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Messages - Lucifer_zero

21
Quote from: Elric42 on November 24, 2011, 07:03:04 am
Also the more I think it over, the more I'm liking the idea of Snake having some moves like either the throw moves that the ninjsa have or Item moves could probably be modified to do about the same, if this is what you mean?


Yeah, right that ^^, except for the Roundrouse Kick and the ones that work only when invisible, all other would end up having ammo ( item ) instead of MP cost.
22
Hum, as i dont know what part from snake you didnt get, ill try to explain everything that on my head:

When i said about how character learn their skill was for one thing basically: to not get some power skill from grinding JP, even if you putted some high JP cost if you grind enough you could have the non secret skills right on the start, so learning they at some point of game is another way to limit what you can use ^^

For snake, the ammunition would be like item, i mean, basically ammo, you need to have some item in inventory to be able to use the skill, every time you use, you spent one of that item, when i said to trash some item, was to remove some item from game to make the item for ammo to snake

===============================


For Tortoise, what i have thought on so far is something like:

1st Tier
Stelltoise - innate = defense UP , cannot enter water, mov HP UP / Weak: Water, Absorb: Ligthing
"A Tortoise soo hard that it cant event enter on water without drown and rust"

* HardShell Strike
An attack with knockback efect, close range
* Big Protect
Protect on every member of the team
* Revenge
HPmax - HPactual, range 3

2nd tier
MyrithlToise - innate MagDefUP, ignore height, move on water / Weak: earth, Absorb: Wind
"A Tortoise born from the famous magical metal, that is so light that their feet dont even touch the ground"

* HardShell Strike
An attack with knockback efect, close range
* Big Shell
Shell on every member of the team
* Diference
the skill from Byblos

3rd tier
Adamantoise - Innate DefUP, MagDefUP, cannot enter water, move on lava / Strong: Fire, Water, Wind
"Made from the legenday metal, Adamantoise is barely hurt from slashes or magic, even lava is nothing for it"

* HardShell Strike
An attack with knockback efect, close range
* Big Guard
Protect + Shell on every member of the team
* Last Resort
Self cast, only on critical, gives full HP + Berseker + Protect + Shell + Haste

4th tier, THE BOSS
Unknowtoise - innate DefUP, MDefUP, MovHPup, move everywhere / Always: Protect, Shell, Start: Reraise / Immune: dead, Dont Act, Dont Move, Charm / Strong: every element Null: Dark
"They cant say of what this Tortoise is made, some say its a material from another world"

Skill set - Metal Shell ( i know, gotta work on this name )

- HardShell Strike
- Revenge
- Diference
- Last Resort
- Big Guard+  ( shell + protect + regen on everyone on team )


Also everyone of the Tortoise would me immune to Charm, so you cant have they cast their Big skill for your team, didnt think much more from this

Still didnt thought on specific counter to Tortoises, i dont even thought if they sould have a specific counter or each Tier one type of counter.

I´m already thinking on something for Werewolfs, so far each one will have one Claw attack that inflict some a status, each tier one different debuff ( poison, Charm, undead, Blood Suck) and Howling Moon, a self cast Haste... and right now thinking on what could be last attack, and names on they.


For Lamia surely they will use at least one song skill that inflict bad stats ( the classical Sleep and Poison+frog ) and from then i didnt think nothing yet -_-


well, thats for now.
23
Quote from: Elric42 on November 23, 2011, 05:42:52 am
I like a lot of these ideas, Keep in mind unlike the other 4, Ramza will be able to change classes.


HUM, this change a lot my mind ^^ and i was thinking about Rambza Being a suport type, but the name Duke made me think on something more offensive.


