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Messages - silentkaster

61
FFT Arena / Re: Arena battle videos and discussion
August 01, 2016, 09:01:25 pm
NOTE: 1.4a is out. This balances a few issues that were tested in 1.4 as well as addresses a couple bugs. Please make sure you download the new version!
62
FFT Arena / Re: Arena battle videos and discussion
August 01, 2016, 11:01:16 am
Thanks WKW for the match!
Wow, these teams are pretty evenly matched so this was a great match up. Clutch moments that lost it for me in R3 was after they charmed the Oracle, they didn't kill her which let everyone on her team recover and retake control. I think I need to switch the Thief to a Mediator since Charm didn't do me any favors and missed quite a bit. Round 2 was pretty intense...anyway, GG.
63
Saw this digging through this log and figured I'd throw one in.


At the end after you defeat Noa's brother and free the mist from the land, Noa goes back to see her parents who had been guiding her and talking to her the whole game, but the town has collapsed and everyone there has died. Noa realizes that due to her own actions (along with her comrades') they were actually the ones to kill her parents.

64
FFT Arena / Re: Arena battle videos and discussion
July 27, 2016, 10:58:09 pm
Removed sticky from the Team Building tool until Gaignun gets a chance to update it.
65
FFT Arena / Re: Arena battle videos and discussion
July 26, 2016, 06:21:36 pm
K guys just real quick...

Please remember to delete your posts when updating/creating new teams and create a new one. This is so that people are aware that you changed your post and will have the updated team in their Mem Card Generator.

The oldest post(s) will get deleted if there are multiple posts from one person in the team submissions thread.
66
FFT Arena / Re: Arena battle videos and discussion
July 25, 2016, 09:22:58 pm
Couple more updates. MP Regen and MP Poison sprites changed (previously, MP Poison used the "Stop" animation and MP Regen had no sprite. Now, both do.)
67
FFT Arena / Re: Arena battle videos and discussion
July 25, 2016, 06:34:35 pm
Corrected patch is up guys, so please continue recording at your leisure.
68
FFT Arena / Re: Arena battle videos and discussion
July 25, 2016, 04:33:21 pm
If anyone is considering using my newest team in a match in the next few hours, please do not. There are a couple of bugs that got patched that involve Life Song (which my team has) and a few other issues that I will be uploading a new PPF for when I get home this evening. Non-Life Song teams should be okay to record for next few hours though.
69
FFT Arena / Re: FFT Arena Stream day
July 25, 2016, 10:03:39 am
Sounds like a plan!! Can't wait.
70
FFT Arena / Re: Arena battle videos and discussion
July 24, 2016, 09:03:10 pm
Hey guys, new .rar file with update which fixes evasion issue. Please use that version.
71
FFT Arena / FFT Arena Master Guide
July 24, 2016, 12:10:53 am
The download/changelog thread can be found by clicking here.


[01] FAQ

What is FFT Arena?
FFT: Arena is a tournament-style patch, which pits AI-controlled teams of 4 versus one another. Units are always level 35, make use of balanced versions of vanilla equipment, skills, and jobs, with some new ones, as well. The patch is strictly AI versus AI.

What are FFT Arena's goals?
The primary goals of Arena are:
1) To create a balanced playing field for AI battles;
2) To ensure that players have fun whilst watching and making teams; and
3) To be a seamless system for a (future) singleplayer mode.

How do I build a team?
The best way to build a team would be to download the .rar file and use the master guide spreadsheet/MemCardGen (memory card generator) contained within.  The MCG removes the need to calculate JP by hand, and is simple to use. You can see team ideas in the Team Submissions thread or by watching some of the videos. All of the rules are in the appropriate section of this guide.

Who are the creators/developers of Arena?
Back in 2010, PX_Timefordeath started this project. Soon after, AeroGP and FFMaster took over, with Aero leaving some time after. FFMaster then led the project for a few years. During that time, Xifanie developed various hacks and tools for Arena (notably, the Deep Dungeon hack and the memory card generator). In 2016, the Discord channel was created, with Andrew changing/updating Arena backed by the community's suggestions.


