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Messages - Kurosabes

241
FFT Arena / Re: Arena battle videos and discussion
March 25, 2015, 10:41:59 pm
Videos in the spoilers


242
FFT Arena / Re: Arena Team Battle
March 25, 2015, 02:19:32 am
Here's a quick tally of the wins and losses so far.


Team 1
1 win, 1 loss
Team 2
1 win, 1 loss
Team 3
0 wins, 2 losses
Team 4
2 wins, 0 losses
243
FFT Arena / Re: Arena battle videos and discussion
March 24, 2015, 11:12:26 pm
I wasn't aware of the 1.9.25 release but if it's troublesome like you say it is, I'll stay at 1.9.0. This is working well for me.


I've found myself a way to generate teams (though it is a lot more tedious) so you'll be having some more videos in the near future.
244
Help! / Re: Arrow Guard Blocks Gunshots
March 15, 2015, 03:37:38 pm
You may have figured out by now, but I'll post anyway. This is what it should look like.
245
Site Submission / Re: Tutorials
March 15, 2015, 03:05:27 pm
I think this is it
246
FFT Arena / Re: FFT Arena: Balance Discussion Thread
March 15, 2015, 05:29:18 am
Genji Helmet: With the Salty Rage around for Always: Berserk and 2 out of 3 jobs that equip armor can also use Chiri for Initial: Berserk (which also has +1 Speed) I don't think will see many using Genji Helmet anymore as it is right now. It could do the same thing as its armor equivalent with ~70 HP and +1 Speed and fill in that "gap" I suppose.

Silk Robe: The Silk Robe got some more MP in 1.39 but it still needs a little more. While randomly trying new equipment setups I found out that Black Hood + Wizard Robe was overall better than Holy Miter + Silk Robe that I have currently. The former gives +175 HP, +70 MP, +2 MA while the latter gives +185 HP, +40 MP, +2 MA. That's a 10 HP loss in exchange of 30 MP which is pretty significant.
247
FFT Arena / Re: Arena battle videos and discussion
March 13, 2015, 05:06:21 am
Videos below
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*Kakumeiki is the Romaji for my team's name and I think I'll change the team name to this because it's unnecessary find copy & paste.

On the second video, I didn't notice my mic was off until about 12:30 into the recording. So I'll post the stuff I said about teams here. Feel free to skip the formation screen unless you want to see some long visuals of the team equipment and abilities.

All units have Chivalry and low Faith (and swords). An item bot tank, support/offense, more offense/smaller support and pure offense are the units.

A Knight Paladin item bot. A lot of tank stuff includes 420 HP, 40 Brave/Faith, Move-HP UP and high evasion (Escutcheon II, Dracula Mantle). Has Ancient Sword for Petrify procs with Counter for possibly neutralizing physical threats through procs, though only 40% reaction rate which is 8% chance of Petrify through Counter.

A Knight Paladin with Punch Art leaning more towards the offensive but Punch Art also includes the popular Chakra, Stigma Magic and Revive as well. Phoenix Blade for Reraise, Zephyr Shield to cancel out Phoenix Blade's -1 Speed, Black Robe to strengthen the Phoenix Blade. There's a Vanish Mantle to cancel out Unit 3's Northern Cross because the latter uses Coral Blade (water). In a way that may be better than absorbing it, you don't get your allies Darkness procced(sp?) because that is cancelled out as well. PA Save reaction is good as well.

A Squire similar to the second Paladin but heals himself through Northern Cross instead of Chakra. Gets Move MP UP so that he can constantly do that and Concentrate to never miss.
A Dancer. Probably the most dangerous unit on the team with PA-based gear and PA Save. This means low HP but she somewhat counters that with Defense UP and low Faith, and also with Vanish Mantle and Tactician Sword for decent physical evasion. The Tactician Sword  is used for high non-elemental damage and helps to reach the enemy faster for deadly physical attacks. Witch Hunt to deplete some MP early on is good, and Move MP UP to keep the MP bar high for Southern Crosses.

I didn't really analyze my own team as I know its been done several times before, just focused on the changes I had done.
Unyielding was definitely not a good idea, that changed to Overwhelm so he'll do moderate damage now. Equips have been setup in a way I won't really need Finger Guard anymore and retain the mobility for quick Draw Outs. I chose Damage Split instead of Counter Flood to retain some defense aspect. Removed Kikui because it was barely used anyway, replaced with Masamune which I know will be made good use of. Secondary is steal but only has Heretic, I'm not sure if that will be any use, certainly not against this Chivalry team but we'll see in future matches.

Few changes, I was suggested Ultimus Bow but went with Gastraphetes. A little more mobility to make up for less attack range. This leaves her closer and more vulnerable, especially with such low HP gear so Move-HP UP was added. Witch Hunt turned into Wiznaibus, I think it has overall more potential.

