• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

FFT: ASM'D main info/discussion

Started by philsov, October 11, 2009, 04:38:12 pm

philsov

QuoteDoes it have to be Summoner? Couldn't you just give Innate Martial Arts to Squire (or Dancer)?

Quite frankly any class with innate martial arts and a 100+ PAM will see some big numbers at level 99 just due to PA scaling and fists' quadratic formula.  Even on a class with an 80 PAM, they can see numbers of ~648 from a two swords + fist combo.

QuoteWait. That only works with formula 2D?

The glitch occurs with "weapon strike".  Sword skill (with a null K value) is a programmed PA*WP strike so it should be fine without it.  Haven't implemented and tested yet, though.

QuoteI didn't mean "why are Archers healing?" I meant "why are Archers healing things like Petrify or Frog?"

Seemed to synch up with Squire's Heal.  Between Basic Skill and ?Archery?, they've got all the bases covered.  Besides, I think another way to remove undead should be present anyways.  Item's had it too good.

QuoteLess than I was expecting, especially for Gafgarion. Heh.

I'm guessing you haven't recreated the old Cheer Up, etc. yet if Ramza's numbers are so low.

Eh, gotta spread the love and despite ability consolidiation (all monsters can take on Choco Attack btw :D), there's still a lot of new stuff I wanna pump in.  Ramza already gained a new cheer up like ability (100% Br+10 move), and then one of Gaf's new abilities via crystal.  Hadn't done much else with the lad.

*downloads item list*
Just another rebel plotting rebellion.

RavenOfRazgriz

Quote from: "philsov"Seemed to synch up with Squire's Heal.  Between Basic Skill and ?Archery?, they've got all the bases covered.  Besides, I think another way to remove undead should be present anyways.  Item's had it too good.

Archers with the Archery skillset?  No.

Gawd no.

Call it... IDFK.   Hunting Skill?  Then again, that'd be more fitting of a "Hunter" than an "Archer".

Quote from: "philsov"Eh, gotta spread the love and despite ability consolidiation (all monsters can take on Choco Attack btw :D), there's still a lot of new stuff I wanna pump in.  Ramza already gained a new cheer up like ability (100% Br+10 move), and then one of Gaf's new abilities via crystal.  Hadn't done much else with the lad.

Ah.  So you're not really finalized on that either, yet.  Got it.

It's good to know you're enjoying all the ability consolidation and creation, at least.  =p

Quote from: "philsov"*downloads item list*

Enjoy.

Also, to comment on the Ninja Sword WP being boosted... that'd be giving Thieves a sizable power boost pending how much WP is being gained.  Without innate Concentrate it might not be that big a deal, but I'm making sure you remember that at least.  =p

RavenOfRazgriz

Heh, looks like when the forum got restored we lost the new posts that were in place of the ones we already lost.

Poor thread, every time we get to page 32 we get set back almost the entire page.   We also lost Eternal's entire post AGAIN.

Heh.

The Damned

Hey, if losing a post that I readily have on hand is the price to be paid to have gotten the Wiki back, so be it.

Quote from: "Eternal248"Since Raven has so eloquently reminded that I should post my ideas in this thread, I may as well give it a go. Not sure if you'll be fond of 'em all, but here are some of the major things I've done on my patch thus far. I'll break it up into smaller categories for easier reference. Apologies in advance if I shift between Vanilla's and WotL's Translation. I use WotL's translation for skills/items in my patch, so I'll probably shift between the two.

1) Jobs
-Squires are Onion Knights now, meaning they retain a few of their old skills (losing some skills to other jobs, though) but have the ability to equip whatever pleases them. They also have innate Equip Change and Defend, for versatility.

-5 Base Jobs (thanks to you for the idea, Phil): Onion Knight, Chemist, Hunter, Black Mage, White Mage

-Changed the Archer to Hunter, which has a variety of status shots, as well as Dragonslayer (Doom on a Dragon), Aim (100% attack), Barrage, and Doubleshot. The latter two have some animation issues, but those should be able to be fixed (hopefully)

-Chemist has Innate: Move-Find, Maintenance, and Throw Item

-Thief has Innate: Concentrate, a la 1.3

-Hunter has Innate: Poach

-Time Mage has Innate: Teleport, but their base Move is reduced to 1, meaning they can still benefit from Battle Boots and the Move+ abilities, but they'll have to work for it. Teleport can no longer be learned. The same holds true for Ninja and their Two Swords ability- they have it innately, but it can no longer be used by other jobs.