[02] MECHANIC CHANGES

Brave
Brave is a mechanic that applies to all weapon attacks (except for healing weapons) and most physical skills.  Brave-based damage can change depending on the attackers Brave as well as the target's Brave.  The multiplier formula is: (Attacker Brave + 25) * (Defender Brave + 25) / 10000.  So, if both the Attacker and Defender have 75 Brave, then the damage will not change.  Low Brave is typically used on units that don't use Attack/focus on using non-Brave skills (such as magic), since this means they will take less damage from Brave-based attacks/skills.  High Brave is typically used on units that really want to get the most out of their Brave-based skills (such as Punch art).

Faith
Similar to Brave above, Faith now also receives a constant.  The multiplier formula is: ((Attacker Faith + 25) * (Defender Faith + 25)) / 10000.  Overall, this means that caster damage will have less variance than in vanilla.  Low Faith is typically used on units that will not benefit from Faith-based magic (such as White Magic).  High Faith is typically used on units that want to get the most out of their Faith-based skills (such as Black Magic).

X-Brave
X-Brave is the opposite of Brave in terms of how it calculates extra damage.  Any abilities with this formula that don't involve damage will have their accuracy increased accordingly instead.  The multiplier formula is: (Attacker Brave + 25) * (155 - Defender Brave) / 10000.  Ninjutsu's "-ton" skills and some of Talk Skill uses this formula.

X-Faith
X-Faith affects targets the same way as UnBrave does in calculating damage or accuracy. The same calculation applies for those skills that involve accuracy instead. The multiplier formula is: (Attacker Faith + 25) * (155 - Defender Faith) / 10000. Black Magic's Nether magic (and Dark Holy) uses this formula.

Compatibility
Good/bad compat is +/- 6.25% and best/worst compat is +/- 12.5%.

Reaction Skills
The chance for a reaction to activate is (Br+Fa-60)%.  Reaction skills (and some support/movement skills) can have different triggers.  For example, Dragon Spirit triggers when most forms of physical affect the user, while HP Restore could only trigger if the user is in Critical status.

Unit Action Priority
When the game loads the map, the first unit that's generated gets priority.  In vanilla FFT, the enemy and guests always move before the player, unless you have higher speed; this is because they are loaded before the player's units are.  Since it wouldn't be very balanced if all units on one side had action priority, Arena has tried to give both sides as much of an even footing as possible.  For example: if both teams have 4 Units with 100CT, the priority order in Arena would be: P1 Unit1/P2 Unit1/P2 Unit2/P1 Unit2/P1 Unit3/P2 Unit 3/P2 Unit4/P1 Unit4.  This can be important for team building, as well.  If you want a unit to move before the others, like a unit with Phoenix Down, you would want to put him/her as Unit 1 in the submission.  However, if you have a unit with Haste 2, you may want to put him/her as Unit 4.

Absorb: Element
Anything labelled Absorb is always "neutral".  This means you cannot do "weak: element" and "absorb: element" on the same unit to double the absorb healing.  Oil Also falls under this restriction.

Strengthen: Element
Anything labelled Strengthen will increase the potency of attacks/skills by 25% of the base stat used for damage or healing calculation, rounded down.  This is applied before any support multipliers.  For example, if you had Strengthen Ice and were using MA to calculate with 15 MA and Magic Attack UP, your effective MA would be =ROUNDDOWN((15 * 1.25)) * (4/3) = ROUNDDOWN(18.75) * (4/3) = 18 * (4/3) = 24. (Note that since FFT uses integers only, the final number would also be rounded down if not a whole number.)

Forced 2 hands weapons
Any weapon that is "forced" two-hands means that it must be held by the wielder with both hands.  Similar to how longbows worked in Vanilla, some weapons have been modified so that they must be held by both hands and cannot be used with a shield or Two Swords.  The "Two Hands" support skill will not increase the damage dealt, nor will the innate two-handed nature of these weapons.  When building your team, please check the spreadsheet to see which weapons are currently labeled this way, and then plan accordingly.