Quote from: Durbs on November 23, 2011, 06:09:37 pm
1.) Soul Cross- Attack damage (+ an element, perhaps holy) around the unit
2.) Spirit Purge- Ranged attack + removes positive statii
3.) Harrowing Blade- Ranged attack + gives Ramza protect
4.) Hallowed Blade- Ranged attack + gives Ramza shell
5.) Ultima Sword- To emulate Ultima in the game; high non-elemental damage to one unit
6.) Wish- Revive a fallen unit
7.) Wishga- Revive a fallen unit with more hp
8.) Cleanse- Removes most negative statii
9.) Cleansega- Remove fewer negative statii to a group
10.) Restore- Moderate healing spell to one unit
11.) Restoraga- Decent healing spell to a group
12.) Refresh- Significant healing spell to one unit
13.) Purifying Hymn- Adds regen, protect, shell, and haste on one unit
14.) Rejuvenate- Adds regen on a group
15.) Mantra- Adds shell on a group
16.) Aura- Adds protect on a group


Before say my opinion, i have in mind that another class will remain close as Vanilla, so

I think that the way it its to much close to a priest and some skills could be something more for diference from priest, like ( note that ill only talk about skills 6~16, as the first 5 i liked )

6) Wish - Instant Revive with really low HP, always a need on some suport, but close range
7) Wishga - revive with 75% HP, high MP and/or CT = Raise, that way it will at leat be better than Raise, but still close range as wish
8) Calm Body - remove, on self and around, body stats debuff: Don´t Move, Dont Act, Silence, Darkness, Petrify, Poison, stop, slow and Oil.
9) Tranquil Mind - only on one, remove mind debuff: Berseker, Sleep, Confuse and Charm
10)Purish Soul - only on one, remove soul debuff: Death Sentence, Undead, Blood Suck and Frog
11)Protecure - only hit one with small HP recover (cure 1) + protect
12)Reshell - only hit one, Regen + Shell
13)X-Cure - Cure 3 on one character
14)Arise - Reraise if not dead, Raise 2 if dead
15)Purifying Hymn- Adds regen, protect, shell, and haste on one unit ( Mag Barrieeerrrr ^^ )
16)THROW STONE - just kidding, to tell true i was thinking on another ranged skill that have 100% knockback AND cancel charge, but didnt think on one good name,

Why i´ve thought on those changes:

for 8~10, one suport need to help with debuffs, but having one that takes everything is to much powerfull, also they need Range restrain ( for 8 ) or only hit one ( for 9 and 10 ), so you could use Priest as secondary for Esuna having both range AND cross AOE.

And for 10 is something that i always missed on game, as the only way to dispel Blood suck was... no get it or Holy Water, forcing you to need a item user on team, as your team will consist on 4 class locked hero, at last the last Ramza could have another option intead of having one secondary (item) on fights that you have change to get blood suck, and the same you could say about Undead ( and i think its even worse on this case as you cannot revive someone undead )

11 and 12, initially i thought of both being cure 1 + protect/shell, but then this would make 2 skills that make not so much diference, and then i thought, why not put regen on this mixture, and when i was thininking on name... well, thats what ended ( not only that, but too for function, as protect + regen would make Ramza do it early soyour fighter could get on mid of enemy more tranquil, as also he could be counted that would lose less HP and recover at end of turn, and for someone target with some magic charge, if it was cure + shell that would be to much easy way to save they... but if there can be people that think the reversi, that Protec+Regen and Cure+Shell is better for the this same reason... one way or another, its only ideias i´ve got )

13, as we always need that cure for someone next to critical

14, i dont know if its even possible ( like if you programed for first give Reraise and after revive ), but if it was could be great asset, but with one big MP cost, of course

15- well, i always loved the MBarrier, even without Reraise.

16- its a skills situational that can put enemy where you want for another char hit they, or can cancel that wipeout attack, i think that fit as a suport skills, not a ofensive one. Also i´ve always thought that at leat one character need a knockback effect ( for the strategy ) and the charge cancel is nice too, but they separate is two skill spaces for something too much situational, IMHO.