-Mediators are very much like Beastmasters now, having Innate: Monster Talk and Monster Skill. Not sure if that was in 1.3 or not.

-Oracles are totally revamped now, taking the place of the Calculator on the Job Tree, and they use Predict, which calls forth natural disasters, taking a long time to charge, but damaging the entire field. They also have Condemn to Doom foes.

-Geomancers have Innate: Any Ground, Move on Lava, and Walk on Water.

-Samurai have Innate: Move in Water

-Calculators have been replaced by Enchanters, which are now in the Oracle's spot on the Job Wheel. They use a variety of statuses, but a few have been allocated to the Time Mage, i.e. Break and Disable.

-A bunch of jobs can use new weapons, i.e. Monks using Poles, Chemists using Books, Knights using Axes, Black Mages using Daggers, etc.

-Bards are immune to Silence; likewise, Dancers are immune to Don't Move and they have new skills, some target enemies, others- allies.

-Holy Knights are Paladins now, being able to use supportive White Magic, Exorcise (Dead on an Undead), Cover (Golem), Bulwark (Protect, Shell, Defend but Don't Move on self), and Holy Blade (holy-elemental sword attack)

-Dark Knights are almost the exact opposite, they use skills that damage the enemy (and themselves, in the process) such as Souleater and Darkness, as well as the status move Deathbringer (Dark damage around self + Death), Night Sword (unevadeable sword attack- no longer drains)

-Meliadoul gains skills which benefits her against mages (which are aplenty late-game), using skills such as Rasp to damage MP, Silencestrike (weapon damage and Silence) and Magic Ward (Reflect on self)

-T.G. Cid has gained a variety of Thunder magicks, as well as some swordskills and Cover.

-Beowulf has gained some basic magicks and the sword skills Cid didn't get as well as Temper, which raises PA.

-Monsters have remained the same in my patch, except for using 1.3's reactions.

2) Skills
-Dash and Stone now have the potential to deal more damage and, as Raven has experienced, typically do.

-Break Skills are the same as Vanilla, except slightly more accurate and about half as expensive.

-Martial Arts is pretty much the same, except Chakra and Stigma Magic only target oneself and no other units.

-Geomancy ranges depend on the Geomancy Skill in question. Rarer terrain skills, such as Lava Ball and Blizzard have a huge AoE, whereas more common skills such as Hell Ivy have a range of 2 and no AoE.

-As mentioned above, Hunter Skills are totally different now, no more Charge.

-Ninja can throw fewer items, but they have new Ninja Bombs, which don't deal damage, but rather, inflict statuses on hit. It doesn't work for me yet, as I need an ASM to do so, but this is FFT: ASM'd, after all! I used Stink, Oil, and Smoke Bombs in my patch (Poison, Oil, and Blind respectively)

-Draw Out can now hit allies as well as enemies; Kiyomori and Masamune only target the caster now.

-Summons are quite a bit more expensive, but they are meant to be learned on hit now (kind of a reference to passing a Summon's trial in other FF's), Summoners are also slightly rarer in my patch, making Summons kind of a difficult skillset to master (rightfully so, IMO).

-Lich inflicts Undead and deals Dark, percentage damage.

-Faerie revives, a la 1.3.

-Odin inflicts Death in a straight line.

-Leviathan drowns the field, damaging ally and foe alike.

-Titan damages the area surrounding the caster.

-Time Magic has access to some of Final Fantasy XII's Time Magicks, such as Disable and Break, as well as Gravi 2

-Black Magic is totally revamped. Each elemental family has its own range. Ice hits in a straight line, with damage and range improving with each level. Fire hits around the caster, with damage and range also improving each level. Bolt hits randomly in an area multiple times, but each level increases the potential AoE of the spell, meaning higher levels yield higher damage, but also miss more. Also, due to Bolt's formula, it ignores Innocent. Replacing the level 4 spells is a new chain of spells- Prism. Prism deals all-elemental damage, and are more akin to Vanilla's Black Magic in terms of range.