[03] NOTABLE 1.40+ CHANGES

1.44
• Brave and Faith constant in calculations lowered by 10. This means that 100 Brave/Faith units are now slightly less powerful.
• Minimum/maximum allowed Brave and Faith are now 50/80 due to above change.
• Reaction chance adjusted to (Brave + Faith - 60)% due to new Brave and Faith limits.
• Unbrave and Unfaith have become X-Brave and X-Faith, which means the user must now be high Brave or Faith to be efficient.
• Job innates: Mimes gained 1/3 of MP, Monk gained Martial Arts (115% bonus), Ninja regained Dual Wield, Summoner gained Range +1.
• Weapon Guard is innate once more.
• Class evasion has been lowered to 0 for most jobs.
• Ninjutsu "tons" are now based on X-Brave and the rest of skillset ignores Brave.
• Black Magic Nethers are now based on X-Faith.
• Revive, Raise 2 and Phoenix Blade (previously Amp. Raise) are now stat-based.
• Strength Tonic will no longer target enemies. (Yes that's large enough to make this list.)
• Mystic Knight is now a hybrid job. Its stats are rounded and skillset uses both PA and MA. Spellblades are near-instant (1-2 CT).
• Most weapons are now 0 evasion. A few of them use different formulas. Two Hands/Dual Wield is now consistent (no more forced 2h katanas for example). Healing weapons ignore Brave. Bows and books arc bonus range is reduced. Bags have been removed. Lots of other changes; see changelog.
• The majority of Speed equipment has been removed.

1.43a
• Reaction chance changed to (Brave + Faith - 40)%.
• Weapon Guard returns as a RSM (Movement). It's no longer innate to all classes.
• Item has become a default skillset. This means it now supports all ability mods (Range, MP costs, Silenceable, etc.)
• Protect and Shell are considered regardless of current HP.
• Guns no longer ignore evasion.
• Robes and Headpieces have enhanced stat bonuses at the cost of HP.

1.43
• All jobs' base PA and MA now add up to 18, except for Mime and Geomancer, which are 20.
• All jobs' base MP have been increased across the board (with a few exceptions).
• Defensive abilities (except Cure 1-3) are no longer reflectable.
• Global C-EV is removed from the game. Jobs' C-EV are adjusted to reflect this change.
• Shields, head and body equipment have been reworked.
• Non-cloak accessories had their evasion lowered.
• There are a couple changes to the core function of some skillsets. This is only partial; more skillsets will receive similar treatment.
• RSM have been reorganised so that most jobs have one of each. Plus a couple additions and removals.
• Silence returns to the game. It prevents the inflicted unit from using defensive support abilities. Exception is Item, and that will change later.
• Berserk, Darkness, Frog, Undead and Silence are given a CT. Transparent no longer dispels after acting.
• Poison, Don't Move, Protect and Shell are no longer removed on death.

1.42c
• Mime adjustments to prepare for the tournament.

1.42b
• Mostly bugfixes and rebalance of a few status effects.

1.42a
• Plenty of reversion, with some new shit.

1.42
• Absorption has been nerfed, and rightly so.  Absorption clothes now half instead, and shields/accessories have evasion (with modifications made to their other properties).
• Attack UP and Magic Attack UP have been lowered to 25% (from 33%).  This, in conjunction with the absorption nerf, should prevent absorption+high damage teams from perpetually-dominating most teams they encounter.
• 1/3 of MP now costs less JP, and the mass majority of MP costs have been modified so 1/3 of MP maths better with them.  Every MP-costing skill is now divisible by 6.
• The El Bow was amplifying the effectiveness of Snipe, a well-balanced skillset, immensely!  Thus, it was turned into a ranged version of Dual Cutters (which should still be fun).  No, the proc will not allow for double Snipe funsies.  :P
• The majority of Talk Skills now use the new "Hit_(X-Speed)%" formula, making them less effective for units with high amounts of non-hasted Speed.
• Many more weapons and skills can now be used with Two Hands (which received a JP decrease, as well).  Yes, even most ninja swords.  Also, staves ate rods.  Chomp.
• Courtesy of WKW, the brown team colour has been replaced with purple, and yellow with orange!  Looks sharp.  Purple fo' lief.  Also, he edited the other team colours to make them more representative.