-----------------------------


Another thing i was thinking is on how each char could learn they skills

Dante is dependent of equip, great ! ^^

Link could be the event like i said

Cloud i thought on something like reading rumors on some guy on black that liberate a fight on some place that you can only enter with Cloud, like a duel, as if Cloud was seacrhing after the rumor being something on Sephirot, there he would battle someone and start next to some crystal with the new skill.

Snake, AMMUNITION ! ( trash some itens, make they into the skill and plan where they could be avaible )


-----------------------


Also, monsters would be tammed on this game ? If not, Tortoise could have something like

* HardShell Strike
An attack with knockback efect

* Big Guard
Protect+Shell on EVERY ENEMY

* Revenge
HPmax - HPactual

And more, will they have tiers as Vanilla ? if Yes, what about to make some a 4th Tier thats like Byblos/Worker 8, i mean, special monsters, that have acess to every attack from they and buffs ?

welll, i think this is for now ^^, loving this topic !


===================
EDIT. Just to say, on the skills i didnt put something for group buff for two reasons

1- someone with group buff + atack would end to much versatile, that can make it a little broken, and if you put the group buff with low hit hate, then people would just not use they, or use only when there was not anything else to do

2- Thats the charm on secondary moveset, you can focus the first one on one thing and the other on what you need to complement the first.
24
Quote from: Elric42 on November 22, 2011, 07:58:28 pm
Well Ramza is a Duke and his skillset is Fencing so they would be something to do with that[...]


How about skills from vanilla specials ? Like as he learned from they, but didn´t master, so they have small diferences with originals, something like ( with quotes from myself )

Holy Explosion - Agrias - 4 panel instead of 5
QuoteWhy not stasis sword ? Simple, first cuz Agrias is a HOLY kinght, Holy Explosions makes more sense as a signature atack for her, and for second, as its natural to Ramza inherit Lighting Stab from Orlandu, why have two skills that looks alike ?

Lighting Stab - TG CID - CT 2
QuoteFrom the THUNDER GOD one Thunder Sword tech, plus its a silence proc

one from mustadio - Mustadio - only close range
QuoteAll the 3 Mustadio skills seens fine, maybe seal evil could be the one here

Icewolf Bite - Meliadoul - instead of destroing acc, it hurt and... still didn´t think about it...
Quotei was thinking on chance to lower brave, but i don´t know if its possible ( so you was destroing something... )

Space Storage - Rafa/Malak - only hit one panel, 1 to 2 ( or 3 ) times
QuoteThis one is a unique skill from Rafa/Malak, Ramza would never master this one, he only could get a grasp of what is the skill, this would be one chance to inflict stats on enemy only, as damage cant be high

Dark Sword - from the ghost of Galfgarion - This one could be vanilla...
QuoteOn my head i see ghost from past emerging to have a revenge on Ramza, that mean Algus and Galfgarion, at the end Galfgarion part away saying thing like "I wish to see until when you could live if these small belief you have, until we met again in hell this is a little gift from me...",

okay, no more daydreaming; Ramza skills will cost MP, of course, thisone make him recover it

Dragon Tame - Reis - instead of inveite 100% is charm OR confuse 50%
QuoteAgain, as was with Rafa/Malak, Ramza would NEVER master, as he dont have dragon blood, but he could at least get some ideia of how treat dragons by acompaning Reis

Shock! - Beowulf - Range of 5 instead of 8
QuoteThis one is like the signature from Temple Knight, as all other skills were a Ying Yang + sword skills


Thats 8 skills so far, 8 more for work, i was thinking on like 4 or 5 that Ramza have from begining and the other 4 or 3 being the end ones

For the begining skills so far what i´ve thought was ( didnt think about names yet )

- One revive skill (like wish from fft+)
- ultima
- one "sword draw" tech, 4 range, instant, normal attack damage
- one sword combo, hit 2-5 times, if possible a formula with SP
- one sword cleave, stronger 2 line range skill

For the last 3, the skills would came from the Alma, Zooooombag and his father inheritance

- MagBarrier , with huge MP cost, like 50~70 ( it could be nive if skills could cost % of mp... this one deserves a 40~50% mp cost )
- Destroy Sword, damage AND lower MA/PA
- Heavenly Sword, 4 range, Damage, remove buffs, an heal Ramza ( a drain without dark elemental that dont inverse on undead )


Quote from: Elric42 on November 22, 2011, 07:58:28 pm
[...] as for snake we would love to have more invisible activated moves, but its just a matter of figuring out how to do it  :D


Hum... on CCP Tactician only can use skills while on some stats, cant make something like that with insivible ?

