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FFT: WOTL - Valeria 2.2 "Ivalice Remastered"

Started by Windows X, December 11, 2017, 04:33:54 am

JioCrestfall

I've been playing this for a week now and gotta say, pretty balanced overall; always had gripes with how the og got balanced. Anyway, I'm here to report that somehow with a sliver of luck I was able to finish the rescue luso mission and my god, I could not beat that without resorting to save states to 100 percent entice the behemoths. I could say that I probably did not think of a proper strategy for that (although i'm willing to hear any) but I couldn't and hoping this could be addressed soon :3

Nvm didn't see this was addressed mb :3
  • Modding version: PSX & WotL

Raijinili

Quote from: Windows X on September 16, 2020, 11:46:24 amAs for Squid demon, you can use attack that doesn't trigger reaction ability like Godspeed Strike from Archer or Agrias' skill for example. Other skills like Iaido and magic shouldn't trigger it too.
That seems like something you need to do before the battle. You can end up with a team which can't safely hit.

If you want to make them a strategic enemy which is dangerous to attack, you might want to lower their HP, and maybe their threat level otherwise. I don't think it's thematically appropriate for squids, though.

I'm not sure whether Squids with Nature's Wrath will roll their Reaction twice. It's an oddity in vanilla.

By the way, here are the damage values per level for vanilla Pisco Demons (neutral Zodiac):
lv  min  max
 1   12   15
 2   15   18
 3   18   21
 4   18   21
 5   21   24
 6   21   36
 7   24   40
 8   27   40
 9   27   44
10   30   48
11   30   48
12   33   52
13   36   56
14   36   60
15   52   60
16   52   64
17   56   68
18   60   72
19   60   72
20   64   76
21   64  100
22   68  100
23   72  105
24   72  110
25   76  115
26   76  115
27   80  120
28   84  125
29   84  125
30   88  130
31   88  135
32   92  140
33  120  140
34  120  145
35  125  150
36  125  180
37  130  186
38  135  192
39  135  198
40  140  198
41  140  204
42  145  210
43  150  216
44  150  216
45  155  222
46  155  228
47  160  228
48  165  234
49  165  240
50  204  287
51  204  287
52  210  294
53  216  301
54  216  301
55  222  308
56  222  315
57  228  322
58  234  322
59  234  329
60  240  336
61  240  336
62  246  343
63  252  350
64  252  357
65  258  408
66  258  416
67  264  424
68  315  432
69  315  432
70  322  440
71  322  448
72  329  448
73  336  456
74  336  464
75  343  472
76  343  472
77  350  480
78  357  488
79  357  488
80  364  558
81  364  567
82  371  576
83  378  576
84  378  585
85  385  594
86  440  594
87  448  603
88  456  612
89  456  621
90  464  621
91  464  630
92  472  639
93  480  648
94  480  648
95  488  730
96  488  740
97  496  740
98  504  750
99  504  760
  • Modding version: Other/Unknown

Raijinili

Quote from: Raijinili on October 16, 2020, 09:21:03 pmThat seems like something you need to do before the battle. You can end up with a team which can't safely hit. You didn't put any in an escort mission, right?

If you want to make them a strategic enemy which is dangerous to attack, you might want to lower their HP, and maybe their threat level otherwise. I don't think it's thematically appropriate for squids, though.

I'm not sure whether Squids with Nature's Wrath will roll their Reaction twice. It's an oddity in vanilla.