1.41
• New in 141a: Refresh's effect was added to Regen, and Sap's effect was added to Poison.  As a consequence, both statuses had their CT lowered to 64.
• New in 141a: Haste and Regen can no longer be used to overwrite Slow and Poison.  As a consequence, Heal and Stigma Magic now dispel Slow, with a new skill from Time Magic called "Return" doing so, as well.
• New in 141a: Slow only reduces Speed by 25%, instead of 50%.
• New in 141a: The AI will now only use Faith, Float, and Reflect as interceptions.
• New in 141a: The AI will now use Regen at any HP level, making it slightly more valuable than Haste is to them.
• New in 141a: The AI will now use stat-boosting skills slightly more often.

• Several AI-based ASMs have been implemented!  These will fix quite a lot of the AI's "derpiness", with the most-notable ones being:
The AI now recognizes that 1/3 of MP is indeed a 66% reduction, not 50%.
The AI now recognizes that Jump CT calculation is Jump/21.
The AI now recognizes that Non Charge actually reduces CT to 0.
The AI now recognizes that Short Charge actually cuts CT in half.
The AI now recognizes that Throw Item is 4 range, instead of its bonus being based on the user's Move stat.
The AI will now consider the possibility of exclusively healing themselves and teammates with weapon-elemental skills like Grand Cross, Houkouton, et cetera.
The AI will no longer use Jump on sleeping allies.

• Bard and Dancer have been replaced by Mystic Knight, a physical job that specializes in imbuing its weapon with magic, and then releasing said magic, with amplified effect.  Basically, it's a PA/Brave-based, elemental/AoE job that fills in a lot of the gaps that physical has been missing as a whole.  Since both genders of Mystic Knight are considered separate jobs, we were able to further differentiate the genders.  So, males have 30~ or so more HP than females, while females have 30~ or so more MP than males. Also, while males have 2 more PA (but 2 less MA), females have 1 more Speed, and 10 more C-Ev!  More information can (naturally) be found in the master guide, and within a notepad document in the downloadable rar file.
• The offensive Punch Art formula is now "Brave_(PAxY)", which means it's easier for lower PA builds to deal decent damage with these skills, while higher PA builds can still hurt with them.  Due to this change, Martial Arts was also removed, with the Punch Art skills having their JP lowered to compensate (since Attack UP is in another skillset).  Martial Arts had overlap with Attack UP anyway, and had unintentional interactions with certain skills (like Gil Toss and Cover Fire), making said skills more potent than originally intended.  Note: the Mystic Knight's skillset, Spellblade, makes use of this formula, as well.
• Critical hits will no longer knock-back, which means that this mechanic has been completely removed from Arena.  Not only does knock-back cause strange bugs (in the form of knocking units outside of the map when it occurs due to weapon skills like Southern Cross), it'll completely nullify the second attack for a dual-wielder, provided that the first attack critically-hit and knocked-back.  Besides, knock-back is yet another mechanic that the AI does not recognize; and, while it can be fun seeing a unit fall off of a cliff to its death, it's more trouble having it around than it's worth.