25
I just thougth of something

All skills will be avaible as soon as the game start ?????

I dont know NOTHING about editing, but is there a way to make the class change as the ones that happens with Ramza ? So then you could make you learn more skills only when you get at a given point.

As Dante need certain equip to use certain skills that not so much problem for him, but for the rest....

It would be nice if characters could learn a move on event, like it was being hit by some attack and then they learned it ( i thought this on Link and his songs ).


I wish i could help with more than just some random ideias -_-
26
First, congrats on getting on progressing pacthes !!!!


Second, as i see the skills, i´ve thought on somethings, like the heal skills being % based formula, instead of MA dependent.

Like, Links Fairy being 15~20% and Snake 33% or 50% only on self...

And one thing, boomerang hit all in line or the first on line ( like a bullet )

and whats gonna be Ramza Skills ( Swordloooooltechs ? ) ???? ( i´m sooo just curious )


For Snake, why dont more skills that use invisible ? Like one that gives 100% silence ( Cutthroat ) or 100% sleep (like the karate chops that you see on much of the movies) ? Also one Sniper skill (100% acc + no reaction + long range, high CT ) ?


For monsters by the weekend i should think something... ^^
27
I dont know if it was intentional, but one of arcer on Zirekile Falls south 4 have WARK!...
28
FFT+ / Re: FFT: Plus battle logs
November 21, 2011, 09:03:44 pm
OH MY GOSH< i recently got to DD and... at first battle i shouted WTF !!!!!!... got reaaaaalllllyyy raped... it hurted... badly... i awas at lvl 45ish... now ill grind to lvl 99, to get more brutal encounter ( and less lvl disvantage... ), and i hate when they get move find before me -_-

By the way, Adramelk was the most easy Zodiac, but only cuz i was with someone who make alll diference, dont know if without him was going to be so much diferent, and the MVP for Adramelk goes toooooo:
WORKER 8 FOR THE WIN !



Another thing, maybe Boco could use some more Stats Immunity, as at end game it only function is to cure stats and sandbag, this would end making him more useful at early, but dont change soo much

Also, now Worker 8 work as a dispose of enemies (innate bad joke), and almost only this, maybe it could get mov 2 and innate teleport, as his mov + speed dont make it get closer enough in most of cases to use his first skill, and now that he only have three, one being useable on crit...
29
Quote from: Kagebunji on November 20, 2011, 08:41:58 am
Definitly no. I hate the idea of making it some episode series. This should be a patch all the way.


Me too ^^


But still, i would enjoy if it was a serie to... well... it surely my most expected hack right now.. ( losing only to one FF VI hack... )
30
FFT+ / Re: Design your own Deep Dungeon battle!
November 19, 2011, 12:04:07 pm
I still didnt get to current DD, but still, my wish list ^^

"Friendly Fire" - One fight against every special job (only humans) that can join you

"UNFriendily Fire" - Close to the above, a fight with the 3 special monsters ( all ??? stats ) ) + 2 Clerics ( both ??? stats ) with white magic secondary

"bastard hit" - 2 mime + 2 Wizard with summon + 2 perfomers

"FF 7" - One cleric ??? stats with white magic / Damage split / Mag Def UP / move MP-UP / innate shell( Aerith )  + one soldier ??? Stats with Bullet Guard /NO CHARGE/ Def UP / Move HP UP / innate Protect ( Zacks ) [ to tell true i dont like FF 7 that all, but still, most of world like... ]


