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February 24, 2020, 08:30:12 am


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

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Messages - JayP

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
August 05, 2019, 04:24:44 pm
Just finished chapter 1 with some strategy help from DaTruthDT via YouTube. Wonderfully done! So much depth and quality in the story, jobs, and enemies. It's a good challenge, and I failed many times. Great work to all involved! Can't wait for the next segments.
Managed to make it to araguay woods. Did so after 8 serious tries at Zirekile falls, then just restarted the game over and over until assassinate worked on the turtle. Without the turtle that battle still took ages since I can't hit, and because the enemies did the energy blast and slow on attack so often I had to use what few turns I got to heal and revive. The counter-geomancy hit every time I did attack with added negative status effects. Side note: I guess the enemy attacks with slow or immobilize have 100% chance to do that effect? That's rough.

There was some new gear available after the falls, so I got it, then on my way back to araguay woods I got steamrolled 4 times by random battles. I'm typing this after one that should have been fairly doable: one beastmaster, one bomb, and one chocobo. Combination of beastmaster reraise/haste and chocobo cure, along with the hit % problem I'm experiencing, meant that the chocobo can undo any damage I manage pretty much right away. The bomb can self destruct, reraise, and do it again. The beastmaster is pretty much untouchable, given the range of his abilities and chocobo cure.

I have most of my guys' special abilities unlocked, but I have yet to see any success with the more useful ones aside from the one time assassinate worked. Also tried changing jobs to get some of the useful abilities I thought maybe would help, like auto potion or energize(I mean the reraise one? Sorry) or Knight's sacrifice, but when I have someone as a nonstandard job my already small chances of victory get even smaller.

I actually tracked my hits for one battle. Bariaus Hill, with three bombs and 7 assorted humans. Before I lost, I missed 32 attempts that had 85% or higher. 5 were 95%. Only one out of more than 25 attempts(didn't count, just estimated) to use a special ability (sleeper hold, finishing touch, song of time, etc) worked. This battle took a little less than 2 hours, and only lasted so long because the bombs were on a separate team and kept some of the humans occupied and away from me.

At this point I'm about to just give up and go play regular WotL so I can feel good about myself.
Thanks Elric. That does make sense. I was thinking, maybe it could be the iso file I used for patching, considering I made a copy of the original download for each mod and patched it. I'm using ePSXe, which I understand to be not ideal after much reading on these forums.
I'm pretty new to FFT mods. I've been playing vanilla/WotL since vanilla was new on PS1 though, and was pretty excited when I found out about these patches that change the game. I have a big appreciation for what it takes to do this kind of programming, and come up with new ideas for story line. First I tried FFT+, then 1.3 content, then JotF.

I'm only a few battles in, Zirekele Falls, and it's tough but seems very good. I have one question though: did you nerf hit percent, or was it always this bad? I don't remember it being as bad on vanilla or WotL as it has been on the three mods I've tried. It doesn't seem to matter what my hit percent is, if it's under 100% I will miss and miss and miss and miss and miss, to the point that I genuinely can't win a battle because of it. I actually shut down the game right now to post this after missing 12 in a row of 85% or higher. How did this game break math? 85%, that's pretty simple. 3 out of 20 should miss. Not 12 out of 12. On the flip side, the enemy seems to be able to hit no matter how low their hit %.  I know I only gave an example of one battle, but this has been the norm across the three mods, and is why I stopped with the other two. Is this something done on purpose? This one thing really takes the fun out of it. I don't really like hoping for random strokes of luck to win EVERY battle, I like to win with a good strategy. But I don't think strategy can overcome this.