1.40
• Geomancy (formally known as "Elemental") skills will be more widespread, as maps that offer only one or two different Geomancy skill panel types will be increased to 3+ Geomancy skill panel types (I'm talkin' about you, snowy maps).
• "Old" Oil is being reintroduced; that is, Oil will have its function changed to doubling all elemental damage on the afflicted (will still expire after elemental damage is taken).
• Silence has been removed, and things were balanced accordingly.  It simply has no place in Arena.
• Speed alteration skills, such as Quickening or Slow Dance, have been either removed from the game, or had their Speed aleration properties changed.  Now, the only way to modify a unit's Speed value is by giving them equipment that does just that.
• The Jump skillset formula's CT calculation has been changed to: 21 / Jump.
3 Jump = 7 CT
4 Jump = 6 CT
5 Jump = 5 CT
6 Jump = 4 CT
7 Jump = 3 CT (the cap)
• The maps that are considered broken in some way are in the process of being tweaked.
• There are two new statuses: Refresh and Sap (formally known as "MP Regen" and "MP Poison" throughout 140 and 140a).  Refresh is the MP version of Regen, while Sap is the MP version of Poison.  Check-out the statuses spreadsheet for more information!
• Fixed many FFTPatcher errors.  Many, many, many FFTPatcher errors.
• Description text has been updated to actually include Arena information!  :O


[04] JOB STATS, EQUIPMENT ACCESS AND INNATES





[05] SKILLSETS AND R/S/M

Skillsets


Reactions, Supports and Movements



[06] EQUIPMENT

Note 1
All weapons are Brave-based, with the exception of healing weapons which ignore Brave.

Note 2
All weapon procs only affect the original target, have 0 CT, cost 0 MP, pierce Reflect, and also proc their own procs. For example, the Kazekiri's Kamaitachi proc maintains its 25% chance to proc Don't Act upon hit.





[07] DAMAGE MULTIPLIERS





[08] STATUS EFFECTS




[09] REGISTRATION

Rules
• Any Zodiac, including Serpentarius, is legal
• Teams will consist of four generic humans at Level 35, controlled by enemy AI routines.
• Brave and Faith can range between 50 and 80.
• Each unit has 3000 JP to spend on various abilities.  It costs 250 JP to unlock a job and its skillset; this unlock cost counts for a unit's primary job, as well.  You do not need to unlock specific jobs to have access to other jobs.  For example, all you need to do is drop 250 JP, and bam, you have access to mime.
• Only two units can buy any individual ability.  Innates do not count towards this.  For example, four units could have the Punch Art skillset, but only two could purchase Earth Slash; conversely, you can have two Samurais (which have innate Two Hands) and two Knights with Two Hands as their support.
• Only two units can equip any individual item.
• Unit names can be a maximum of 16 characters.
• Unit gender is male or female only, with monsters simply having to use "monster" (monsters are not in Arena at the moment).
• Leave any blank slots empty; as in, an empty line.
• Spell correctly.  Whilst it will probably be corrected when received, it will save people from doing extra work.  For example, Magic AttackUP is "Magic Attack UP", Move HP UP is "Move-HP Up", et cetera.
• The following team colours can be used:
   Black
   Blue
   Green
   Orange
   Purple
   Red
   White


UNIT FORMAT
Name
Gender
Zodiac
Brave
Faith
Primary Class
Secondary Class/Skillset
Reaction
Support
Movement
Right Hand (Don't put a shield here)
Left Hand
Head
Body
Accessory

Primary abilities known
Second abilities known


TEAM SUBMISSION EXAMPLE

Player: Example Player
Team: The Example Squad
Palettes: Red/Orange
Last Revision: 2022-03-25

===

Example Leader
Male
Serpentarius
80
50
Lancer
Guts
Brave Up
Overwhelm
Leap
Vaulting Lance
Heavy Shield
Genji Helmet
Genji Armor
Bracer

Jump Range 6, Vertical Ignore
Accumulate, Bullrush, Throw Stone, Heal, Wish

===

Example Token
Male
Serpentarius
80
50
Paladin
Talk Skill
Damage Split
1/3 of MP
Move-MP Up
Rune Blade
Lunar Buckler
Gold Helmet
Chameleon Robe
Germinas Boots

Lay on Hands, Nurse, Transfusion, Reraise
Blackmail

===

Example Sidekick
Male
Serpentarius
80
50
Squire
Item
Auto Potion
Luck UP

Thunder Blade
Genji Shield
Flash Hat
Dragon Armor
Dracula Mantle

Bullrush, Throw Stone, Heal, Yell, Wish
X-Potion, Antidote, Chronos Tear, Calm Grass, Maiden's Kiss, Holy Water, Bandage, Phoenix Down

===

Example Babe
Female
Serpentarius
50
80
Geomancer
Black Magic

Magic Attack UP
Move-MP Up
Giant Axe

Black Hood
Red Robe
Leather Mantle

Hell Ivy, Carve Model, Local Quake, Kamaitachi, Demon Fire, Quicksand
Nether Fire, Nether Bolt, Nether Ice, Nether Water, Dark Holy

===
72
Quote from: nyzer on July 21, 2016, 02:43:46 pm
Marks should be all taken care of now, I'm afraid.