"That mime bastard" - one mime with ??? stats with ribbon + maintance + Def UP/Mag Def UP + Teleport 2 + 8 thiefs all with equip armor and: 2 with summmon secondary, 2 with Draw Out, 2 with White magic and 2 with punch art... well, the ideia is one fight were you have one mime suported with some fast enemys that gives mime something to ... mime


More ideias when i get to DD ^^ or whenever they appear at my mind
31
FFT+ / Re: Ok, let's recap
November 19, 2011, 07:42:24 am
Hum, that changes on summon maybe would go make me want to have summons as secondary,

Monsters are superb, as everyone else said.

By the way, one of the thing i liked was Red Mage and the Onions ( but both class could use betters multipliers, mainly Onion Knight, rigth now, even if they can equip everything, their multipliers make me use another job for the equips i want instead of using they. )
32
Celdia's Complete Patch / Re: CCP - Battle Logs
November 13, 2011, 01:16:23 pm
Quote from: Celdia on November 13, 2011, 10:15:37 am
Lucifer, my kingdom for that post 24 hours ago. XD


24h ago i was still on chapter 2, hahaha

Quote from: Celdia on November 13, 2011, 10:15:37 am
I keep forgetting to put Lunch Break back in. With the Cook gone, I may just swap it back over to being HP Restore, give it back to Monks and maybe just do that Retort idea on Counter. Its not like anyone uses Counter in CCP anymore.


Well, anyone will want to use some counter with Cyan ^^

Quote from: Celdia on November 13, 2011, 10:15:37 am
A quick summary response: Pigs are still Vanilla


I did notice this, but also noticed that they only show up on END, i think you could use that fact to make they some challenge, i think its funny idea to be punished by little color pigs of doom.

Quote from: Celdia on November 13, 2011, 10:15:37 am
Cyan is supposed to be that slow,


Hum... i dont like the ideia of having someone with lower speed than a generic, but doing the math i see that i end up losing one point of speed with 110 growth... not thaaaaaat much...

Quote from: Celdia on November 13, 2011, 10:15:37 am
I'll admit Zalera is a shitty battle and probably needs to be nerfed a bit


Maybe changing that two gunslinger would help a lot, also removing Short charge from zalera would be a nice touch, and let us control Meliadoul on this battle, maybe like that she could happen to learn the Flare 2 ( by the way, do you plan to put Flare 2 somewhere else for Meliadoul learn ? )


Another thing i forgt to say before

You forget to put all class needed as the pre-requisite for Mime, the way it´s now Reis came only with Mime unlocked, and lvl 1 Dragoner and Homemaker, as soon as she got Dragonner lvl 4 she opnened Champion lvl 8 and evething it should open with lvl 1, i asume that opnening all jog with reis will led me with a lvl 8 Red mage, lvl 4 Mystic, Lvl 4 Tactian and Lvl 4 Gunslinger, the rest all must be lvl 1...



-----

edit


I looked into 1,965 only to see the armor changes, nice ones, above of all the Noble Uniform ^^


Edit 2.

Hotfoot stoped giving the move +1 (1,965) and the fire affinity, to tell true the ring who absorb all stoped working to... and so stonestance, dont gime me more 20% more HP... i´m starting to think that all affinity equip/ move skills stoped work....
33
Celdia's Complete Patch / Re: CCP - Battle Logs
November 13, 2011, 09:47:20 am
Heeeellll low... look who´s back... only for the weekend, cuz its college holiday.

even though I didnt had been playing i was always giving a look here to see cahnges, and i find myself wishing sooooo much playing your hack, lets start the really long talking text cuz i´ve been playing since friday and now i just finished Deep Dungeon ( for 1,964T )

Turtles
Turtles are a really anoying enemy, mainly on 1st chapter, i need to polymorph or dont act they to get the kill, as my damage is still low and they have soo much hp ( but i think its fun ! )


Uribo / Porky
Now they only appear on END, maybe they could be buffed a lot, lik, more HP, innate DEF/MDEF UP, better poach, they could have somethin like Big Guard ( instant MP cost 30, give a little HP ( MA*3) + one random positive buff [protect / Shell / Haste / Reraise / Imunity] to every ally on 3 range from caster ) and Wildbow having one skill that attack all enemies and make they lose all buffs, make him appearing on place of one the uribos



Gun
Maybe an end-game gun with more power, one without elemental properties (For DD).


