediator is iffy

Even with elemental boosting, those summons are lackluster. Oh well, will probably just make her more supportive in general.

Archer is my favorite unit out of the team, oddly enough.

GG Heroebal!
127
Quote from: Ridiclued on December 30, 2015, 04:29:13 am
Just saw your update and have been playing for a little over five hours now!

Found something a little off:
Similar to the Warrior "Charge" ability, the abilities from the Homemaker that have a charge time (haven't tested Butler yet so unsure if the same) fire at the originally targeted tile if you select them then move during the charge time.  Mostly comes into play when targeting yourself with something then moving.  Just took some getting used to, but still I feel like it isn't intended.


Also I feel like adding that the journey so far is a very fun one.... aside from the high-brave turtles.
Still unsure the best way to deal with them aside from just pray Second Wind doesn't proc an absurd amount of times.
Had one proc five times, great EXP/JP but God they're annoying.


I'll report back with anything else I find~


If you have a Gunslinger by that point, then having Aim: Arms is better. The Don't Act will keep the reaction from occurring, and they should be easy to kill otherwise, despite their tankiness.
128
FFT Arena / Re: FFT Arena: Balance Discussion Thread
December 28, 2015, 01:12:14 am
Quote from: Shintroy on December 27, 2015, 03:27:50 pm
Mage Masher - 12 WP, MP Damage Only, +1 SP, No 2s No 2h
Bizen Boat - 14 WP, MP Damage Only, +1 MA or PA, Forced 2h, No 2s, No 2h

Really just want a MP Damage only weapon in 140. Give it the same high WP that Healing Staff got, but not have it extremely exploitable with Dual Wield, Kagesougi and Snipe.
Would be a great weapon for PA*WP abilities like Southern Cross


You talked about this before

And I wonder: would the AI actually just Attack with it?

I can only imagine that they'd treat it like they do with Bizen Boat: that is, in the same function of Sinkhole, but only if it would succeed in causing the casting to fail.

And if that's the case, the only usable part of it would be it's WP, and that's a bit of a poor argument.

Might as well make Sinkhole do MP damage instead /s
129
FFT Arena / Re: FFT Arena: Balance Discussion Thread
December 17, 2015, 02:25:58 pm
Quote from: Gaignun on December 17, 2015, 02:06:49 pm
I would love to compile a list of all these quirky bugs and hidden effects.

A few weeks ago, I encountered a most peculiar bug with Hawk's Eye in which I knocked a unit out of bounds and soft froze the game.  The map was Slums of Goug.  An enemy unit was standing atop the wooden shack on the tile indicated in the attached picture.  One of my archers hit this unit with Hawk's Eye.  The attack was a critical hit. The unit was knocked off the shack and drifted off into the blue expanse.

I wonder if it is possible to knock units off this tile in vanilla FFT.


I've done it before while playing CCP2, and the attack used (it was on the Zirekile Falls map) has the same animation that Hawk's Eye does.

It's probably an emulator issue.
130
FFT Arena / Re: FFT Arena Stream day
December 17, 2015, 12:24:59 pm
I'd like one match with Mantle Gear, if that's not too much trouble.

Looking forward to tonight, if I can wake up in time for it.
131
FFT Arena / Re: FFT Arena Stream day
December 11, 2015, 02:32:49 pm
I have every Thursday off, so it's no problem for me.
132
Quote from: FlyingPoodle on December 11, 2015, 02:27:48 am
So this beta version goes all the way through to the end?  If so, then I may make it my next hack game to go through. I thoroughly enjoyed CCP 1, so if you're still working on this then I can give it a go go.
It currently goes all the way to Limberry and Elmdor/Zalera.
133
Celdia's Complete Patch / Re: CCP - Battle Logs
December 10, 2015, 11:34:07 am
Part 23: Robbed Blind

134
Celdia's Complete Patch / Re: CCP - Battle Logs
December 07, 2015, 09:00:37 pm
Part 21: And My Axe!



Part 22: Bustin' Makes Me Feel Good

135
FFT Arena / Re: FFT Arena: Balance Discussion Thread
December 06, 2015, 10:24:50 pm
Quote from: Barren on December 06, 2015, 09:03:59 am
I was doing some quake healing testing. I noticed the first time around my scholar with 13 MA only healed herself for only 107 with earth boosting. Now next time she uses it, it's now 207. No MA UP or faith up or anything like that. I think the RNG needs to be fixed in terms of calculated damage. Geomancy also seems to be coming up with wrong numbers when regular geomancy damage and counter flood damage occurs


In my recent match that you recorded, my Samurai did far less with her first Holy in the second round than all of the rest she did, including those on the same Geomancer.

So it might actually be an issue.
136
FFT Arena / Re: Arena battle videos and discussion
December 05, 2015, 01:43:54 pm
Quote from: Barren on December 05, 2015, 10:10:39 am
FFT Arena 1.39c - Celdia (Team Celdie :D) vs Dol (Stream 2)

FFT Arena 1.39c - Reks (Mantle Gears) vs dw6561 (You've Been Naughty Son)


Thanks for the match, Barren!

Team functions how I want them to.

Geo has Counter Magic and a decent amount of magic evade to punish status mages, but it also works as an impromtu Counter Flood too.

I wanted the Chemist to be a little unorthodox, so I picked Yin Yang over Talk Skill. That and he's more effective against mages.

GG dw~

Your team looks pretty competent!
137
Celdia's Complete Patch / Re: CCP - Battle Logs
December 05, 2015, 12:34:03 pm
Part 20: Betcha can't say "Balk balked by the Bed Desert" ten times fast

138
Celdia's Complete Patch / Re: CCP - Battle Logs
December 04, 2015, 02:07:30 pm
Part 19: Dragons and Hydro Pumps Storms

You sure this isn't Pokemon instead?

139
Celdia's Complete Patch / Re: CCP - Battle Logs
December 03, 2015, 04:58:13 am
Part 18: Dragoons are annoying

140
FFT Arena / Re: FFT Arena: Balance Discussion Thread
November 28, 2015, 01:17:44 am
Quote from: Gaignun on November 27, 2015, 03:18:42 pm
Wow, you're right.  In spite of having not played vanilla FFT in many years, I was still under the impression that squires can equip axes.


Yep. Axes are Paladin and Geo only without the Heavy Blade support.

I know I've proposed a lot of new (ish) things by this point, but I got an idea purely to make the recorders flip out when it happens: if there's a rod to proc Bahamut, why not one to proc Meteor?