That's fine, just a thought I had last night and wanted to put it on the post before my laziness set back in.
73
Burying the Past

Story:
After the explosions of Fort Zeakden, some nobles from Igros Castle had wanted to restore the fort and use it as a tourist attraction for people to come see the old Death Corps hideout and a famous, restored fort used in The 50 Year War. However, not too long ago, King Delita had announced that he would visit the fort and ever since then, strange events have been occurring. Several people have gotten hurt on the bridge connecting the fort, and an explosion happened in the fort even though there were no explosives or incendiary materials around, killing a small church group who had been touring. Since then, Zeakden has been shut down and Delita had canceled his trip.

Prologue
Ramza comes into the Igros bar when he hears a young man (Jack) and woman (Jill) talking. (Names are placeholders, they can be anything.)

Jack: "We need to get to Riovanes quickly. My mother doesn't have much time. If we don't get her the gil in time, she'll lose her home."

Jill: "Well, what's the quickest way?"

Jack: Well, we have to go through Mandalia plains, then through Gariland then through Sweegy and Dorter..."

Ramza interrupts, "There is a shortcut through Zeakden. All you have to do is go over Lenalia Plateau."

Jill and Jack look at each other, then back at Ramza, "Haven't you heard of all the weird stuff happening there? They think it might be haunted or something. Zeakden is off limits to the public and nobody goes there..."

Ramza contemplates, "Well, if you try to go all the way around, you'll never get there in time."

Jack: "Yeah...you're right about that."

Ramza: "I'll go with you," as he thinks to himself, he has to see...

*Ramza and co. enter Zeakden along with Jack and Jill*

Female Voice: "No, please don't make me!"

Male Voice: "When they walk under the bridge, you're going to release the latch and collapse it. He's not getting away this time, got that animal?"

*Ramza hears this and looks up to see the ghost of Teta and Algus on the bridge.*

Ramza: "Algus, you're back again? Teta!?"

Algus: "Thanks to you, he found us you lowly commoner." *Algus says to Teta as he shakes his fist and then looks at Ramza*

Algus: "Back again? I never left. They restored this fort and I knew it was just a matter of time until you came back through here with your ragtag band of misfits."

Ramza: "Silence, you louse. I killed you once and I've killed many wandering spirits after their first death. I'll do the same if you don't release Teta and pass on to the next world in peace."

Algus: "Please, as if your empty threats hold any weight. Besides, it's not just me that's here. You'll have to face down several of your old enemies."

The camera cuts to the corners of the map in which Miluda, Golagros, Gustav and Gafgarion appear. Next to each of them, a priest also enters from the foreground.

Ramza: "Gafgarion? You were nowhere around when I fought all these people."

Gafgarion: "Yeah kid, but you told me the story and I always wanted a rematch."

Algus: "With odds like these, I don't think you have a chance so give yourself up."

Ramza: "I've defeated all of you once before and I can do it again."

Gustav: "Well, you didn't beat me. Wiegraf did."

Golagros: "Yeah, and that Algus bastard shot me, but I figured it would be more fun to join him than your goodie two shoes band."

Algus: "Teta, you had better join us or I'll make sure your brother's spirit is sealed forever in this fort."

Ramza: "Wait, what? Teta, Delita isn't dead! His spirit is nowhere near this fort!"

Algus: "Teta, he's lying to manipulate you. I killed your brother after I killed you and I still have his spirit. Help him and I'll seal him and you forever!"

