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FFT: ASM'D main info/discussion

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

Archael

November 02, 2009, 04:08:00 pm #240 Last Edit: December 31, 1969, 07:00:00 pm by Archael
you can give it a charge time, lower hit rate, or whatever you want

but it ensures that an enemy getting global blind off actually impacts the battle

where blinding 1 enemy is just a waste of a turn IMO

Dokurider

November 02, 2009, 07:03:01 pm #241 Last Edit: December 31, 1969, 07:00:00 pm by Dokurider
My issue with Worker 8 isn't his speed, it's his movement. It's a absolute pain getting him anywhere. DD, any level with water, damn. Sometimes, it's like I'm fighting the whole battle with just 4 units because Worker is still in the starting area, lagging behind. :/

FFMaster

November 02, 2009, 07:31:55 pm #242 Last Edit: December 31, 1969, 07:00:00 pm by FFMaster
3 Move is fine most of the time, especially with 8 range 300 damage attacks, which also goes thorugh Defense UP/Magic Defense UP. Not moving in water makes sense, but really hurts him in some maps.

His low speed is meant to balance out his power, resistances and Dispose, but I think its just a bit too low.

He was great for killing Rofel though.
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iopyud

November 03, 2009, 06:35:06 am #243 Last Edit: December 31, 1969, 07:00:00 pm by iopyud
RE: Chocobos

Good idea on the movement. You lose 1 extra unit for massive movement.

RE: Items

Whoops.

RE: Blind

I forgot about innate weapon guard but I still like Arch's idea.
Else I really am better off casting Paralyze or Sleep or some other lame RNG status.
So ur wid ur rival adn u were fighting den wen he beat u ur holy stone glowed and spoke, it told u "Your soul will unite with my flesh" den u tell ur rival dat but ur rival said "No, that's just an ordinary rock"
THEN WHO WAS STONE?

Skip Sandwich

November 03, 2009, 09:02:34 am #244 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
I use the current 1.3 version of blind all the time, it has a huge AoE and practically a 100% effect rate. But again, i'm currently playing through a Mages-Only challenge, so mantles and class evasion are all i've got and I need all the help in that department that I can get.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

philsov

November 03, 2009, 12:19:21 pm #245 Last Edit: December 31, 1969, 07:00:00 pm by philsov
QuoteMages-Only challenge

Whoa, sounds like fun.  How far've you gotten thus far?
Just another rebel plotting rebellion.

Nocat

November 03, 2009, 03:55:56 pm #246 Last Edit: December 31, 1969, 07:00:00 pm by Nocat
If the issue with blind is that concentration goes through it, cant you make it so that blind>concentrate?

RavenOfRazgriz

November 03, 2009, 04:55:23 pm #247 Last Edit: November 03, 2009, 05:10:01 pm by RavenOfRazgriz
Odd idea: Giving (at least some) classes an innate Reaction in addition to Weapon Guard.

I forget exactly how the Reaction stack works in terms of which Reaction fits where, but I know its similar to the Evasion stack.  

Example, I was contemplating on how Equip Spear on a Samurai is still > Attack UP, as Equip Sword (iirc) can be as well.  Which honestly makes no sense to me, because for such high WP weapons, Katanas are pretty much worthless outside of Draw Out if Samurais can't even make good use of them offensively.  Since from what I can tell, philsov either hasn't or doesn't want to give Katanas some sort of proc, innate, buff, etc to make them worth equipping beyond their WP, and the WP isn't enough on its own to merit using them since Equip Spear is both superior and directly on the way to Samurai... I thought of giving all Samurai innate Brave UP, allowing them to cause more damage over time via Katana melee without essentially being Reaction-less.  Obvious problem at first is that the primary Reaction equipped becomes more and more dangerous over time as well... but that doesn't seem like a very big issue, considering many other moves that modify Br / Fa returned and the most unbalanced Reactions have been removed or modified (I'm looking at you, Auto Broketion).

Whether every class should get an second innate Reaction, or just a few that may need it like Samurai, I'm not sure.  But things like Samurai with innate Brave UP, Ninja with innate Sunken State, Thief with innate Catch, etc. seems like it could be a pretty cool way to make the weaker Reactions more useful, unless they receive major buffs to put them on par with Dragon Spirit, HP Restore, etc.

Just a random thought.  Also, if Auto-Broketion has been downgraded sufficiently, is there still a reason not to at least test implementing a variant of the Fury hack, either lowering the +X value or simply lowering Orlandu's Br a bit?

EDIT:

I agree with above.  If possible, make Blind > Concentrate.  That makes too much sense not to do and makes Blind pretty damn useful compared to its current 1.3 form.

I actually had a few more suggestions, but I can't recall them right now.  Damn.

EDIT DOS:

I remember one of them.  Battle Boots.  Right now they're pretty much worthless, especially with how early Spike Shoes come in.

