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Messages - eontree01

1
Quote from: Rfh on August 29, 2015, 01:21:11 pmI have good news, I solved the damage problem of the monsters. Now, they deal the same average % of damage at level 1 and at level 50. :) They are a bit less strong than before at low levels, and more stronger at high levels.

How did you do it? anyone know?
2
woah this mod looks really impressive! I didn't know the community made newer ones since yours and the others weren't in the pinned zeke aileron current FFTA2 mods list and the google search immediately took me to it.

Did you manage to fix the spells and monster damage scaling? The older mods couldn't solve this problem even with setting the level cap to 50. RFH fairies' meteor can OHKO at lvl 1 but only deals 40% of an average character's health at lvl 50. I see you have tinkered a lot with base damage of abilities. Did this solve the problem?



3
Actually ignore my previous reply(I've figured them all out). I'm not requesting for that delta patch anymore. I've figured out how to "fix" the wonky damage scaling and need for a level cap by removing stat growths and setting everyone's stats to the equivalent of level 30. With this, monsters should be always difficult to face

Now I'm just wondering if anyone know what level in the game is the monster damage and spell damage most balanced at.
4
I posted this already on the original creator but just in case he's gone I'll add it here if you don't mind

I really like some of these changes but not so much on the others. I want to make something similar but I have no idea how to edit the game deeply nor do I want to tinker with them too much. From reading all these mods it seems editing hexes too much causes other problems to pop up and I don't have the knowledge to fix them.

Could maybe someone send me a delta patch with only these changes?:

1. Dual wield removed or made impossible to get(dual wield+magick frenzy+illusionist magic too goshdarn OP)
2. Level Cap set to 50. Good idea since spells and monsters scale off a cliff too hard.
3. All revival methods removed except reraise.
4. Missions scale to party level.

My eventual goals with my alternate version of this mod:

1. Every race have one especially powerful uniqueness to them. Humes have magick frenzy in exchange for lower attack and magic growth, Viera jobs all have same assassin-like speed growth with access to higher MP cost double cast in exchange for lower magic growth and HP. Bangaa have the highest attack growth, Nu Mou have the highest magic growth, Moogles get an improved version of Chocobo Knight. New unmounted Chocobo Knight, in exchange for not having a skill set of their own, can equip everything and have great stat growth in every offensive category. Seeq have the highest defense, resist, and resilience. Gria can fly and have plus one to their movement.
2. More powerful monsters in exchange for more elemental weaknesses
3. More varied strategy. Monsters have more exaggerated traits and resistance to either physical or magical, encouraging you to exploit weaknesses. For example: Fairy will now have really high evasion but very squishy and low resilience. In order to kill it efficiently you have to use always accurate abilities or CC their evasion first.
4. Abilities buffed and nerfed. Example: Night will be costly and less accurate and Bishop offensive spells will have added effects...
5. All jobs have competent stat growths and one ability that scales opposite to what you would expect. A black mage would have a spell that scales with attack for example.

My intent is to make something close to the original. Spiced up and more difficult but with more tools to combat that higher difficulty. Anyone is welcome to add their thoughts, if I get that delta patch lol.
5
I really like some of these changes but not so much on the others. I want to make something similar but I have no idea how to edit hexes nor do I want to tinker with them too much. From reading all these mods it seems editing hexes too much causes other problems to pop up and I don't have the knowledge to fix them.

Could maybe someone send me a delta patch with only these changes?:

1. Dual wield removed or made impossible to get(dual wield+magick frenzy+illusionist magic too goshdarn OP)
2. Level Cap set to 50. Good idea since spells and monsters scale off a cliff too hard.
3. All revival methods removed except reraise.
4. Missions scale to party level.

My eventual goals with my alternate version of this mod:

1. Every race have one especially powerful uniqueness to them. Humes have magick frenzy in exchange for lower attack and magic growth, Viera jobs all have same assassin-like speed growth with access to higher MP cost double cast in exchange for lower magic growth and HP. Bangaa have the highest attack growth, Nu Mou have the highest magic growth, Moogles get an improved version of Chocobo Knight. New unmounted Chocobo Knight, in exchange for not having a skill set of their own, can equip everything and have great stat growth in every offensive category. Seeq have the highest defense, resist, and resilience. Gria can fly and have plus one to their movement.
2. More powerful monsters in exchange for more elemental weaknesses
3. More varied strategy. Monsters have more exaggerated traits and resistance to either physical or magical, encouraging you to exploit weaknesses. For example: Fairy will now have really high evasion but very squishy and low resilience. In order to kill it efficiently you have to use always accurate abilities or CC their evasion first.
4. Abilities buffed and nerfed. Example: Night will be costly and less accurate and Bishop offensive spells will have added effects...
5. All jobs have competent stat growths and one ability that scales opposite to what you would expect. A black mage would have a spell that scales with attack for example.

My intent is to make something close to the original. Spiced up and more difficult but with more tools to combat that higher difficulty. Anyone is welcome to add their thoughts, if I get that delta patch lol.