-White Magic has lost Protect and Shell 2 to make room for Dia, Dia 2, and Dia 3. Dia inflicts various statuses onto an Undead, Dia 2 inflicts Dead on an Undead, and Dia 3 outright crystallizes an Undead target. Cure and Cure 3 restore a large amount of HP to a single target, whereas Cure 2 and Cure 4 don't heal as much, but heals in an AoE.

-Talk Skill has remained the same as 1.3, for the most part, but I'm thinking of removing Invite.

-Algus gains 2 new skills unique to him- Berate and Infuriate- the former reducing Brave by 10, the latter inflicting Berserk.

-Wiegraf has become more of a support unit with his Leadership skillset, using Inspire to raise his party's stats and he has White Magic to buff and heal his comrades. He also has access to Holy Blade, which deals holy damage.

-Olan's Astrology skillset has access to Meteor, Gravi 2, and Condemn (my Oracle's version) now.

3) Weapons
-All Knives increase Speed by 1.

-Replaced Zorlin Shape with the 'Tonberrian', which inflicts instant Death. DOINK!

-Ninja Knives all inflict various statuses, meaning the target of a Ninja with Ninja Knives is most likely going to be crippled.
a) Ninja Blade- Poison
b) Kunai- Nothing, but has 25% EVD compared to the 20% of the other Ninja Knives
c) Kodachi- 12 WP, compared to the next Ninja Knife, which has 10.
d) Ninja Longblade- Silence
e) Spell Edge- Don't Act
f) Sasuke Knife- Don't Move
g) Iga- Sleep
h) Koga- Death

-Blood Sword now has 6 WP and is Dark Elemental

-Coral Sword is now Water Elemental

-Ancient Sword is Earth Elemental now, and doesn't inflict a status

-Rune Sword casts Silence on strike now

-Created the 'Ultima Weapon', which deals damage equal to lost HP.

-Replaced Materia Blade with 'Buster Sword', which is 2-handed and raises all stats by 1. I'm going to force it on Cloud at the Zarghidas Battle, so you won't have it until then.

-Knighswords have 1.3's stats, for the most part.

-Chaos Blade becomes the Durandal, which is Dark elemental and has 24 WP, and is received as a reward for beating Yiazmat in my Deep Dungeon.

-Each Katana has its own element, typically a rare element.
a) Asura- Fire
b) Kotetsu- Dark
c) Osafune- Water
d) Murasame- Water
e) Heaven's Cloud- Wind
f) Kiyomori- Earth
g) Muramasa- Dark
h) Kiku-ichimoji- Earth
i) Masamune- Holy (also the only one-handed Katana, so it can be used with the Genji Gear)
j) Chirijiraden- Fire

-Axes still deal random damage, but have the potential to cast the Break skills. This means a double attack if the target does not have the equipped gear.
a) Battle Axe- Shield Break
b) Giant Axe- Head Break
c) Slasher- Armor Break

-Rods are generally the same as 1.3 with a few key differences.

-Rod and Poison Rod both boost MA by 1, with Poison Rod being Earth elemental and casting Poison 25% of the time.

-Dragon Rod is Fire elemental

-Staves are a mixed bag now. Half of them are meant to be used on enemies, the other half are meant to bash your allies' skulls in to buff them.
a) White Staff casts Esuna 25% of the time.
b) Serpent Staff is every element except Dark and may cast Reflect.
c) Gold Staff casts Reraise 25% of the time.

-Flails are the same as Vanilla, with a Water-elemental Flail replacing the Flame Whip.

-Guns have been renamed to XII's gun names, and the elemental guns no longer shoot spells, but rather, normal elemental bullets.

-Silver Bow is Holy elemental and has a 25% chance of casting Exorcise

-Windslash Bow casts... well... Wind Slash (aka Kamaitachi)

-Replaced Perseus Bow with Sagittarius Bow, which can cast Rasp on hit (reference to Shemhazai in XII, who represents Sagittarius)

-Each Book casts a Talk Skill at 25% chance now.
a) Battle Dictionary casts Insult
b) Monster Dictionary casts Threaten
c) Papyrus casts Mimic Daravon
d) Madlemgen (sp?) casts Invite

-Each Spear increases Jump by 2.