Maybe make them Jump +1 and some small Evasion (~5-10%)?  Speaking of accessories that give Evasion, is it just me, or are the %s Mantles give pretty damn ridiculous, considering they work on all sides?

I've always thought something needed to be done with them, either making them fall under C-EV's new 'Global' clause, getting lower %s for Phys-EV, or even being completely redesigned into something like an accessory version of a Robe.  I know you cut their evasion numbers somewhat, but it's still something I'd like your thoughts on.

philsov

November 03, 2009, 05:09:53 pm #248 Last Edit: November 03, 2009, 05:17:17 pm by philsov
QuoteOdd idea: Giving (at least some) classes an innate Reaction in addition to Weapon Guard.

If given an innate reaction ability, the equippable reaction slot gets nulled out.  Multiple (innate) reactions only work for mimes and monsters (and enemy-only job classes).

Besides, Katana's (and knight swords) are going to be straight PA * WP -- the current knight sword weapon formula is basically "swordskill", which is why it doesn't work with poach.  Katana's will probably recieve a reduction in WP as a result of this, however.

Quoteis there still a reason not to at least test implementing a variant of the Fury hack, either lowering the +X value or simply lowering Orlandu's Br a bit?

Balance issues and numbers I have absolutely no desire to touch.

QuoteIf the issue with blind is that concentration goes through it, cant you make it so that blind>concentrate?

That's not the issue with concentrate at all.  In fact, no one's even mentioned it until you brought it up.  The problem with blind was/is that it's simply an inferior action -- why blind someone and reduce your chances to be hit by 50%, when you can throw an 85% paralyze at them and shut him down completely?  

To respond to this, blind got an increase in AoE (thereby affecting more targets than paralyze can ever hope to) and a decrease in CTR (1.  ONE.).  And given the mechanics changes already presented, Blind (both as a status and a spell) may in fact be overpowered and cause me to reduce the current W.Ev and C.Ev numbers.  

Oh, and squires are getting a move with PA * WP with a 100% chance to blind the target.  Blind by itself is questionably weak.  But damage + blind?  Awesome imo.
Just another rebel plotting rebellion.

RavenOfRazgriz

November 03, 2009, 05:13:05 pm #249 Last Edit: December 31, 1969, 07:00:00 pm by RavenOfRazgriz
Quote from: "philsov"If given an innate reaction ability, the equippable reaction slot gets nulled out.  Multiple (innate) reactions only work for mimes and monsters (and enemy-only job classes).

Besides, Katana's (and knight swords) are going to be straight PA * WP -- the current knight sword weapon formula is basically "swordskill", which is why it doesn't work with poach.  Katana's will probably recieve a reduction in WP as a result of this, however.

That sucks.

I didn't see you had taken my suggestion of making Katanas straight PA x WP.

But this means only non-Br using Reactions (essentially Abandon and Weapon Guard) can be made innate at this point?  Damn.

At least Katanas will hopefully be more useful melee weapons now.

Also, reposting my second edit in case you don't see it since you posted while I was doing it:

Quote from: "RavenOfRazgriz"EDIT DOS:

I remember one of them. Battle Boots. Right now they're pretty much worthless, especially with how early Spike Shoes come in.

Maybe make them Jump +1 and some small Evasion (~5-10%)? Speaking of accessories that give Evasion, is it just me, or are the %s Mantles give pretty damn ridiculous, considering they work on all sides?

I've always thought something needed to be done with them, either making them fall under C-EV's new 'Global' clause, getting lower %s for Phys-EV, or even being completely redesigned into something like an accessory version of a Robe. I know you cut their evasion numbers somewhat, but it's still something I'd like your thoughts on.

philsov

November 03, 2009, 05:25:39 pm #250 Last Edit: December 31, 1969, 07:00:00 pm by philsov
QuoteBut this means only non-Br using Reactions (essentially Abandon and Weapon Guard) can be made innate at this point? Damn.

Dunno.  The ASM hack somehow bypasses the problem -- if it was as simple as just giving everyone innate weapon guard in ffpatcher there wouldn't be an ASM hack for it, no?

On paper I think mantles are fine, with the feather mantle now boasting 25% evasion.  I may change my tune once I play with them in game, but for now I think they are suffucient.  And IF it were possible to make them global, which is waaaaaaaaaaaaay beyond my ability, they'd still need to flip-flop and be 100% back/25% front.  

I agree there's some redundancy between spike shoes and battle boots, but I don't think evasion is the answer.  Perhaps status immunity.
Just another rebel plotting rebellion.

SilvasRuin

November 03, 2009, 05:55:05 pm #251 Last Edit: December 31, 1969, 07:00:00 pm by SilvasRuin
I don't think the ASM hack grants the Weapon Guard ability to everyone.  I think it just forces the chance of blocking or dodging to include the weapon evasion in the calculations, whether the ability is equipped or not.

