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There has to be a better skillset for the Archer than Charge

Started by Dokurider, April 30, 2009, 01:19:43 pm

SentinalBlade

May 01, 2009, 04:39:29 pm #20 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Quote from: "Dokurider"Honestly, I don't think it would be that hard. I'd imagine the most complicated part would be the -1 speed aspect. Otherwise, it's just an issue of adding Jump to Charge+X. (Jump is considered a status, right?)

Then again, I only play a coder on TV.

Thats relativley easy, and wouldnt be any trouble

The hard part is finding the code that executes jump/charge function. as far as i can tell, all i see is the damage formula, not that long list of hex

Zozma

May 01, 2009, 06:10:09 pm #21 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
okay so i have a few questions, vanya says that they are able to make jumps now, but are you having the same trouble i am where they dont display the damage that they deal?

and about these jobs, what about using a blank skillset creating your own stuff and assigning that to the jobs like samurai?  is that included in the bugs you are referring to?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

BeoulveBlack

May 02, 2009, 10:23:33 am #22 Last Edit: December 31, 1969, 07:00:00 pm by BeoulveBlack
well, this is quite the long shot, but here goes...

-for 'Charge' skillset, i would delete the samurai's 'Draw Out' and rename all of his abilities after arrows
-change the graphics (menu screen graphics) to look like different types of arrows
-change the 'Broken!' message into 'Lost!'
-changing the 'chance of break' to bee 100% for all of them
-changing the attack animations/graphics to be regular attacks with appropriate SFX's.

the better arrows will not be cheap and the even better arrows won't even be sold (gotten through poaching, battle rewards, etc.). like the 'Throw' skillset, each skill will be only 100 JP to learn, and can be used as long as the arrow is available

examples:

- Baobab Arrow: deals normal damage, has 2 extra range (btw, has anyone ever tried placing range = 2 while the 'weapon range' boolean is checked?)

- Iron Arrow: (PA+Sp+K)/2 * WP basically, this can be used for more than one arrow, with a higher constant for stronger ones

- Composite Shaft: never misses

- Razor Shaft: always critical

- Mage Slayer: 50% chance of silence OR does half damage (to the MP)

- Toxic Needle: half damage, always poisons

- Dragon/Zombie Slayer: 1HKO on the appropriate creature

- Divine Trinity: high damage, holy element, rare (only given as a story battle reward); uses 'Dispose' graphic

Vanya

May 02, 2009, 02:38:00 pm #23 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
@Zoz: I haven't tested it in a long while so I can't say. I don't remember running into that problem, though.

@BB: That's interesting, but I wonder how much editing this would require since we really don't have an arrow animation to work with yet?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

May 02, 2009, 05:23:05 pm #24 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
its just that the way i got it to work, it doesnt display damage even tho it actually does it.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Dokurider

May 02, 2009, 05:33:50 pm #25 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Had another brainstorm yesterday about knights. It's kinda in the same vein as the Archer skillset suggestion.

What if Knights' Item break skill did damage and had a chance of breaking whatever item? Weapon formula and PA+whatever% chance to break item? That would turn Knights from an 'okay' class to an awesome class.

Kaijyuu

May 02, 2009, 05:51:15 pm #26 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
Why would you ever use the basic attack, then?

Maybe half or 3/4 damage and the % to break, sure.
  • Modding version: PSX

Zozma

May 02, 2009, 05:55:00 pm #27 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
yeah for an instant skill that doesnt cost mp
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Dokurider

May 02, 2009, 06:01:16 pm #28 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "Kaijyuu"Why would you ever use the basic attack, then?

So? Knights should be destructive. I don't see a problem with being able to augment your attack.

BeoulveBlack

May 02, 2009, 06:19:12 pm #29 Last Edit: December 31, 1969, 07:00:00 pm by BeoulveBlack
Quote from: "Vanya"@BB: That's interesting, but I wonder how much editing this would require since we really don't have an arrow animation to work with yet?

you use the same animation every skill that "strikes" uses, but the SFX will be something different, like for say 'Dragon Slayer' it could do the Stop [Breath] SFX

Kaijyuu

May 02, 2009, 07:44:17 pm #30 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
Quote from: "Dokurider"
Quote from: "Kaijyuu"Why would you ever use the basic attack, then?

So? Knights should be destructive. I don't see a problem with being able to augment your attack.
Every offensive class "should be destructive." Giving abilities that are 100% better than the basic attack in every way invalidates the basic attack's existence. It, like every other ability, should have a niche (and not as a stepping stone; those are pointless).

Besides, it's annoying to navigate through a menu for the same ability every time.
  • Modding version: PSX

Dokurider

May 02, 2009, 08:22:54 pm #31 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Quote from: "Kaijyuu"
Quote from: "Dokurider"
Quote from: "Kaijyuu"Why would you ever use the basic attack, then?

So? Knights should be destructive. I don't see a problem with being able to augment your attack.
Every offensive class "should be destructive." Giving abilities that are 100% better than the basic attack in every way invalidates the basic attack's existence. It, like every other ability, should have a niche (and not as a stepping stone; those are pointless).

Besides, it's annoying to navigate through a menu for the same ability every time.

I really don't see why you're so opposed to this. It's just Basic Attack+Item Break.

Besides, it's not "100% better in every way". My suggestion replaces weapon magic, so you can't do weapon magic if you use it. Also, what if you wanted to steal it instead of break it but still wanted to deal damage?

If it really is a problem, then it can be randomized.

Again, it's just an augment to Basic Attack. It's a lot like what I suggested for Archers.

And finally, annoying to pick the same ability over and over again? I find that it's only annoying if it's not working.

Archael

May 02, 2009, 09:38:17 pm #32 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "Dokurider"
Quote from: "Kaijyuu"Why would you ever use the basic attack, then?

So? Knights should be destructive. I don't see a problem with being able to augment your attack.

I agree with Kaijyuu.

If you're gonna give the job a boosted attack to replace Attack Command, make sure they have to sacrifice something for it. (Damage, MP, Accuracy, Charge Time, something.)

Otherwise it's just Original FFT Lightning Stablololol all the time for that job.

See: Sonic Boom from FFTA. Completely nullifies the purpose of Attack with 0 mp 0 ct 0 penalties, PLUS AOE!

Dokurider

May 04, 2009, 01:33:34 pm #33 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
I still don't agree with your line of reasoning, but, I thought it over the weekend, and I do agree that it does need a cost, because it's OP. MP cost would be fine.

Actually, scratch that. Damage reduction would be better. 1/2 Weapon formula sound good?

I'm also betting that you guys would want something similar for the Archer skillset I suggested initially as well? 7/8 Weapon Formula as well.

Kaijyuu

May 04, 2009, 04:35:42 pm #34 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
I think your archer skillset is fine, so long as it has some sort of moderate charge time. Like, each of the status inflicting ones would have a charge time of 3, potshot (aimed shot?) of 2 (since it already has a damage reduction).
  • Modding version: PSX

Dokurider

May 04, 2009, 05:00:46 pm #35 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
Nah, damage reduction is the way to go.

Kaijyuu

May 04, 2009, 06:08:26 pm #36 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
That works too.

Personally, I'd try to keep some of the original charges intact. They're unique in their own way; you'd just have to get rid of the useless ones and add these new shots onto the list for variety and flexibility.
Then again, that might require more ASM than it's worth.
  • Modding version: PSX