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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Shintroy

41
FFT Arena / Re: Counter pick maps
May 06, 2016, 09:11:07 am
Come to one of the discords discussions fatty. I wouldn't mind some map discussion especially for maps where one player automatically starts with the high ground. Some maps could use starting position changes
42
FFT Arena / Re: Discord Discussion
May 02, 2016, 08:29:49 pm
X Potion could be 200 with Hi potion at 150.
43
FFT Arena / Re: Competitive Growth
May 02, 2016, 08:04:21 am
Was on board for this the when it was brought up months ago. No idea where we'd start with this though.
44
FFT Arena / Re: Discord Discussion
April 30, 2016, 07:33:08 am
Can make another channel called pending change list or pending changes. Make it so no one but mods can reply and post the archived suggestions there in one neat post.
45
FFT Arena / Re: Discord Discussion
April 29, 2016, 08:57:20 pm
Going to need a date for the next one. Do not want to miss mime.
46
FFT Arena / Re: Discord Discussion
April 28, 2016, 10:54:31 am
It's just a lot of the suggestions just undo what FFMaster fixed from 138 to 139
Hi Potion - lowered JP defeats the purpose of even having two different potions.  Eventually there will be only one potion that heals based on %.

Grand Cross - Huge nerf to restrict it to aoe around caster only. It already does that so why not just nerf the vertical range on both "Cross" attacks.
Reraise - It's fine as is. It was too bugged and stall heavy at 0 CT.

Hawk's Eye - Fine with it being affected by Darkness. It must have been a bug in the first place. Also okay with it losing poison since the damage formula's already OP since it's based off pure SP. Keep it adding 100% oil though. Oil abilities need to be in the game. Keep it weapon elemental as well.

Weapon Break - Fine on archer. Doesn't really get much usage at the moment. If anything steal will need some new abilities since it may remove quickening and it has a lot of semi useless abilties like Bad Luck.

Monks getting Goblin Punch is okay with me. Let's just keep the vertical the same. No need to buff it to the point where it's a over powered insant physical summon/draw out like abliity.

Wave Fist being wind element made sense. If it was made non elemental I'd suggest it get it's vanilla JP cost of 300 since it's a strong buff  giving monk a reliable ranged damage option..

Cure 4 - Not a fan of any Cure spells getting % healing.

Protect/Shell - I'm behind these two getting low % healing so the AI use them.
Regen - Rather just give it smart targeting than change it. With version 140 getting poison immunity to an accessory or two there doesn't need to be too many hard counters to poison. Especially with one of the main moves for adding poison being changed to not anymore.

Fire - Same with Cure. Not a fan of it getting HP % damage. That's what Demi is for, let's keep it that way.  The poison status effect could be changed. Not sure to what though. Maybe poison?

Haste/Slow - Can definitely use a buff.
Haste2/Slow2 - No reason to nerf them

Don't agree with anything on for summon magic especially Fairy. I think I already listed why. Just posting now since it's not guaranteed I'll be in the discord tonight.

Please remember why some changes were made from 138 to 139 just in case I'm not there to remind everyone.
47
FFT Arena / Re: Discord Discussion
April 27, 2016, 08:35:34 am
Don't agree with most, if not any of those changes due to making other abilities obsolete. Like Fairy being an AOE, smart targeting raise. I'll get into that at an appropriate time though.
48
FFT Arena / Re: Discord Discussion
April 27, 2016, 12:16:44 am
Invite didn't work. Make an infinite invite.
49
FFT Arena / Re: FFT Arena Stream day
April 26, 2016, 10:03:31 pm
Only caught about 5 minutes of the stream, but it's something. I'll catch up on the rest later. 2006 laptops can't handle twitch.

If there was any 1.4 discussion planning or discord talk I'd like to know what's being planned since I won't be able to watch the archives for a while.
50
FFT Arena / Re: FFT Arena Stream day
April 23, 2016, 05:49:33 am
Would eventually like a live discussion about 1.4.  After the stream we can make the discord group.
Can't top these mime teams and have lost all interest in 1.39. Looking forward to this
51
FFT Arena / Re: FFT Arena Stream day
April 18, 2016, 08:37:35 pm
Could just make a thread about a FFT Arena discord.
52
Let's just get the balance discussion out the way before we start working on the actual patching. We won't get anywhere if this becomes another random discussion like the other one is. We really need to focus on a couple things a week so that everyone can get their opinion on everything across.
53
Before this turns into another request thread after all of Andrews hard work, here's my discussion order suggestion.

Suggestions for major class changes
Getting class revamping out the way first will make the other topics go by smoother. An example of a past class change is mime getting abilities and equipment access. Stat changes, Samurai losing innate two hands, SP altering abilities, Lancers getting robes, Jump's CT being calculated by Jump instead of SP, and so on.
Suggesting we only spend two weeks on this Squire half one week (archer, paladin, ..dancer, samurai), and Chemist half another week (chemist, wizard, ... bard, scholar) since according to the change request thread there weren't many major class changes being suggested.

Game mechanic changes
Anything from introducing new status effects like MP Regen/Poison, and balancing already existing things like sleep duration, critical hit knockback, Transparency, and anything else related.