RavenOfRazgriz

November 03, 2009, 06:57:44 pm #252 Last Edit: December 31, 1969, 07:00:00 pm by RavenOfRazgriz
Quote from: "philsov"
QuoteBut this means only non-Br using Reactions (essentially Abandon and Weapon Guard) can be made innate at this point? Damn.

Dunno.  The ASM hack somehow bypasses the problem -- if it was as simple as just giving everyone innate weapon guard in ffpatcher there wouldn't be an ASM hack for it, no?

On paper I think mantles are fine, with the feather mantle now boasting 25% evasion.  I may change my tune once I play with them in game, but for now I think they are suffucient.  And IF it were possible to make them global, which is waaaaaaaaaaaaay beyond my ability, they'd still need to flip-flop and be 100% back/25% front.  

I agree there's some redundancy between spike shoes and battle boots, but I don't think evasion is the answer.  Perhaps status immunity.

Status Immunity could be good.  Immune to Sleep, Don't Move?  IDK.

SilvasRuin may be right on how the ASM bypasses the problem.

I'd love to see evasion be like:

Weapon Guard - 100% Front, 50% Sides, 0% Back
Shield - 100% Front, 50% Sides, 0% Back
Class - 100% Front, 50% Sides, 25% Back
Mantles / Accessories - 100% Front, 50% Sides, 25% Back.

Magic Evasion obviously remains 100% on all sides.

This'd really further the goal of this hack - make positioning and position planning turns ahead become far more important, simply because WHERE you hit the opponent always matters no matter their equipment, instead of just "Am I behind him?  Y/N?", makes it harder to try and RNG through the game with stupid Evasion setups, etc.  It also makes a lot more sense, as honestly I can't see how I get a 100% Shield benefit from a right side hit when my Shield's equipped in my left hand and facing my front initially.

Actually hacking it to be so, IDK.  I don't ASM, but I assume the game uses an equation and just multiplies unneeded values by 0 depending on the direction being faced, so it may be as simple as finding those 0s and changing them to 50s and 25s.  If I'm wrong and they store separate equations for each side, it'd be a matter of editing the equation directly to handle more values and have a (value * 100) * (value * 25), etc. thing going on, which'd be a lot more complicated I assume.

Still, too bad on not being able to Reactions stack classes without nulling their equipped Reaction.  That could've made for some really cool class specialization and rebalancing.

iopyud

November 04, 2009, 07:29:07 am #253 Last Edit: December 31, 1969, 07:00:00 pm by iopyud
That reminds me.

You need to nerf Spears. I've been playing the original 1.3 and Dragon Whisker is freakin' broken. It one shots literally any unit from 2 panels away making Hamedo laughable. You have no idea how much 2 Hand Dragon Whisker helped me... it made most battles easier than they would be if I hadn't poached them.

What I'm thinking is giving Spears for this hack 0 Weapon Evade. Really, how do you parry with a spear anyway in actual non-scripted combat?
And possibly a little less WATK. They already have 2 Weapon Range.

For Katanas:

Increase Weapon Evasion - Turn them into "parryish tanks" where ninjas are "speedy assassins". They can't wear shields anyway, then force Katanas to 2 Hand only. (35 to 45~55)
Increase Class Evasion - Goes well with the increased Weapon Evasion (Thinking around 30-45?)
Increase WP - Superior to spears
+1 SP for Katanas - Kendokas IRL are freakin' fast
Innate Support Ability (Samurai)- Attack Up? MAtk Up?

Of course, you know better so the increase in WEV and CEV wouldn't be exactly like that... but if it were, I know I'd think twice on using a Samurai instead of a Draw Out BM or a 2 Hand Wanker Lancer.

You can still wear Spears but its Weapon Evade is 0 now. It's better to use a 2 Hand Lancer this time... - WHICH isn't as hard hitting and as defensive as Samurais but has 2 panel range and jump.

And Samurai units will be urged to wear Mantles instead of something so standard like... Bracer or Magic Gauntlet or something.

THAT means Blind > Samurai. Rock, Paper, Scissowned.

ON Blind (Spell): How about massive range, minor damage and knock back or something? I know I'd step back if someone threw shit on my eyes. AND it'd hurt.
Furthermore this'll let you take advantage of the terrain depending on the situation. Knocking someone off the ledge in this hack where movement is decreased will be a major difference. (Besides, it comes with Yin Yang Magic anyway, it'll be a situational spell).

NOW, on an entirely different note:
I'd like to propose moar innate support ability. How come only Thieves got Concentration?
Those slow moving Knights should have Def Up or something and maybe innate GJPUp for Squires for shits and giggles.
So ur wid ur rival adn u were fighting den wen he beat u ur holy stone glowed and spoke, it told u "Your soul will unite with my flesh" den u tell ur rival dat but ur rival said "No, that's just an ordinary rock"
THEN WHO WAS STONE?