-Gungnir has been added, it's Thunder elemental and has a 25% chance of casting Odin.

-Javelin II has become the Zodiac Spear.

-Dragon's Whisker has a 25% chance of casting Dragonslayer.

-Whale Whisker is Water elemental now.

-Bags and Carpets are largely like their 1.3 counterparts.

4) Armor
-Shields use 1.3 stats, with a few changes.

-Ice and Flame Shield no longer absorb, but halve their respective elements. Ice Shield is weak to Fire, and the Flame Shield is weak to Water.

-Created the Ensanguined Plate, which has 50%/35% EVD, at the cost of Blind, Poison, Oil, and Slow.

-Escutcheon II has been renamed the Zodiac Escutcheon.

-Hats and Armor are largely the same as 1.3's Hats/Armor, with the exception of some HP and MP values.

-White Robe halves Fire, Ice, and Thunder and now comes with a starting Protect and Shell, but its HP value is crap.

5) Accessories
-Spiked Boots grant 2 Jump, instead of 1.

-Rubber Shoes have their thunder-nullifying ability, as well as 10% P-EVD.

-Bracer increases PA by 2, rather than 3.

-Defense Ring has its old traits, as well as Starting: Protect

-Magic Ring halves Earth, Wind, and Water.

-Cursed Ring nullifies elemental affinities by making its wearer weak to and halve all elements. (Thanks to PX for that idea.)

-Diamond Armlet nullifes Poison and Frog.

-Jade Armlet nullifies Earth and halves Dark.

-108 Gems strengthens Holy and Dark, and only protects from rarer statuses, such as Undead, Berserk, Blood Suck, and Stop.

-N-Kai Armlet nullifies Dark.

-Guardian's Bangle grants immunity to Don't Move/Act, as gives Always: Defend.

-Cloaks are the same as their 1.3 counterparts.

-Not an accessory, but Hi-Potions and X-Potions restore more HP, but, as with all items, their price has been severely increased, making it harder to purchase and spam items.

6) General Gameplay Stuff
-I've changed the music and weather for many scenes.

-Your starting party has 1 job from each of the 5 base classes, with an extra Chemist for posterity.

-Items are very expensive, and you will need to make smarter decisions on what you need to buy.

-New spell quotes for most abilities.

-WotL naming for most things, but not the actual script.

There's more, but I don't want to bog you all down with more info. Sorry if it got a little wordy, but those are the major things I've done for my patch thus far. Feel free to use what you will for ASM'd. I can contribute spell quotes and other things for ASM'd as well, if you so wish.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

RavenOfRazgriz

Quote from: "The Damned"Hey, if losing a post that I readily have on hand is the price to be paid to have gotten the Wiki back, so be it.

Heh.  I suppose.

Also, what post of mine were you going to reply to earlier?   One of the ones I made to formerdeathcorps about how Hamedo and Golem are broken independent of each other, how gender splitting is an arbitrary and roundabout way to solve problems that often need more than that gender splitting to be adequately solved, etc?  Or a different one I can't recall either?

The Damned

The former. I was largely just going to say that I agreed with you, but there was something in that I can't specifically remember.

Oh well. Maybe it will come back to me. You seem to have resolved it with formerdeathcrops.

Anyway, I've been editing items and more things along the lines of your Proposed item changes, so I'll try to test those out. I'm beginning to think that I'm almost already ready to have a very early beta-version of my patch once I get Blue Mage finally hammered out--I can't believe I had "Night" as a skill for so long--and pick two more classes.

But that's probably two weeks off and unrelated to the thread.

So...uh, is Thief only getting Muddle as a new skill?
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

Eternal

Thanks for having my old post on hand, Damned. It saves me a bunch of time from having to repost. =P
  • Modding version: PSX & WotL
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
  • Discord username: eternal248#1817

The Damned

No need to thank me. It's not like I was doing it out of altruism or anything.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

RavenOfRazgriz

Quote from: "The Damned"The former. I was largely just going to say that I agreed with you, but there was something in that I can't specifically remember.

Oh well. Maybe it will come back to me. You seem to have resolved it with formerdeathcrops.