By the way, here are the damage values per level for vanilla Pisco Demons (neutral Zodiac):
lv  min  max
 1   12   15
 2   15   18
 3   18   21
 4   18   21
 5   21   24
 6   21   36
 7   24   40
 8   27   40
 9   27   44
10   30   48
11   30   48
12   33   52
13   36   56
14   36   60
15   52   60
16   52   64
17   56   68
18   60   72
19   60   72
20   64   76
21   64  100
22   68  100
23   72  105
24   72  110
25   76  115
26   76  115
27   80  120
28   84  125
29   84  125
30   88  130
31   88  135
32   92  140
33  120  140
34  120  145
35  125  150
36  125  180
37  130  186
38  135  192
39  135  198
40  140  198
41  140  204
42  145  210
43  150  216
44  150  216
45  155  222
46  155  228
47  160  228
48  165  234
49  165  240
50  204  287
51  204  287
52  210  294
53  216  301
54  216  301
55  222  308
56  222  315
57  228  322
58  234  322
59  234  329
60  240  336
61  240  336
62  246  343
63  252  350
64  252  357
65  258  408
66  258  416
67  264  424
68  315  432
69  315  432
70  322  440
71  322  448
72  329  448
73  336  456
74  336  464
75  343  472
76  343  472
77  350  480
78  357  488
79  357  488
80  364  558
81  364  567
82  371  576
83  378  576
84  378  585
85  385  594
86  440  594
87  448  603
88  456  612
89  456  621
90  464  621
91  464  630
92  472  639
93  480  648
94  480  648
95  488  730
96  488  740
97  496  740
98  504  750
99  504  760
  • Modding version: Other/Unknown

Windows X

Quote from: JioCrestfall on October 16, 2020, 11:42:15 amI've been playing this for a week now and gotta say, pretty balanced overall; always had gripes with how the og got balanced. Anyway, I'm here to report that somehow with a sliver of luck I was able to finish the rescue luso mission and my god, I could not beat that without resorting to save states to 100 percent entice the behemoths. I could say that I probably did not think of a proper strategy for that (although i'm willing to hear any) but I couldn't and hoping this could be addressed soon :3

Nvm didn't see this was addressed mb :3

Thank you for your feedback. Have you tried Shell/Wall/Reflect abilities that can minimize damage taken from Gigaflare? Could you elaborate why it's so hard to beat this stage with savestate and your party level to fight it? I tested in normal no grind run so level isn't that high and I can beat it with those abilities.

I'll update 2.3 soon with this issue addressed better so your input is highly appreciated to see which direction I should take to make it easier for some players.

Quote from: Raijinili on October 16, 2020, 09:21:03 pmThat seems like something you need to do before the battle. You can end up with a team which can't safely hit.

If you want to make them a strategic enemy which is dangerous to attack, you might want to lower their HP, and maybe their threat level otherwise. I don't think it's thematically appropriate for squids, though.

I'm not sure whether Squids with Nature's Wrath will roll their Reaction twice. It's an oddity in vanilla.

By the way, here are the damage values per level for vanilla Pisco Demons (neutral Zodiac):
lv  min  max
 1   12   15
 2   15   18
 3   18   21
 4   18   21
 5   21   24
 6   21   36
 7   24   40
 8   27   40
 9   27   44
10   30   48
11   30   48
12   33   52
13   36   56
14   36   60
15   52   60
16   52   64
17   56   68
18   60   72
19   60   72
20   64   76
21   64  100
22   68  100
23   72  105
24   72  110
25   76  115
26   76  115
27   80  120
28   84  125
29   84  125
30   88  130
31   88  135
32   92  140
33  120  140
34  120  145
35  125  150
36  125  180
37  130  186
38  135  192
39  135  198
40  140  198
41  140  204
42  145  210
43  150  216
44  150  216
45  155  222
46  155  228
47  160  228
48  165  234
49  165  240
50  204  287
51  204  287
52  210  294
53  216  301
54  216  301
55  222  308
56  222  315
57  228  322
58  234  322
59  234  329
60  240  336
61  240  336
62  246  343
63  252  350
64  252  357
65  258  408
66  258  416
67  264  424
68  315  432
69  315  432
70  322  440
71  322  448
72  329  448
73  336  456
74  336  464
75  343  472
76  343  472
77  350  480
78  357  488
79  357  488
80  364  558
81  364  567
82  371  576
83  378  576
84  378  585
85  385  594
86  440  594
87  448  603
88  456  612
89  456  621
90  464  621
91  464  630
92  472  639
93  480  648
94  480  648
95  488  730
96  488  740
97  496  740
98  504  750
99  504  760

Nature's wrath will counter with Geomancer attack so it won't be that high. Most enemies will come with new reaction abilities too so it's more like some can be surprisingly harder to deal with and I believe this will make players appreciating reaction abilities better.

