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Messages - Dol

81
Any idea how to get a Paladin to use Quickening?  At first I thought that if they had Nurse they wouldnt do it, but my latest revision removed Nurse and they still wont use it.  Its pretty bizarre.

Also, Hawk's Eye really sucks.  Adds a charge time and does a very minimal increase in damage.
82
The Lounge / Starcraft 2 Video
December 16, 2011, 10:01:57 pm
Whether or not you like SC2, this is worth watching.

83
FFT Arena / Re: Arena battle videos and discussion
November 30, 2011, 04:44:14 pm
Dont sweat it Barren.  More tactics videos are always a good thing!
84
The Lounge / Re: Skyrim
November 18, 2011, 03:48:53 pm
This game has taken a ton of my free time away.  Highly recommended.





85
The Lounge / Re: Fire Emblem 6 One on One fights
November 18, 2011, 01:35:44 pm
One internet cookie please.
86
The Lounge / Re: Fire Emblem 6 One on One fights
November 17, 2011, 04:13:51 pm
Having never played that game and knowing nothing about it, I need to pick based on name alone.  I think a fight between a Marcus and a Roy would have to favor the Marcus.
87
FFT Arena / Re: AI Team Building Guide 2.0
November 03, 2011, 10:53:54 am
A couple of things that I would like to contribute to the guide:

Elemental weapons can be a double-edged sword.  Nice pun there Dol.  Having elemental synergy can be a great thing for a team.  You have to watch out though, as the other team might have one (or many) people that can absorb that element.  If your unit doesnt have an alternate way to deal damage, they might end up being dead weight.  This isnt to say that you shouldnt run elemental weapons or anything, just be aware of what might happen.

MP is a stat too.  This one is here for my benefit if nothing else.  Many job classes have very low MP totals.  If you purely maximize damage output on a hybrid type of unit, there is a good chance they will use their ability a couple times and then be fairly handicapped the rest of the match.  With the AI's quirkyness about MP restoration, you might be better off sacrificing that 1 PA in exchange for a higher MP pool.

Elemental Guns.  This is a fairly common mistake with the Blaze, Glacier, or Blast guns.  There are 3 things in your control that effect elemental gun damage.  Your Faith, Magic Attack Up (or Overwhelm), and Strengthen(element).  The MA of a magic gunner is irrelevant.

Friendly Fire AoE.  Fairly self explanatory.  Be aware of what will happen with your units getting caught in AoE, either through redirection or just the AI deciding the risk to their own units are worth it.  Again, you might want to go ahead and reduce that PA on your melee unit by 1 in order to gain immunity to Sleep if you are running a unit with Mimic Darevon for example.

Melee units need 4 move.  If you have a unit whose sole job is to run up and hit someone in the face from 1 panel away, you really need to find a way to give them 4 move.  I've seen a bunch of kick-ass teams brought down because their melee guy is just moving and waiting every turn since he cant get in range to attack.

Thats it from me.  Feel free to use this however you want.

88
1)  Scorpion Tail feels too strong.  Raven's solutions seem fine.

2)  Platina Dagger's proc feels too high.  25% would be more in line for how much damage it can really do.

3)  The Koutetsu Draw Out feels a bit much right now.  3 AoE + decent damage/healing + blind.  Maybe scale it back down to 2 AoE?

4)  Hidden Knife gives innate concentrate without using up the support slot.  Does it really need +1 speed too?

Something just came up that I need to work on, so I'll finish this later.

89
Hmmm, now Quickening does nothing, the way the old Scream worked way back in the day.  Such a pain to have to try and fix  :(
90
Looks like 1.337 Quickening has the old Accumulate bug, where if you cast then move it stays on the panel rather than on the unit.   :evil:
91
-  Black Magic Frog is broken.

-  Nameless Dance needs to die in a fire imo.  It changes the entire opposing team's AI to the point that it doesn't function properly.  Not quite the way Golem did, but its pretty close.

-  The WP of the Fire, Ice, & Thunder Rods could use toning down.  That dual wielding Scholar on my most recent team was pretty nasty.  3 of the 4 units halved Ice.  The one unit that didn't she could deal 700 damage to (it was a high brave, high faith enemy, but still).

-  The % to hit on Blackmail and Beguile are both really high.

-  Save the Queen & Ragnarok still suck compared to the other Knight Swords.  I'd take the Defender over those every day of the week and twice on Tuesdays.

-  A robe with Silence immunity would be optimal.  I'd vote to change the Silk Robe or Robe of Lords.  Something like 80 HP, 40 MP, Immune:  Silence.

Thats all I can think of off the top of my head.
92
I'm pretty sure that Frog (the black magic) is broken.  I put it on a unit in the only way the AI will use it (by giving it a choice of casting Frog or standing still), and it chose to stand still 100% of the time.  It either needs to be fixed a la AutoPotion or just removed completely.
93
I didnt want to bring this up earlier since the only time it ever happened before yesterday were in matches against me and it would look like I was just bitter.  After seeing the new matches posted in addition to the earlier ones, it looks to me like Nameless Dance breaks the AI.