Bandit Knives
I never used Bandit knives, as they were always as weak as normal knives, i think they could have more WP and SP*WP formula, i miss that formula ^^, and using it with more WP you could control how much damage someone using Bandit knives would do. Also, instead of Weapon guard they could have something like abandon OR have more % block ( like 10% more or at least 5% more on each )


Books
Chocobo codex giving reraise 100%, that one i think is soo much OP on 1st and second chapter, having a so easy reraise at 1st chap is too much uber power, so maybe put him only on 2nd chap and with 25% chance.

The others book i only used when using loremaster, the othes could be a 50% or more cast ( except  Serpent codex that should me at max 33%, by the way i didnt got this one ><, maybe its working on 1,965 )


Spears, Poles
Didnt need to use Spears or poles, as i didnt use Tactician´s skills and for long range damage i used longbow


Gunslinger
Gunslinger need a real nerf on they Sunder, rigth now this makes me want to cry when i see that the enemy has one gunslinger, like or i abuse safe state or i reset the battle. also now its really too late when i get one of they, maybe instead of [Bandit lvl 4 + Torero lvl 4] a something like [Nomad lvl 4 + Alchemist lvl 4] ( nomad cuz it the ranged oriented class, and alchemist cuz they are the other class that use gun )


Loremaster
Loremaster = glass cannon, but still good, only needed one "equip Book" skill so i can use their skills on other job that don´t use books, even if they skills itself are powerfull, they also cost much MP to any class abuse of they.

Also their skills needs a JP cost, having all from the moment you get they, even with the book restriction, is still to much.


Lets start talking about my favorite thing, L I T T L E   M O N E Y... ops, not this... its about SPECIAL JOBs, before talking about they one question, could you post their stats ?

Mustadio
ABOUT
He is always well come on my team, but maybe he could have Gunslinger instead of Alchemist unlocked

SKILL SET
AIMs are also on Gunslinger, but they cannot be mimiced ! and i think that mustadio deserves something unique for him, like an AIM that gives "don´t move + don´t act" both triggered separately, so you could have both or nothing or at least one on each shot.

Also almost never use Flame Kick, as i never get much close to enemies, and if i was going for something from Gunslinger on mustadio, that would be sniper cover, not that i tend to use it.

Another skill that come up to my mind is a AREA damage skills, something like making the bullet explosive and giving like WP*MA damage to everyone on the are.



Agrias
ABOUT
While i dont have Orlandou, Agrias is my MVP, but instead of Demagoge, i think she could have Ghaele unlocked, that would make more sense on her.

After looking on FFTPacher on her growth, i fully used her as a champion, maybe she could have the 1,3 growth instead.

SKILL SET
Something strange on her, she hav holy on all her sword skills, but her move skills is ice ? I think that Holy wing would fit her better, and then Icestep could go to someone else, like Meliandoul

And there is a huge downside on having all skills holy, there are more enemies that cancel that element, but stills fine, and her reaction could be distribute or lunch break ( yeah, nobody have this on your side, someone should have ) and for support she could also be the only one with equip sword instead of equip armor, she is the only one that all unique skills need sword.