However, I must admit I didn't test this in level 99 since my mod is based on no grind run but this is manageable with party member using abilities that won't proc nature's wrath or just turn them to stone or dead. At least everyone should bring magic user to attack so that will do.
  • Modding version: WotL

JioCrestfall

Quote from: Windows X on October 21, 2020, 01:48:20 amThank you for your feedback. Have you tried Shell/Wall/Reflect abilities that can minimize damage taken from Gigaflare? Could you elaborate why it's so hard to beat this stage with savestate and your party level to fight it? I tested in normal no grind run so level isn't that high and I can beat it with those abilities.

I'll update 2.3 soon with this issue addressed better so your input is highly appreciated to see which direction I should take to make it easier for some players.

Honestly, I think that was my fault for not thinking of using shell or reflect XD

Also about why I had to result to using savestates was I just use orator skill to entice one or three of them and let them kill each other and had ramza and another one of my tank to keep them at bay while the other speedy unit i had enticed said behemoths.

On the topic of changing something: I'm still unsure if the range of gigaflare needs to be changed as it was a bit overwhelming for me for me at the time, but actually had a way for me to survive the ordeal. If there were something to suggest is have at least one (or either of the two) holy knight / divine knight skill for T.G. Cid, i know he breaks the game at that point but if i were to add something for him probably, Judgement blade and Crush armor to go well with his shadow sword but that's still all you.

Last thing, I hope you can get dawnblade animation to show damage numbers (if ever that's on top priority or not). Anyways love the hack :3
  • Modding version: PSX & WotL

takemura

So I played an earlier version of this mod and just found out that this has a new update and downloaded it.

I am a bit disappointed that mana font was taken away for other magic classes to learn, I always enjoyed to use that ability on other magic classes, I understand the reasoning behind removing it but I consider that other magic classes should have native mana font too like the mystic then.
  • Modding version: PSX & WotL

Windows X

Quote from: JioCrestfall on October 22, 2020, 03:53:20 amHonestly, I think that was my fault for not thinking of using shell or reflect XD

Also about why I had to result to using savestates was I just use orator skill to entice one or three of them and let them kill each other and had ramza and another one of my tank to keep them at bay while the other speedy unit i had enticed said behemoths.

On the topic of changing something: I'm still unsure if the range of gigaflare needs to be changed as it was a bit overwhelming for me for me at the time, but actually had a way for me to survive the ordeal. If there were something to suggest is have at least one (or either of the two) holy knight / divine knight skill for T.G. Cid, i know he breaks the game at that point but if i were to add something for him probably, Judgement blade and Crush armor to go well with his shadow sword but that's still all you.

Last thing, I hope you can get dawnblade animation to show damage numbers (if ever that's on top priority or not). Anyways love the hack :3

I'm considering making Gigaflare with self range similar to 3 self big spells from lucavi boss. This should improve game balance and keep it enjoyable enough without nerfing damage/effect area. I tried to make Dawnblade showing number and stuff but I'm not very good with animation. I tried to put some numbers and make change of it but didn't work.

Quote from: takemura on October 31, 2020, 04:06:22 pmSo I played an earlier version of this mod and just found out that this has a new update and downloaded it.

I am a bit disappointed that mana font was taken away for other magic classes to learn, I always enjoyed to use that ability on other magic classes, I understand the reasoning behind removing it but I consider that other magic classes should have native mana font too like the mystic then.

MP Switch with Manafont is broken setup making mage tanking any damage for one turn at the cost of MP. It can be used on job without MP requirements for abuing free tank too so I removed MP switch until 2.0 with Manafont restrictions on Mystic.