Anyway, I've been editing items and more things along the lines of your Proposed item changes, so I'll try to test those out. I'm beginning to think that I'm almost already ready to have a very early beta-version of my patch once I get Blue Mage finally hammered out--I can't believe I had "Night" as a skill for so long--and pick two more classes.

But that's probably two weeks off and unrelated to the thread.

Glad to see that list is helping people then, since I'm still being too much of a lazy bastard to do my own entire patch.

You saw my reply to your Holy Mitre question, right?  I think that post got lost in the shuffle.  If you didn't, yeah, the Absorb: Dark is a typo from a time where I was trying to save a proc slot by having it piggyback on Excalibur's ability before realizing Excalibur still had Initial: Haste.  I forgot to make Absorb: Dark into Cancel: Dark when I posted it and didn't fix it in the update.

I should update that list with some mods to Flame/Ice Shields to give them each an Absorb/Half/Weak, fix that typo, redo Polearms AGAIN, etc., as that list is still definitely a WIP in some areas...

Quote from: "The Damned"So...uh, is Thief only getting Muddle as a new skill?

I think so, but its infuriatingly good.  When I was testing the really old ASM'd beta, Muddle made Mandalia Plains a bitch.  It lets them disable male characters and rob them blind, too.

...That, and I don't think I could think of another ability to give Thieves anyway, myself.

The Damned

Quote from: "RavenOfRazgriz"Glad to see that list is helping people then, since I'm still being too much of a lazy bastard to do my own entire patch.

Despite being such a lazy bastard, my patch is pretty the only thing I've been productive about recently. So your ideas are at the very least some useful things to compare against as I said earlier.

QuoteYou saw my reply to your Holy Mitre question, right?

Yes, I did.

QuoteI should update that list with some mods to Flame/Ice Shields to give them each an Absorb/Half/Weak, fix that typo, redo Polearms AGAIN, etc., as that list is still definitely a WIP in some areas....

Why are you redoing Polearms again? (Outside of Dragon Whisker or whatever it's called.)

QuoteI think so, but its infuriatingly good.  When I was testing the really old ASM'd beta, Muddle made Mandalia Plains a bitch.  It lets them disable male characters and rob them blind, too.

...That, and I don't think I could think of another ability to give Thieves anyway, myself.

I thought that Muddle was just confusion (from the name); I appear to be mistaken.

As for other skills, I can think of a few and there's always FFCompendium for ideas.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

RavenOfRazgriz

Quote from: "The Damned"Why are you redoing Polearms again? (Outside of Dragon Whisker or whatever it's called.)

I don't like how some of them turned out.  Oberisk is automatically useless once you get Holy Lance, etc.  I want to think of more cool ideas in the vein of the 0% W-EV Partisan.   Maybe allow one of the weaker ones to be wielded by Two Swords, heh.

Quote from: "The Damned"I thought that Muddle was just confusion (from the name); I appear to be mistaken.

As for other skills, I can think of a few and there's always FFCompendium for ideas.

I see.  It is just instant-Confusion at Charm success rates, but considering Thieves get the early turns, it can be rather debilitating since Confused characters are often more-than special.  I only noted males specifically because they still have Charm for the females.

The Damned

Ugh, having to redo Dancer was a pain in the ass.

Quote from: "RavenOfRazgriz"I don't like how some of them turned out.  Oberisk is automatically useless once you get Holy Lance, etc.  I want to think of more cool ideas in the vein of the 0% W-EV Partisan.   Maybe allow one of the weaker ones to be wielded by Two Swords, heh.

Somehow missed the mention of Two Swords when I read this earlier.

So philsov is assuredly keeping Two Swords around?

QuoteI see.  It is just instant-Confusion at Charm success rates, but considering Thieves get the early turns, it can be rather debilitating since Confused characters are often more-than special.  I only noted males specifically because they still have Charm for the females.

I see. Confusion is rather...pesky and Thieves are perhaps the class best-suited to take advantage of it. They really need a least a couple of skills that bypass Maintenance.

I'm guessing you were still able to beat Mandalia Plains, though, correct?
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

RavenOfRazgriz

Quote from: "The Damned"So philsov is assuredly keeping Two Swords around?

As far as I know.  He's going out of his way to keep it separate from Martial Arts as far as I know but that's about it since lacking a Shield actually has the potential to mean something in ASM'd.