Afterthought As Rafa and Malak seen more Ying Yang on this hack, Agrias could be something like Frozen Maiden, intead of Holy Swordwoman, with all skills have ICE + their element, like:
Holy sword - > Frozen Sword
- Stasis Sword - remain equal
- Crush Punch -> Frozen Crush, with range of 4 instead of 3 ( and in my utopia world, Frozen crush could only target enemies with Stop status, have double damage that have now AND dead 100%, so dead imunity would still get massive damage; "Use earth power to destroy the ones who are frozen"  )
- Holy Explosion -> Holy Freeze ( on my utopia world, add one random "confusion, charm"; "Using the Holy powers freeze enemies brain )
- Ice Step -> move+2 ( she have ice skates )


Rafa and Malak
ABOUT
Loved the name, CHAOS SHAMAN and CHAOS MAGE but still need to rework on the job description ^^ i know that both are still changing, so lest hope that i can hel somehow.

First i didnt use they so much, but still there something i noticed:

1st - even if the FFTPacther say they should come with Brave and Faith 69, they still came with normal values

2nd - also they came without any job instead of enchanter lvl 2 ( as they are chapt 4 specials, they should come with somethin like Ghaele lvl 8 for Rafa and Loremaster lvl 8 for Malak )

3rd - Their growthcould be changed for they having more MA and MP

4th - i love that they are the Ying Yang of FFT, they should stil be, as now they are not so balanced.

SKILL SET
Rafa
Wild healing is nice, but could be CT 2 instead of CT 4.

I think that she could have one more healing skill, one that target all on map, ally or enemie, that hit randomly for moderate HP restore + reviving, something like CHAOS HEALING, hiting like 5~10 times.

Give her Holy Wings, water walking fits Meliandoul better ^^


Malak
Same as rafa, Wild magic could have CT 2 instead of CT 4.

CHAOS MAGIC, Target everyone, hit for non elemental moderate damage, 5~10 times, not avoidable, can cause dead / CT 0

Holy for rafa ? Dark Holy for malak ! ( Void is too much strong... Zalera tould me so many times... )

Dark Passage ^^

Like i said, Ying Yang, if Rafa can put some buff, malak could remove they, but that would be giving him more unique skill... well i think that after.


In my perfect utopic world

Rafa would have all skills PA Based while Malak would have MA Based, so for Rafa reaction would be PA UP and Malak MA UP, for support Rafa - Attack UP and Malak - M Attack UP

I still need to think more about they, and today ill play a little with they to se how works their skills


Orlandou

ABOUT
THUNDER GOD. but why give him Gunslinger ? Maybe Mystic Knight ?

SKILL SET
Loved his skill set, but for reaction could put... Quick Draw ( something that resembles lightng speed... ) or absorb used MP, as he have really low MP and need for most of his skills.



Mealiadoul
ABOUT -
Blue Mage ^^ loved the concept and more... LOVED THE SPRITE !!!!!

SKILL SET -
I still didnt got all enemies skills, cuz i dont know where can i get Flare 2 besides Zalera, maybe some random battle at DD ?

And why not make her ALL blue mage and strip all her unique skills ? she could have more monsters skills ^^ and for move skill Waterwalking ( Jesus ), also waterwalking could have MOVE HP-UP innate

For monster skills, smething like this could be nice

[chocobo] Choco Cure
[chocobo] Tidal Wave OR [Behemot/ultima demon] Gigaflare
[Apanda]   Bio 3
[Floatball]  Circle ( she got it from begining )
[ Bombs ]  Self Destruction
[ Lamia ]   Slavery Song
[ Turtles ] Critical Rush
[ bones ]   Dark Wave
[Morbolls]  Bad Breath ( together with Self destruction, they are the CLASSIC Blue mage´s Spell )
[Behemot] Hurricane OR [ghost] Drain Touch
[squids] Odd Soundwave
[Elidibs]     Zodiac


Cyan

ABOUT -
When i saw " CYAN " i crazed enough to play instead of doing college´s reports ( well... still need to do those -_- ) and when i finally got him i stoped... saw him... and noticed that he´s too much slow >< then i noticed on fftpacther that his speed growth is set do 110 and his multiplier to 90... dont know if that was intentional, but i swamped they to be able to use him as his class

SKILL SET -
First off
Remove Hamedo from brawlers !, Rename Retort and put in Cyan ^^ that would fit perfectly ! and now whe would have all 8 swordtechs on him ^^

So far i think that the sword tech are nice, Dispatch i think could use WP*SP formula, as it it a fast draw atack, Quadra slam could hit one single targert 4 times, as he MA is low the damage on both quadra slam and Quadra slice is a little to low to it be abusive.