Job ability changes
A class's abilities, spells, reactions, support, and movement. Can discuss where new abilities like the caster reaction that allows you to evade while charging and what already existing abilities can be balanced and moved around. I recommend we spend a week on a pair of classes.
Squire/Chemist, Archer/Paladin, Monk/Thief, Priest/Wizard, Time/Oracle, Med/Summon, Geo/Lancer, Nin/Sam, Bard/Dancer, Scholar/Mime.
Recommending we start with Squire and Chemist then we can vote on what pair we do next. Even if a pair doesn't need balancing we still have to spend a week on it. As the weeks go by someone can post the pair's updated stat and ability changes and maybe Andrew can add to the reserved post

Equipment
We can do the same as the above and spend a week on each equipment slot. I do think weapons should be split up so we can actually discuss all of them.
Swords/K.Swords, Daggers/N.Swords, Katana/Axes, Rods/Staves, Flails/Bags/Books, Guns/Bows/Crossbows, Harp/Cloth, Spear/Poles, Headwear, Shields/Robes, Armor/Clothes, Accessories
---
Let me know what you guys think.

Part 1 -
Looking forward to SP stat balancing and SP altering abilties being reworked/removed, Samurai and Lancer changes, 9SP Mime?!
Part 2 -
I actually like Jot5's poison and regen giving MP. This will make Masamune (ability) and Light Robe fun to discuss. The duration of some status effects will also be great to discuss(innocent, sleep, faith, oil, etc)
Part 3 -
Will chemist finally get an anti charm item? Soft is a golden needle makes sense. Steal Heart Nerf! Tornado and Quake nerfs :). Geomancer damage calculation buff? Fire NOT adding oil? So much to talk about.
Ninjitsu's Tons can use a CT of 1

Part 4 -
Shield, Katana, Gun changes, Hidden Knife, Initial Innocent/Faith equipment, Always Reflect, 100% Add Innocent weapons, Poison immunity, updating joke equipment (ultima weapon), and adding new equipment (leather armor).

---------------
WKW's list of elemental damage sources wil be extremely helpful when it comes to equipment changes.
--------------------
Bug discussion can probably go first. I don't know of any outside of the death sentence bugs due to equipment only protecting from dead, but not death sentence.
54
Can't wait to discuss.
55
Suggesting that we discuss changes in phases. One month we talk about balancing cabilities, another on equipment, or something like that. That way the thread's organized unlike the balance discussion thread.
56
Is there a demo? I'll definitely back this when there's a small demo.
I regret not backing Undertale years ago.
57
FFT Arena / Re: FFT Arena Stream day
April 03, 2016, 12:20:20 am
Great stream. Storm died out as soon as my match ended. I guess I asked the RNG gods for too much by requesting favorable rng two times in short a short time span. MVP of the stream goes to SweetJP's mime team. Unit of the day goes to DW's 40 faith blast gun mediator. If the AI really knew to use preach on itself to boost damage then it earns the official unofficial magikarp title.
------
edit no wait Truelight's squire was disgusting.
barren pls
58
FFT Arena / Re: Arena battle videos and discussion
March 31, 2016, 05:18:30 pm

Lightning Absorb vs Mages

R1 - Loving those 100+ damage geomancys. RNG doesn't do too great against 100% damage like Hawk's Eye, Elementals, Comet, Etc. May update the team later.

R2 - Love a caster team with Don't Move. Mime positioning and range won me this round. Pretty lucky.

R3 - Mime gets killed early. Goes for Refute over status afterward. Unrelenting offense afterward by Mudvayne.

GG. Thanks for the match Heroebal.



Balanced Anti Sandbag vs Mages
Love the thief and ninja Truelight. The return of the crossroad paladin too. Betting on Truelight taking this one only because 12 speed units do well against casters.

R1 - Turn advantage too strong for Truelight despite the large map favoring Mudvayne.

R2 - Poison forces units to recover for at least one turn. In this round It kept Mudvayne's team busy. Hard for a caster to recover from a poison sandbag loop without Raise 2, Regen, or  Protect/Shell.

GG



Wonder how the mime will mimic geomancy and cover fire with chivalry. Definitely an interesting team. Betting against mime to make things interesting.

R1 - Large map great for mime boosting. Looks like the Bard doesn't have songs though. Most likely for the better since Songs make units more defensive.  Overlooked Geomancy not hitting allies somehow. Several minutes later it looks like Truelight will take this due to paladin being able to tank the entire team solo. The undead units will eventually pick off the other units.

R2 - Same deal as r1.

Chivalry mime's best as a evasion tank/distraction imo. Combining Nurse's Defend, Equip Sheild, and a Mantle gives mie some of the highest evasion in the game. Iron Will... Reraise... Fun stuff. Never released a team using Chivalry mime outside of the Sans team.

GG. Definitely sparked my interest in Chivlary mime again.

Thanks for the matches Heroebal. Great music too.
59
FFT Arena / Re: FFT Arena Stream day
March 30, 2016, 07:20:42 pm
Ill stop by. Doubt it's during UFC Fight Night. Has both of Truelight's teams had matches? Haven't seen them in action, or at least noticed them since there's less youtube uploads.
60
FFT Arena / Re: Rendezvous or melee
March 22, 2016, 12:47:30 pm
Welcome to FFH MMX6. The forum's mainly about FFT and FFT related mods. You posted in the FFArena section of things so you're in the wrong place. Not sure if there's a mod under that name here either. If its a FFT mod try searching deeper here or the site
insanely derpy


Tried to enjoy x6 but couldnt. Figured it was a masochist test. Those ghost robots that chase you throughout an entire level and can phase through everything made me drop out early.