Quote from: "The Damned"I see. Confusion is rather...pesky and Thieves are perhaps the class best-suited to take advantage of it. They really need a least a couple of skills that bypass Maintenance.

I'm guessing you were still able to beat Mandalia Plains, though, correct?

Of course.  One try, IIRC, but that may be because I'm used to 1.3-levels of stupidly hard (Engineers! Rage!) and know that fight well enough to pretty much never lose it as long as I have Item and a Chemist or two.  Doesn't mean getting someone Muddled before I got my first turn and then having him get the first turn on my side didn't suck ass, though.

The Damned

Understood.

I had thought you meant Two Hands since that would make more sense (with a spear) and it would still bring up the "do I want a Shield or not?" question. I'm guessing that all spears can be Two Handed already anyway, though, so that's probably a moot point.

*light bulb goes off overhead*

Now if you'll excuse me, I think I finally figured out what my 20th class is going to be. So I'll probably be gone the rest of the day.
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"

RavenOfRazgriz

Quote from: "The Damned"Understood.

I had thought you meant Two Hands since that would make more sense (with a spear) and it would still bring up the "do I want a Shield or not?" question. I'm guessing that all spears can be Two Handed already anyway, though, so that's probably a moot point.

Yeah, Polearms can be Two Handed.  I was thinking a weaker one being Two Swords-able because of how Two Swords > Two Hands, meaning that Polearm keeps up nicely later on.  I know its far harder to justify Two Hands'ing a Spear, but a little magic in the description box could make it work.

Quote from: "The Damned"*light bulb goes off overhead*

]Now if you'll excuse me, I think I finally figured out what my 20th class is going to be. So I'll probably be gone the rest of the day.

Heh.  Cya then.  Good luck with it.

Dokurider

Quote from: "RavenOfRazgriz"
Quote from: "The Damned"Understood.

I had thought you meant Two Hands since that would make more sense (with a spear) and it would still bring up the "do I want a Shield or not?" question. I'm guessing that all spears can be Two Handed already anyway, though, so that's probably a moot point.

Yeah, Polearms can be Two Handed.  I was thinking a weaker one being Two Swords-able because of how Two Swords > Two Hands, meaning that Polearm keeps up nicely later on.  I know its far harder to justify Two Hands'ing a Spear, but a little magic in the description box could make it work.

A really heavy spear?

RavenOfRazgriz

Quote from: "Dokurider"A really heavy spear?

Heh, something like that.  I actually have an updated .txt file to post after working on it tonight.

I think I may have had an idea to squeeze out another ability slot, but I don't know.  All monsters can be placed safely on one ability for their "standard" attack (eg Choco Attack).  We established that before.  What if a human is placed on that same ability, animation-wise?   Choco Attack etc use the 01 Dmg_[Weapon] formula so the damage should be the same as the attack command for humans, but would the sprite glitch in performing it, would it swing its weapon, or what?

I'm asking since if a human can also make use of this ability as a basic attack without glitching out, we could edit the animation on the "Doubleshot" ability to work with monsters, then make it their "Attack" ability, flagging it so the ability name doesn't show up to not cause oddities with the Doubleshot proc itself.

This way, monsters and doubleshotting would be working off the same ability, and if the animation for humans isn't too wonky, the Doubleshot proc itself will actually (hopefully) be an additional attack and not a cool but out of place explosion.   If we can do it, it should be done since we're already doing our best to squeeze every little bit of efficiency from our poor FFT ISO.



Also, an even-more updated equipment list.  Overview is a hopefully breaking down of the Polearm tiers, removal of Guard Gauntlets, balancing of Iron Fan, more typo fixing, and a touch up on Flame and Ice Shields.  Actual changes include:

Short Edge is now 10 WP, 0% W-EV, 25% Doubleshot

Spear is now "A specially designed polearm for easy one-handed use.", 9 WP, 10% W-EV, PA +1, usable with Two Swords
Mythril Spear is now "Spear with mythril head. Designed for deflecting attacks."  10 WP, 15 or 20% W-EV (pending), PA +1
Oberisk is now "Huge steeple-shaped spear that pierces the enemy's defense."  13 WP, 10% W-EV, PA +1, Cancel: Protect, Shell, Reflect, Defending
Dragon Whisker is now 17 WP, 10% W-EV, PA +1, 25% Fire 3/4 (both are weaker than Holy, so either should be fine)