From all the matches I've watched with ND, it appears that the AI assumes that all of the statuses that ND can inflict will be applied the next time the dance goes off.  This makes the AI refuse to remove any of the status effects in place as well as influences what their next action will be based on when the next ND goes off.  Not immune to silence?  The AI assumes it will be silenced on the next ND and wont cast any spells.  Your stopped Paladin is going to remain that way regardless of what status recovery you have on your team because the AI assumes he will be restopped in a few CT.

I think that this would need some further testing at the least.  I would happily be proven wrong, but from what I've been seeing, this is an issue that definitely needs to be addressed.
94
FFT Arena / Re: Problem Maps and Rearranging Maps
August 28, 2011, 01:59:26 pm
Quote from: philsov on April 14, 2011, 12:55:56 pm
Regarding maps!  Cross-posting something from a previous thread:

http://ffhacktics.com/smf/index.php?topic=5519.msg125423#msg125423

For anyone wanting a full preview.  There's still a lot of work to be done regarding initial position placement.  Someone can fix many of the disparity situations, but some maps like Limberry Gates are just beyond fixing.  Now, I did like the medium/large/small best two out of three format that was done last season.  When I handled the losers bracket I divvied them up like so:

Med:
1
2
5
7
8
10
12
21
23
37
38
46
48
49
50
52
53
57
58
60
63
64
66
68
74
75
84
86
91
101
102
105
113
116
118
119


Large:
6
25
26
27
28
29
30
34
35
36
39
40
42
44
45
47
50
55
56
59
61
70
72
76
82
85
87
89
90
100
106
108
109
110
112
115
125


Small:
3
4
11
13
14
18
20
62
65
70
73
88
94
96
104
111
117


Beyond Hope/Banned:3 Categories in this one.  Under this proposal we're looking at about 20% of the current map pool removed.

1) Banned because of just overall crappy map (chokepoints, d2 water in the middle) -- not even editting in patcher will save these maps
9
15
19
31
43
83
107
114

2) Banned because of poor unit placement, like units that are permastuck in underground limberry or where one team is divided where the other is clustered.  Likely fixed in patcher.
16
17
22
32
54
67
69
81
95

3) Banned graphically.  They play out perfectly fine, but the targetting and display features are shades of messed up
24
33
41
62
92
97
98
99




I'm assuming team Oracle is team 1 and team Samurai is team 2.  Any map with D2 water changed to D1.
My definition of Small is when someone on team 2 can hit an enemy with a crossbow on the first turn unless there is a lot of horizontal space to move. (obviously can be changed to fit whatever everyone agrees with).


3 (move T1 knight & wizard diagonal from Samurai & Ninja rather than having them that far ahead)
4 (I think T2 might have the advantage from that choke, I can be persuaded otherwise)
7
8
11
13
14 (T1 should have 3 in front with 1 in back like T2)
20
21
23 (move both teams 1 square closer together and 1 square to the south to give more move options on the first turn)
24 (targeting issues if any unit has teleport/fly/ignore height.  might need to be scrapped)
41
51
52 (one team should be moved to one corner inbetween the 2 alcoves with the other team facing them.  They would naturally spread out around the coffin)
53
58
62
67
68
70 (ninja moved 1 right of knight.  samurai moved 1 left of wizard)
92
94
95 (T1 moved in a line facing T2)
96
97
101
104
116


1
2
5
9 (move first T1 knight 2 squares left of the Wizard.  Second T1 knight 1 right of the Oracle.  Move T2 knight & samurai 2 squares left, oracle & ninja 2 squares right.  Would need to be tested to see if it would still suck and needs to be scrapped)
10 (I hate this map.  Could just be me)
12
15 (move both teams to the far right.  Would need to be tested)
16 (move Samurai 2 left of Knight.  Move Ninja 2 right of Wizard)
22
42 (T2 needs to move forward 3? squares so they are up higher.  T1 to the left and back so they are facing across from T1)
46
48
49
50 (borderline Sucky.  T1 should be on top of the church.  T2 should be on top of that little flat section on the church roof (near where the enemy monks spawn in 1.3.  Needs testing)
56
57 (samurai moved 3 right.  ninja moved 2 right.  ditto for the T1 knights)
61
63
64 (the only way this doesnt suck is if both teams are moved all the way to the left)
66
72 (wizard moved right behind knight)
75 (T1 moved to the far right.  T2 Wizard moved 1 left.)
77
81 (everyone on T2 clustered around the Ninja.  T1 moved to the left side of the map opposite T1)
86 (T1 moved up to that middle tier.  T2 moved to form a 2x2 square on the middle tier.  Needs to be tested)
91
98
102
105
111
113


17 (move both teams to 2x2 square formations in middle on the top & bottom edge of the map)
25 (might be medium?)
26
27
28
29
30
32 (i think this one was changed already.  If not, maybe move all of T2 to the far left?)
34
35
37
39 (needs to have some boxes or steps or something at the two pits to keep units from being stuck)
40
44
45
47 (both teams need to be moved to the right so they are centered in the map)
55
59
60
69 (samurai moved to join his team.  Given the choice, id make that little alcove solid where no one could go in there)
71
74
76
78
79
80
85
87
88
89
90
99 (T1 moved to form a line facing T2)
100
106
108
109
125