Most people also ended up using mages will end up having MP Switch reaction, Swiftness or Arcane Strength support, and Manafont move. So, I want to make of obvious options to become job's unique skill instead. This will give spotlight to secondary options after being ignored for so long.
  • Modding version: WotL

darkskyx

I spent 1 day playing this mod, I left it because it feels unbalanced and I want to share my experience:
From this mod I like the fact that that some units get free basic skills once you get them, less grinding is good. I like the fact that I can unlock geomancer early on (but that job stills feed underpowered to me). I like the black mage changes, they feel more balanced... But the mod is not on point. The heal changes are that bad that I got somehow stuck in a mission, and leveling up didn't make it better. It felt like a hard mode... Which is, because enemies level up as you are.

The most I hate from this mod are the heal changes, the white mage feels useless AF. If I have a white mage I want him/her to heal... Sometimes pots are not enough, you heal so low and even the heal misses. It would be good to (at least) make that basic cure on 1 unit not miss and don't add that "regen" thing. Just a heal for the early game.
I also dislike the remove Brave/faith manipulation thing. That's a good way to slowly increase yourself in the later stages. I'd prefer if it was nerfed to just 1 point but it should be still there. And well, let's now recap:

Basically, in the early game, your mod feels hard and fast, so I need to find the OP strats behind your changes, and the mod isn't fun that way. I feel like I'm against the clock, and the problem is the heal after all... I can't make use of Regen if I have 50 HP and enemies 2hit KO me. I'd fix that, and some buff on Geomancer damage wouldn't be that bad too ;)

P.S: You should get some ideas from the FFT Emergence mod, where the skills and the jobs are re-balanced, so some units won or losses skills.
  • Modding version: Other/Unknown

Windows X

November 21, 2020, 07:35:59 am #108 Last Edit: November 21, 2020, 05:06:23 pm by Windows X
Quote from: darkskyx on November 21, 2020, 03:06:21 amI spent 1 day playing this mod, I left it because it feels unbalanced and I want to share my experience:
From this mod I like the fact that that some units get free basic skills once you get them, less grinding is good. I like the fact that I can unlock geomancer early on (but that job stills feed underpowered to me). I like the black mage changes, they feel more balanced... But the mod is not on point. The heal changes are that bad that I got somehow stuck in a mission, and leveling up didn't make it better. It felt like a hard mode... Which is, because enemies level up as you are.

The most I hate from this mod are the heal changes, the white mage feels useless AF. If I have a white mage I want him/her to heal... Sometimes pots are not enough, you heal so low and even the heal misses. It would be good to (at least) make that basic cure on 1 unit not miss and don't add that "regen" thing. Just a heal for the early game.
I also dislike the remove Brave/faith manipulation thing. That's a good way to slowly increase yourself in the later stages. I'd prefer if it was nerfed to just 1 point but it should be still there. And well, let's now recap:

Basically, in the early game, your mod feels hard and fast, so I need to find the OP strats behind your changes, and the mod isn't fun that way. I feel like I'm against the clock, and the problem is the heal after all... I can't make use of Regen if I have 50 HP and enemies 2hit KO me. I'd fix that, and some buff on Geomancer damage wouldn't be that bad too ;)

P.S: You should get some ideas from the FFT Emergence mod, where the skills and the jobs are re-balanced, so some units won or losses skills.

Thank you for your feedback. It seems this mod isn't suitable for you because you seem to enjoy instant pacing type for fun factor rather than slow pacing with strategic planning. Revamping cure spells has been done for years and it works as intended.

Even First Aid which is actually self regen without HP can also work for Novice. Maybe you can observe how enemies play like casting First Aid/Cure and run away. Game is hard because enemies utilize changes I made better than you.

Also, you shouldn't rely on Cure that much in chapter 1. Potion should be more effective at first and it'll lose its usefulness over time while Cure spells will become more effective later with multi-target and higher percentage on higher HP.

Geomancer is actually very good for DPS after Ninja and Samurai. He can use magic efficiently and can equip sword to hit hard too. On top of that, he can equip stats boosting items in later chapters and his Geomancy deals more damage. I also use Geomancer as reliable tank with innate Lifefont + Regen casting Protection and become berserker instead.