And for the golden prize we have Stunner, the best skill on my opinion a 8CT ( 4 with microwave) Hit-all ^^ and chance to proc stop

For Suport Atack UP or MAtack UP would be nice

Im my illusionary perfect senseless utopic world i would make him a move skill called STEEL SOUL, gives move-1, jump-1, cannot move on water, innate Innocent cancel ALL elements. On my the more normal world Steel Soul is a move +1 Jump +1, speed-1 + Grey soul


One last thing... some enemies

Elmor
First off, this battle reminds me soo much of 1,3, its to hard to keep sandbagging AND kill both assassin, and when they die the ultima demons can kick your party ass, together with elmor, stealing from him ended being a abuse of save state, as i didnt wanted to spent time preparing for him ( i already spent 6h manking my Ramza mime from lvl 1... )


Zalera
Elmors not happy to be hard to die, he turns into something even MORE irritating, having innate Shortcharge makes difference here he can do Nigthmare at begining if unprotected/ my party is to much close one of other, or if i´m protectted against status, he goes and one shot one or two members of my party with Flare 2, while i try to get they back he goes and keep killing they... and together with him we have 2 gunslingers who woulnt stop killing or breaking my equips, making me restart this fight, the only way i won was sealing both gunslinger and making Zalera lose something like 4 speed + slow, even at this it was hard to win.

My party was Ramza Mime, Agrias Champion ( with Holysword sec ), Generic Gunslinger with Nomad secundary AND equip armor to survive first Flare 2, Orlandou as Thunder God with Torero sec ( for the slow + Terminar ) and Mustadio Enginer with item sec. lvl was... i think 30...



Elmor DD
I should call this onte Elmor GG, cuz that the way i felt about him at first glance, without float i all have has to wait him come and Titan call my members + Mystics sword can cover others elements, still he can give some chalenge if not prepared for him


For now that it is only thing...

Ahhh

some minor bug that i remeber

1- Rad appears with old squire sprite and with Ramza portrait

2- Murond there is a mime with Vanquisher as secondary o-o was intentional ????
34
Old Project Ideas / Re: Final Fantasy Tactics: Redesign
February 22, 2011, 03:29:17 pm
Hum, okay, i´ve said about the Shuriken and ball cuz you didn´t mentioned about it, that makes me think that you did discarded throw.

And when i said about no reaction, evasion and range was diferent skills, one for each, not one that have the three.


Ps. thinking better, a generic unit that focus on gun don´t fit the FFT universe, as gun are news for most of Ivalice, lame on me for suggest one...
35
Old Project Ideas / Re: Final Fantasy Tactics: Redesign
February 22, 2011, 02:53:45 pm
One more hack to expect for. ^^

Hey... why don´t you make one "red mage" class ( hahahaha, okay, baaaad bad joke ) ?


Now seriosly, liked the way jobs are, but still, only one thing i miss is one job that is gun user ( i mean, one focused on it ), on true, i think one that is specialized on fire power, like reworking shurikens and ball into something like bombs and grenade, and making skill that are with no reaction, WP-damage, and another that have long range, real long ( and make guns have less range )...

Edit, on true i was thinking of one long range class with no magical attack and something that ignore evasions, reactions and can have more range ( not only horizantal, but vertical to ) as for what you said about Archers, they should be weapon range, correct ?
36
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
37
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...
38
@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 ^^
39
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 ^^
40
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)