Archael

November 04, 2009, 08:56:35 am #254 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Dragon Whisker is not broken, it's just a high WP weapon

I'll bet you're still getting your ass handed to you by X Y and Z battle regardless of your Drag Whisker Hamedo

iopyud

November 04, 2009, 09:12:03 am #255 Last Edit: December 31, 1969, 07:00:00 pm by iopyud
Yeah, I still do. But I'd get my ass handed down to me harder 'without' it. Much much harder.

Well, it's fine. I just don't like how it outclass Katanas anyway.
So ur wid ur rival adn u were fighting den wen he beat u ur holy stone glowed and spoke, it told u "Your soul will unite with my flesh" den u tell ur rival dat but ur rival said "No, that's just an ordinary rock"
THEN WHO WAS STONE?

Archael

November 04, 2009, 09:16:24 am #256 Last Edit: December 31, 1969, 07:00:00 pm by Archael
Quote from: "iopyud"Yeah, I still do. But I'd get my ass handed down to me harder 'without' it. Much much harder.

that can be said for so many things, it's not specific to Dragon Whisker (or anything else for that matter)

you'd be getting your ass handed to you harder without Phoenix Down

without Revive

without Haste

without Abandon

without Revive

without Raise 2

without Damage Split

without Flare / Holy

without Quick

without Ninjas

without Thieves

without Steal Heart

without Mimic Daravon

etc etc the list goes on... I wouldn't put Dragon Whisker on a special "overpowered" level of usefulness above any of other "useful" things

if you were talking about Auto Potion then you'd have a point

Skip Sandwich

November 04, 2009, 09:25:58 am #257 Last Edit: December 31, 1969, 07:00:00 pm by Skip Sandwich
@philsov

As far as the challenge goes, I've been taking it easy, so i'm still on chapter two, having a little trouble on barius hill (enemies keep appearing with low faith/bad compat, especially that damn two swords knight in the front), but overall it hasn't been too much more difficult then just playing normally, since I tend to favor mage types anyway.
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Aquilae

November 04, 2009, 09:32:41 am #258 Last Edit: December 31, 1969, 07:00:00 pm by Aquilae
Everything except Cloths and Harps outclass Katanas entirely. Katanas deal really low damage because of the inclusion of Brave in the formula. I'd like to see an increase in WP or straight up PA * WP formula to even out the damage difference.

Also, regarding Dragon Whisker, you could say that of every other poachable. Sasuke Knives, Rubber Costumes, perfumes and stuff all make story battles easier, it is not limited to just Dragon Whisker. In fact, Dragon Whisker is pretty meh compared to the other poachables because it is quite situational. Unlike Perfumes and Rubber Costumes you have to use Lancer or Samurai, which might not be that great for the battle itself.
:gay:

philsov

November 04, 2009, 09:38:41 am #259 Last Edit: December 31, 1969, 07:00:00 pm by philsov
The problem with dragon whisker is that it outclassed so many weapons (and health scaling) and was immediately available at the start of chapter 3.  First off, that is getting changed -- it and many of the other extremely high-teir weapons/armors will be available only after Limberry.  Conversely their now easy but well-placed access enables the enemies at Murond Holy Place and the Orbonne Home Stretch to be pimped the hell out as well, without any qualms on my end.  

Katanas already have the highest W.Ev of the weapon classes; I can boost up the later ones to 30-ish though to be on par with knight swords and axes.

FFT Samurai wear HEAVY ARMOR.  5% C.Ev.

Katana WP is getting boosted by proxy as they'll no longer be Br-dependant.

The only +sp weaponry in this version are H-Bags (one gives up melee potential) and the Sage's Staff (rare).  The speed growth is getting quite hampered to make charge time abilities more stable.

Samurai already have the highest MA -and- PA multipliers in the game, and in previous versions had innate 2H.  I really don't think they need more.

QuoteHow come only Thieves got Concentration?

Why else would you use a thief over a ninja?  

QuoteI'd like to propose moar innate support ability.

In order to make that sort of thing balanced, pretty much every class would need innate something.  But at that point, it's just freebies all around -- it won't matter if it's Sage with short charge innate rocking magic attack up or a wizard with MAU innate rocking SC.  Ancedotally speaking, I've played variants where all the classes had their relative support slots innate (Wiz with MAU, Geos with AU, Archers with Conc, etc) -- and while the party setup per battle required a little more thought, the battles themselves were quite easier because I was then able to support stack and still have a free slot for further offensive capability.  I'm a big fan of opportunity cost -- if you want defense up, you should sacrifice short charge (e.g.) for it.
Just another rebel plotting rebellion.