*Teta turns between the two, then looks at Ramza.* "I'm sorry, Ramza. I can't take the chance!"

*Ramza turns to Jack and Jill.* "I'm sorry you both are involved in this, but I hope you brought weapons. We have no choice but to fight them!


Difficulty:
Difficult

Location:
Igros Castle/Fort Zeakden

Objective:
Save Teta!

Enemies:
Algus, Miluda, and Gafgarion are like their counterparts from FFT Vanilla. However, Golagros and Gustav are Holy Knights with the same skills as Agrias.

4X Priests, 2 Male, 2 Female each with Raise 2.

All enemies are Always: Undead and some are Always: Innocent while others are Always: Reflect

Jack and Jill can be guests and any class, though Thief or Bard/Dancer might be best since their backstory is limited at the moment and they need money so it makes sense they might try to steal or earn it. (But technically any class could get money.

Teta is also a guest but has Always: Charm, Always: Undead Initial Reflect or Initial: Innocent. She may not even have a way to get off the bridge as she's really just there to protect and doesn't need to do anything for either team (though having her move around and do things is fine too.)

Ramza approaches Algus who is in the "critical" stance: "You have failed again. Now pass on."

Teta: "Please! Don't destroy him. I can't pass on until I know my brother is safe."

Algus: "Ha. I will be back. See? Unless you can present Delita, you fail."

Ramza: "Algus, think of your grandfather who was stabbed in the back! Imagine if he were to suffer this torment over your soul. Is this what you've become? A dead person who must hold spirits captive?"

Algus: "I..."

Ramza: "Tell her the truth. Tell her that Delita escaped from this place all those years ago and he lives on."

Algus: "It's...true...Teta, you rescued him and he escaped the explosion. I do not possess his spirit."

Ramza: "Thank you Algus," as Algus then lies down and disappears/crystallizes.

Teta looks at Ramza: "Thank you for everything, Ramza. I can now rest in peace knowing my brother is safe." She then also falls down and crystallizes/disappears.

Ramza turns to Jack and Jill: "You may now pass through here, safely."

Jack and Jill: "Thank you kind sir!!" as they head off in the Riovanes direction.


Additional Conditions:
None.

Reward:
Reflect Ring, Cursed Ring, Gil

Note that I'm like kinda drafting this up in a hurry since I thought of it last night and haven't had time to refine much but figured I'd submit it and see what happens.
74
Quote from: Elric on July 08, 2016, 10:51:09 pm
Did you honestly think we'd tell you? Come on now...


You mean it's not CD-I Luigi?

Ugh. And here I was hoping for him to eventually say, "I a-hope she made a-lots of spaghetti!"
75
Quote from: Xifanie on July 05, 2016, 06:08:41 pm
Actually, ever since this topic was made, someone posted the answer in here. This very topic. One of the 101 existing messages.

Since I got permission from Elric and everyone else in the team is fine with revealing who the Cloaked Stranger is,
I'll reveal it in 3 days.

HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE HYPE


Yes!!! I knew I got it right.
76
Okay, okay. I think I know who the stranger is. Through process of elimination and a long look over all conceivable possibilities, this is the only answer that remains.



After all, what could possibly go wrong?
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FFT Arena / Re: Final Discord Discussion
June 23, 2016, 11:48:31 am
(Quadruple post? Ugh...I hate double posting even but I guess it's necessary.)

As a reminder everyone, the final discussion is tomorrow. Friday, June 24 at 7:00 PM EST. This will be the final Arena 1.4 discussion and then changes will start to be implemented. Please look over the spreadsheets if you haven't already!! This discussion should be fast paced with any issues saved for the end. I have not received any messages regarding issues since closing so I'm assuming most players are fine with how they are written. If you're not, it's your final chance.

Thanks and look forward to seeing everyone.
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FFT Arena / Re: Final Discord Discussion
June 19, 2016, 12:52:00 pm
As a reminder, further changes closed as of Friday (two days ago) so please take some time to review the final draft before this coming Friday. If you have any major issues or changes to propose, or see any flaws please send it to my inbox. Thanks.
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Quote from: Epic on June 16, 2016, 05:48:28 am
Except that speed and movement is everything for berserkers, and book shots can be evaded, so...