Gave Platina Armor for HP as well as MA for stronger mimics. This sacrifices all MP but this is fine, Mimes don't consume MP. Raise 2 was changed to Raise because it's more accurate and faster. Slightly less chance of glitch spells not going through this way.

I rushed this unit's changes a bit since it was pretty late. Took out some elementals and some summons for JP I went with Silk Robe for more HP. Changed Half of MP to Magic Attack UP and Float (I believe) to Move-MP UP. She didn't get much out of Float anyway, with innate Any Ground and Move on Lava, terrain was never an issue. Genji Gauntlets for MA and M-EV, and Aegis Shield to retain Silence immunity. Finger Guard to block nasty otherwise unblockable Talk Skills that could interfere with summons.




Round 1
Wiznaibus which is quite effective on such a large map, especially getting mimicked. This triggers a lot of PA Saves which could have been very dangerous but not letting Chivalry's a Virus go on the offensive prevented that.

Round 2
The Damned's Dancer goes with Witch Hunt this time, which is a much greater threat than the Nurses she spammed in Round 1 and quickly depletes the MP of my Mime. (Despite the Mime not consuming MP after non-micked spells are cast, they still need the required amount of MP in their CurMP to recognize that they can use it, which is ok I suppose.) With no more MP left and no one in the team to restore MP, Mime loses access to White Magic. Then The Damned's Dancer proceeds to obliterate half of my team with Southern Cross. The Mime can't Raise and Samurai has no revivals, with my main offense gone the round goes to The Damned.

Round 3
I think my Geo couldn't do anything to one of the Knights at some point, so she went derp for a while in the water. Good thing for innate Any Ground. Again, Mime's MP got depleted, but my Dancer was also affected this time since she stayed alive for a while longer than round 2.

Overall my team is stronger but still flawed, I definitely need some form of MP healing somewhere. GG The Damned
248
Help! / Re: Counter deathblow.
March 13, 2015, 01:56:38 am
It's a regular thing in a lot of mods I've played for damage % abilities like Demi 2 (and in this case Deathblow) to be dark elemental, so that important enemies like zodiac bosses nullify dark to not abuse those skills on them. And the undead absorb Dark as you probably know already.
249
FFT Arena / Re: Arena battle videos and discussion
March 11, 2015, 05:45:23 pm
FFT Arena 139c
silentkaster (Signs of Aging) vs TrueLight (Crossroads)
https://youtu.be/s1KzhnzaO54

By the way, how do you give custom names to your links? :oops:
250
FFT Arena / Re: Arena battle videos and discussion
March 11, 2015, 06:08:33 am
Ok It was troublesome to get my video recorder going right and I have spent a while searching for solutions, but I was fortunate at the same time since I've fixed another long-standing big issue at the same time. If you watch any of the videos from the vanilla tournament I've recorded last year, you'll probably understand what I mean.

I have had time to record one match, but I can't edit it right now because the output was a .flv and some codec is messing with Movie Maker. ...It's another long-standing issue I've got to look into.

Until I fix that, I can at least say which teams I have recorded.

The match will be silentkaster (Signs of Aging) vs TrueLight (Crossroads)
251
Help! / Re: Counter deathblow.
March 11, 2015, 02:20:45 am

Note that I may be wrong because I haven't played the mod (yet).

From a quick look through FFTPatcher, assuming Counter Deathblow = Counter Tackle because it shows in Cloud's skillset, the chance to hit is MA+30%, plus it is evadeable, so yes, it is probably intentional.
252
Help! / Re: Counter deathblow.
March 10, 2015, 08:18:26 pm

Hi, welcome to FFH

Which mod would that be from? There are lots of different mods out there, it would be helpful for others to know to find an answer your question.
253
FFT Arena / Re: Arena battle videos and discussion
March 10, 2015, 05:58:40 pm

Don't have much to say against your arguments, I'm still learning after all. I haven't seen Oracles in action, looking forward to that. As for Charm, I just have a personal grudge against it, and my first unit personifies that.

If that's allowed (not sure), throw me some .gme attachments, whichever you want to see face each other, I will record the videos but I won't have a lot of commentary, tips or anything of the sort.
254
FFT Arena / Re: Arena battle videos and discussion
March 10, 2015, 12:32:59 am
No problem silentkaster. I have some video experience thanks to a vanilla tournament I ran last year, so if needed, I can record as well.

Well, it doesn't look like it's going to be possible because I can't access the memcard generator, I don't have Excel and OpenCalc freezes trying to open it after a while. It seems overly complicated to fix this issue so it doesn't look like I'll be able to record matches since I can't generate any teams unfortunately.
255
FFT Arena / Re: Arena battle videos and discussion
March 09, 2015, 03:27:53 pm
Thanks for the tips, Barren and Shintroy.