6 (T2 has the advantage.  The only way to remove that advantage would be to move T2 to the bottom right, which would give T1 an advantage  :| )
19
31 (unless someone wants to hack out the houses on the right side that make up that choke.  Then it would be a small/medium?)
33
36 (too many chokes.  I cant see a good way to balance that out for both teams)
38
43
54
65 (a spellcasting team is at a ginormous advantage)
73 (targeting issues)
82
83
84
93
103
107
110
112
114
115
117
118
119 (117-119 are all water panels in addition to targeting issues)


Thats what I see when I review the pics and recall previous matches.  I'm open to discussion on all of this :)
95
FFT Arena / Re: Problem Maps and Rearranging Maps
August 26, 2011, 11:40:37 am
I'll browse the maps here sometime this weekend (I hope).  One question for you since I dont know a lot about map position changes and such.  Is it possible to change all the 2D water to 1D?  That would solve a lot of AI issues, but if its different from just changing the start places and would be a lot more work, then I wouldnt worry about it.
96
(All of this is just a guess based on the new chart.  Testing will obviously need to be done)

- Squires got toned down a little, but I think they might still need more.  Highest HP, 2nd highest PA, 4 move.  I think dropping their PA by 1 and move back to 3 would be right.

- Monk's PA still worries me a bit, but with no more innate Martial Arts, it might be ok.  I'm still worried about Wave Fist and Repeating Fist being a bit too powerful, but we shall see.

- Mediator might have gotten a bit overbuffed.  I dont think the 4 move is necessary with the other changes and the boost to Talk Skill in general.

-  Geomancer is on par with Squire for using their skillset.  Yay.

-  Ninjas still suck as a base class :(

-  Both Mimes are viable now.  I think the boost to HP might be unneccesary, but its not overpowered now or anything.

97
FFT Arena / Re: Arena battle videos and discussion
August 20, 2011, 11:24:41 pm
I could have told you that Ninja was going to suck.  My very first team had pretty much that exact same Ninja and I quickly swapped him out for an Attack Up Lancer.


I watched the Barren v Barren fight with the Closed Captions on.  Incredibly hilarious  :lol:
98
FFT Arena / Re: Arena battle videos and discussion
August 19, 2011, 11:48:58 am

Interesting match between you two.  I think that the starting positions should be on the middle section rather than the bottom one on that first map to eliminate how much of a choke point there is.
99
FFT Arena / Re: Arena battle videos and discussion
August 14, 2011, 12:00:35 pm
Bards cant equip Sticks.  Would be nice though  :)


My Thief did have Item.  Changed the match significantly.



(work in progress, watching the 4 hour long Wiz video)
100
Quote from: FFMaster on August 12, 2011, 09:35:08 am

EDIT: As for things that are addressed for Abilities/Classes so far(changed from the original changelog i posted):

- Monk loses Equip: Poles, loses Innate: Martial Arts
- Mediator HPM up to 80, MAM increased to 145, Move increased to 4
- Steal Accessory hit rate increased to Sp+70%, no longer triggers Counter Flood, not evadable
- Haku Korosu damage increased to 100%, and now also activates on Darkness, no longer activates on Sleep

Things I really want to try out but will change if people really hate it(in the order as they appear in my brain):
- New Fire/Bolt/Ice
- Paladins without Swords
- Sing/Dance without Persevere
- New Draw Out
- Move-HP Up Mime
- Monk, just... Monk lol

Feel free to flame and argue, as it is the only way to a balanced game. If it gets out of hand though, I ask any mods just step in.

Also, I want to condense some items, which I have said multiple times. My plan is to change the way gear works slightly. Right now, I'm going to try to gear Helmets/Armor towards status protection, while Hats/Clothes will have Elemental affinities. This would give some reasons to use Equip Clothes if you don't have a spare spot for an accessory or something and also give more diversity between the two. Not too sure what to do about +Stat items. If you have some good ideas, just put them here =)

PS: Item names are also appreciated unless you want terrible names plaguing the lists.



- Haku Korosu scares the hell out of me if its going to work off of Blind and not Sleep.  In addition to all the ways to add Blind and how good of a status it is with Concentrate out of the picture, Blind persists through death.  I absolutely would abuse that tactic with something like a Grand Cross Paladin, Night Killer Archer, Summoner w/ Clops, and a fast something or other with Ninjitsu.
My suggestion would be for it to proc off of Poison rather than Blind.  Not only is Poison rarer than Blind, it would give it a nice synergy with Shuriken.

- Paladins without swords still confuses me.  Katanas are better than regular swords (with the exception of the Blood Sword).  I guess youre trying to remove the Blood Sword as an option for Paladins to weaken them a bit, but I'm not quite following how this is really going to be helping the overall balance any.  Some enlightenment would be welcome  :)

- The nice thing about being the boss is that you can do what you want to  :cool:.  Go ahead and try what you want and we can test things out to see if they work well or not.  After thinking about it, I'm wary of the CT on DO now for the whole move after charging thing.  We will see though.