I already offer so many options to choose and it seems you didn't even progress to unlock Summoner that can heal with fixed HP like original cure such as Moogle and Faerie. Monk can heal quite well with Chakra too.

What I'm trying to work on Valeria project is to make proper difficulty and progression without punishing and torture players like 1.3. It's still more challenging than vanilla and requires more than simple strategies and powercreep to work

If you find this Valeria being too hard and not fun enough to uncover strategies you can use to beat this game without grinding, maybe you'd better play with mods that allow power spike and simpler strategy to work with.

If you still have passion to git gud on my mod, you can check my YouTube videos from here so you can learn for references.

https://www.youtube.com/user/lucifiarx
  • Modding version: WotL

darkskyx

Quote from: Windows X on November 21, 2020, 07:35:59 amThank you for your feedback. It seems this mod isn't suitable for you because you seem to enjoy instant pacing type for fun factor rather than slow pacing with strategic planning. Revamping cure spells has been done for years and it works as intended.

Even First Aid which is actually self regen without HP can also work for Novice. Maybe you can observe how enemies play like casting First Aid/Cure and run away. Game is hard because enemies utilize changes I made better than you.

Also, you shouldn't rely on Cure that much in chapter 1. Potion should be more effective at first and it'll lose its usefulness over time while Cure spells will become more effective later with multi-target and higher percentage on higher HP.

Geomancer is actually very good for DPS after Ninja and Samurai. He can use magic efficiently and can equip sword to hit hard too. On top of that, he can equip stats boosting items in later chapters and his Geomancy deals more damage. I also use Geomancer as reliable tank with innate Lifefont + Regen casting Protection and become berserker instead.

I already offer so many options to choose and it seems you didn't even progress to unlock Summoner that can heal with fixed HP like original cure such as Moogle and Faerie. Monk can heal quite well with Chakra too.

What I'm trying to work on Valeria project is to make proper difficulty and progression without punishing and torture players like 1.3. It's still more challenging than vanilla and requires more than simple strategies and powercreep to work

If you find this Valeria being too hard and not fun enough to uncover strategies you can use to beat this game without grinding, maybe you'd better play with mods that allow power spike and simpler strategy to work with.

If you still have passion to git gud on my mod, you can check my YouTube videos from here so you can learn for references.

https://www.youtube.com/user/lucifiarx

Thanks for your response. I can understand your changes, you did a good job in general, but I don't find interesing or fun the overall ideas of your project. I find other mods better at improving difficulty while maintaining a nice variety of strategies. I just had to say what I don't like at all about your project. I feel like I'm playing the way the hackmodder wants me to play, and I don't like that. Don't think that I don't like hard challenges or strategical planning, it's just a fact that you nerfed powercreeping on purpose because you don't like it. And it's fine, all kinds of mods should be out there. But I prefer the idea of nerfing and not just disable strategies. Have a nice day.
  • Modding version: Other/Unknown

Windows X

Quote from: darkskyx on November 21, 2020, 08:47:10 pmThanks for your response. I can understand your changes, you did a good job in general, but I don't find interesing or fun the overall ideas of your project. I find other mods better at improving difficulty while maintaining a nice variety of strategies. I just had to say what I don't like at all about your project. I feel like I'm playing the way the hackmodder wants me to play, and I don't like that. Don't think that I don't like hard challenges or strategical planning, it's just a fact that you nerfed powercreeping on purpose because you don't like it. And it's fine, all kinds of mods should be out there. But I prefer the idea of nerfing and not just disable strategies. Have a nice day.

It's more like you have X play style and this mod doesn't allow you to play it the way you want to. That's fine. Just fine something else to enjoy. This mod doesn't have specific strategies to beat the game and many cleared it before. I only nerf power creep strategy for veterans who can appreciate the game as it should be. Powercreep is not strategy in my book sorry.
  • Modding version: WotL