I'm not sure what you mean. Book shots combined with Berserk is a bad idea for the same reasons that guns combined with berserk is generally not a good idea. They'll try to shoot through allies and obstacles rendering them anti-productive to their team. The goal here isn't to make a berserker summoner. It's to combine a weapon that procs status and abilities with a class that has the highest MP pool and can now make use of said weapons if they choose.

Quote from: Epic on June 16, 2016, 05:48:28 am
Yes, and Masamune is Samurai's primary skillset. Giving them a bow is like giving Archers heavy armor AND Masamune. Greatest idea ever.

Not sure if this is sarcastic or not, but I'll answer objectively. Masamune is not their primary skillset, it's Draw Out. Yes, Masamune is a good ability within that skill set. However, Bows actually make using a Samurai tricky and could make you use them for different purposes. The Samurai's skillset requires that they be close to the enemy to use effectively for all of the offensive skills and Bows make sure they stay back. This makes the Samurai class itself a bit more versatile as using a Samurai before was a bit tough for much other than offense due to their low speed and inability to Equip Shields. Also, the Archer's skill set far outshines Samurai skillset when using ranged weapons effectively. Finally, a Samurai, no matter what you do, can never optimize a bow as well as an Archer. An Archer has higher base stats to start with for the bows as well as access to clothing which allows Archers to optimize offense with speed or PA whereas Samurais can only optimize speed (which pretty much negates their access to Armor should they choose to go that route.)

Quote from: Epic on June 16, 2016, 05:48:28 am
Too powerful for what? Summons and Lore?


Again, MP Poison would be a permanent status until cured. We aren't for sure how the AI will react to units having MP Poison or how MP Poison will affect spell casters (for example, will Spell Casters charge a spell they have enough MP for at the start of the turn before MP Poison kicks in and then after it hurts them, not have enough and effectively waste their turn?). We're starting with 1/16 to introduce the status and if the AI reacts fairly favorably in most situations, will make adjustments.

Quote from: Andrew on June 16, 2016, 02:05:10 am
The final discussion on the 24th will decide what makes it, and what doesn't, to 1.4.  So, for all we know, books may not end-up being summoner-only, MP Poison may be scrapped/improved somehow, et cetera.  We're all looking forward to a new Arena to play around with!  :D


Actually, stuff like you're mentioning Andrew should definitely be worked out before final discussion. Those are kinda "big" issues (as opposed to small issues like, X Armor should gain 5 HP or Y Accessory should absorb Fire, not Wind). If we want to revisit those issues again, I suggest it be today or tomorrow before closing changes on the draft.
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FFT Arena / Re: Final Discord Discussion
June 14, 2016, 05:03:43 pm
Okay guys, this Friday, June 17th, we will be closing changes on 1.4 until final discussion. If you have new or radically different ideas about what you see in the proposal after Friday, June 17th, you will need to submit them to me (or perhaps anyone else that will want to assist me with receiving) privately for discussion. This is if you really want to see something introduced, think something is horribly unbalanced, or want to see a skill eliminated or changed significantly.

As a reminder, to be courteous of time and schedules, final discussion day will be about tweaking and fine tuning abilities to make them just right, not introducing new ideas or radically changing. If you have something you want to see introduced or have major problems or issues with, you'll need to speak up before or on June 17th or come to me privately after reading the final draft if after that date.

When I say this, I mean that the entire Final discussion should be three hours or less (preferably less.) This means that major changes will probably be dismissed because we've been over most changes many times. So only fine tuning (for example, adding 5 HP to a piece of armor or changing an ability by 50 JP) should be required. More in-depth things (like changing MA of an attack or changing an accessory's traits) will not be being discussed and if not brought up well in advance of the meeting, may be ignored until the following patch.

We're very close!! I'm excited to see this new patch unfold. Thanks all!