Iron Fan is now 9 WP, 15% W-EV, Always: Defending, Two Hands Only

Flame Shield is now Absorb: Fire, Half: Dark, Weak: Ice, Water
Ice Shield is now Absorb: Ice, Half: Earth, Weak: Fire

Holy Mitre now correctly says "Cancel: Dark"

Guard Gauntlet is dead and has no replacement at this time.  Unsure whether what replacement comes to be should be an accessory to directly replace Power Gauntlet on the item tree or possibly be ubergear.

While the post containing your dissents about the previous list is gone, philsov, I think this addresses most of them besides the whole wanting to redo 1.3 Staffs and Katana procs points (the latter because I happen to prefer the listed procs over just a DO proc - I actually put a deal of research into them).  I'll attach the txt file on this post for the people who want to read my updated item notes or just keep an updated list on hand.  (I generally put a new note update each time I edit something, and leave the previous one there so the people reading can see how each category evolved.  That, and so I personally don't forget what ideas of mine were stupid and end up repeating them again.)  Hopefully the item lists and discussions are helping you get things smoothed out more quickly, Phil.  =p

Dokurider

Perhaps you should consider using Demi2 proc for one or two of the weaker items. I also think their needs to be a Zombie Proc as well. Can we use Items as procs? If we can, can we make a Phoenix Down proc? Or how about a Raise or Raise 2 proc? Death (the spell) proc? Difference Proc?

RavenOfRazgriz

Quote from: "Dokurider"Perhaps you should consider using Demi2 proc for one or two of the weaker items. I also think their needs to be a Zombie Proc as well. Can we use Items as procs? If we can, can we make a Phoenix Down proc? Or how about a Raise or Raise 2 proc? Death (the spell) proc? Difference Proc?

I'd like to use Demi 2 as a proc as well, but I don't even think there are too many weapons you can get away with putting it on without redesigning it or otherwise taking a lot of creative liberty.  I did toss basic Demi on Kotetsu though, myself.  Zombie, I'd really love to have a crossbow that proc's Zombie and uses the Healing Staff damage formula, but I'm pretty sure that formula is No Status.  Standard damage + Zombie I considered, but something about it seemed possibly too good because Zombie is an awesome status when used correctly.  Then again, it'd be 25% Zombie, so it probably wouldn't be bad.

Items can't be used to proc, but procing Raise or Raise 2 (in order to kill undead bros) is easy enough.  Same with Death to heal them / kill non-Undeads.  Difference works as far as I know, but the only problem is that you can only "technically" proc the first 255 abilities on the list (up through the final Bio 3), so you'd need to switch it with something else on the list and fix the skillsets/monsters/etc that use those abilities to reflect the change.  Hence why procs like Seal Evil or most monster abilities are pretty rare in my list - it's not because I didn't want to use them, that's for sure.

The Damned

Okay, I finally finished what I was doing last night. I would have gotten back sooner, but I kind of got distracted by Youtube (and fucking atrocious re-design)?

After fixing up Wizard, I decided to count the amount of unused jobs and redundant & unused skill sets.

The amount of the former is actually not as much as I would have liked (29 jobs and that's including that one of the Assassin jobs is almost completely redundant).

The amount of the latter is...absurd. 138 skill sets, give or take 5, are either completely redundant or out-and-out useless.

What the hell.

Have you done anything regarding this amount of supposed space, philsov?

Quote from: "RavenOfRazgriz"Heh.  Cya then.  Good luck with it.

Why thank you.

As for your latest, I looked through it and I'm guessing the only changes that I noticed in the document that you didn't note in the post was that in your thought process under hats, it still says Holy Miter Absorbs Dark instead of Cancels Dark and that you make no mention of there being a problem with Cherche despite the fact that you changed both Iron Fan and Guard Gauntlets.

Aegis EDIT: Speaking of a possible problem with Defend, wouldn't Cherche (and well, the Defend action by itself) with Aegis Shield give you 100% M-EV?
"Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

"Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

"Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"