I had some super long reply prepared going into detail on those tips and ended up updating my team before finishing the post, so I'll just go over something that's still somewhat relevant. I took some of your advices, but I was hesitant on some things, on the Samurai in particular. The reason being that I've been known as 'Behemoth' for a long time on the internet, and this character has some traits of mine. For one, I dislike Talk Skill whether it's on the giving or receiving end, because it's not evadeable without a specific reaction and it's instant, which makes Yin Yang seem to pale in comparison. Maybe I'm wrong, I just haven't seen Yin Yang in action yet, all I keep seeing is talk. This is why I have a large array of status immunities, with one immunity taking priority over others...

The Charm status. In vanilla tournaments, I've seen many decisive victories suddenly turn around just because of this and I'm pretty sure it has happened here as well. And the AI ignoring Charmed allies doesn't help either. I do hope at least some monsters will have Charm immunity when they come around... I could go on a long rant about Charm but to make it short, you'll never see me steal hearts or receive this status unless some archer breaks my armor and happens to know Charm as well.

I did keep a White Magic mime. I'll give White Magic a second chance by switching to Raise instead of Raise 2 (quicker and more accurate). If he still derps in a corner I will probably change the skillset.
Round 1
Went as expected for the water absorbers, with the many Maelstroms, Squire being constantly on the offense and Don't Act procs (Blackmail) eventually overwhelming the tanks.

Round 2
My team had a great mobility on this difficult terrain, which might have been the cause of my win here, despite the Mime being absent for most of the fight. This was my team's first win ever as well.

Round 3
I have a difficult time remembering what happened actually, I watched these battles yesterday. I remember it went really quick with the Mime dropping on the ground early on, Geo decided he was not worth bringing back up for some reason and went on a suicide offense, and Dancer just drowning in the water. Shows that I was really due for a change.


Edits because Font went really really tiny.
256
FFT Arena / 5 units per team
March 09, 2015, 04:55:22 am
I had this idea while I ran a vanilla tournament on GameFAQs last year. It'd let you have 5 units in your team instead of 4. Normally it wouldn't be possible to have two teams of 5 units since the sprite limit on a map is 9 (the 10th person to appear on the map would glitch the majority of the time). To prevent this, the idea is to have a "leader sprite", which would be the same on both teams. It wouldn't go past the 9 sprites limit that way (8 generics + 1 unique sprite). Preferably this sprite would look gender neutral, so that players could have either a male or a female without making it look weird when they die. Something like that. I thought I would share this thought before I head to sleep.
257
FFT Arena / Re: Arena Team Battle
March 08, 2015, 04:34:23 am
Hey, I hope I'm wrong, not jumping to conclusions too fast here but a post on an archived topic makes me believe that fdc might not be able to do this. I don't frequent the chat rooms so I don't really know for sure, I know a lot of the activity happens on there... so I'll just leave it at that.
258
PSX FFT Hacking / Re: ASM Requests
March 06, 2015, 03:32:21 am
Good observation, I've never noticed it being a rod, always seen it as a sheated katana and didn't give it logic thought, haha. No such thing as sheated katana sprites in this game. Maybe I'll give your ASM a try sometime later.

---

I was about to request something, but after checking through the BATTLE.BIN stuff a bit, I may have figured a tiny fraction of it.


BATTLE.BIN
0x124AA6

Change 40 to 42


I don't know if I got that right, no time to test right now (also first attempt at ASM), but I'll leave this here and if I got it completely wrong I'll probably remove it. I may as well say what my request is/was before I forget about it. My intention is for Petrify to reduce all damage to 1 (and not ignore attacks of course) so that a weapon that cancels Petrify can actually hit a Petrified unit.
259
Hacking/Patching Tools / Re: Choto's Tools
March 01, 2015, 10:45:13 pm
AFAE: Addend: Damage multiplied by 0.XXXXYYYY decimal (default 2/3)
Conflicts with itself..?

Not sure if it really means anything, I felt I'd point it out.
260
FFT Arena / Re: Arena battle videos and discussion
February 23, 2015, 01:54:46 pm
A bit late to comment on my match, but...

Mime has some problems it seems. Perhaps I should have studied them a bit more, but learning the hard way is fine, too. I've noticed it never tried to Mimic bow attacks. Does that have something to do with the equipped weapon? I assume you guys probably know more than I do, I don't really watch other matches.

Constantly picking on the Geo really helped Otabo here. My Geo is the only big AoE damage dealer, and keeping her down (or Stopped/Berserked in this case) prevented that. I'm not sure what she has equipped, but some tweaks are probably needed for that character as well. I'll have to look into that, probably later this week. Good match.