A new version of FFTPatcher is available! (0.492)
Started by philsov, October 11, 2009, 04:38:12 pm
Quotepretty much every other FF game that has a Shield slot allows Wizards to use Shields, so why not in FFT?
QuoteIt just seems wrong for Lancers to not be the best with their own skillset
QuoteI don't think the defensive Spells need a range nerf, myself. Making all the "standard" magic 3 range seems fine, as it keeps the mage classes on equal footing
Quote...Samurais better suited for using Equip Spear most of the time...
QuoteMaybe making them range 6... because if I have a knight with 2 move and the enemy has a chemist with 2 move and a gun, I'll be chasing him for the whole battle, and even if I had 3 move he'd still get around 6 hits before I get to him.
Quote@ Lancers and Jump: Lancers / Spear wielding units should still have a Jump boost. Would you say it's fair that a Geomancer or a Knight has the same jumping power as a Lancer? Makes them less useful/unique
QuoteAlso, quick thought. Wouldn't it be better to simply keep the current move ranges (3-4), and take out Move +2 and Move +3, instead of reducing move and taking out Move +3? With an average of 2 Move, Move +2 becomes the equivalent of Move +3 because it doubles a character's range. Granted, the double is smaller, but every move space matters so much more when you get so many of them, meaning Move +2 would still outclass things. Base 3 move with Move +1 available on Thieves would right this easily, as it's far easier to compete against Move +1 for a Movement Ability slot when every unit has ~3 Move than it is to compete with Move +2 when every unit only has ~2 Move. The results are mostly the same, yet other Movement skills (such as Move-HP UP) actually *are* viable, instead of just looking better on paper.
QuoteUnless C-EVs are buffed a good deal, Global Evasion means that stat stacks on the evasion chain far less per attack, as a 20% C-EV only covers 10% of frontal hits, etc.
QuoteCurrently, Abandon + Elf Mantle probably generates more evasion in current 1.3 than a full stack of evasion equipment + Weapon Guard + C-EV would under philsov's setup due to all the slashed numbers.
QuotePlus, if I'm remembering how evasion in FFT stacks properly, four mediocre numbers will generally be less evasion than Elf Mantle + Abandon.
QuoteMy concern is that, if evasion is getting buffed, magic gets better because WG doesn't give M-ev and C-ev doesn't have M-ev either. And the only decent M-ev shield is Aegis, which you get later in the game.
QuoteIs it possible to make Jump evadable when not using a Spear, but 100% accurate when you are?
QuoteOracle could get Drain back since its damage is capped at 250 or something.
QuoteThe problem is that you only get a decent spread for all 3 potions when x-potion is brokenly powerful. If you make the % low you are faced with cramming 2 other potion levels below. If they are all close to one another it's meaningless. If they aren't then your lowest potion is going to do some negligible amount of healing. If you want %-based healing from potions, you only need one potion. It will scale with your HP anyway so why do we need more than 1?
QuoteIDK if it's possible to ASM only X-potion =/
Quotet's a shame we can't just have set speed for all characters for the whole game. That way magic would have some constistency.
Quote from: "philsov"Well, this topic exploded overnight.
Quote from: "philsov"The same can be said for squires, geomancers and knights, regrettably. Imo, they still are -- no other class has the speed and the PA, save maybe ninja, but a ninja with jump is paying for it with the skillset overlap.
Quote from: "philsov"But cure/raise/esuna are still 3 range, and holy is 4. I really don't see a problem with it.
Quote from: "philsov"Until Jav II katanas keep a steady ~30% higher WP over spears, so the benefits of attack up match equip spear. Weird thing to note, though... never thought of that combo.
Quote from: "philsov"Were the chemist human-controlled, yes, that'd be an issue. However the AI is not that clever. You'll be fine. But 6 does work.
Quote from: "philsov"Possibly, but then Fly(!) would become the movement ability of choice, due to its ability to bypass enemy units/obstacles. It's tweedledee to tweedledum. Under the current scheme Fly and Move+2 have equal footing, and both are only found on the bard and dancer trees... meaning under non-grind circumstance the player won't access them until at least middle chapter 3.
Quote from: "philsov"Global evasion:100% effectiveness on the front50% effectiveness on the sides25% effectiveness from behindIn order to make your 20% C.Ev effectively 10%, from the front, is if you're already rocking 50% evasion.
Quote from: "philsov"15 is mediocre, no?15% weapon + 15% shield + 15% mantle + 15% C.Ev = 48% chance to be hit. edit: 15 is probably going to be the MAX amount of W.Ev present on any 1-handed item.
Quote from: "philsov"Theoretically, yes. For the purpose of this project? Not likely, unless someone else steps up as I'll have my hands full with event editing. I know the tentative name is ASM'D, but I'm just using the hacks others have made up to this point.
Quote from: "philsov"I'd rather have some fun with this and make sure I ASM potion for the sake of the AI and auto-potion. Heck, I can make potion the highest % healing and leave hi-pot/x-pot lower and thus absolutes instead.
Quote from: "philsov"I can rework speed growth to make the gap less of a disparity throughout the game. In fact I probably will.
QuoteBack in the infancy of 1.3 an idea was thrown about to make Teleport, Unique to Only Time Mages, and give them 0 Move, and remove their ability to equip Shoes. This will only give them +1 or +2 Move, 2 Move at most, this will do a number of things... this will curb the "Carrier" status of the Time Mage, with itself being slightly unweildy, and maybe people will look to the other mage classes.
QuoteThough still. You corrected me and never actually gave your thoughts on shields for all. What are they?
QuoteWhat's the point in playing if a bunch of human controlled Chemists can pretend this is vanilla all over again?
QuoteThat's max Weapon Guard + Mid level (?) Shield + current Wizard Mantle + Moderate C-EV
QuoteWhy not just remove Hi-Potion and X-Potion
Quote from: "philsov"That shields kick ass and if a class that can't equip shields wants to they can use up their support slot.
Quote from: "philsov"Speed ruin, the fact that you already start out near a wall in the first place, and enemies with ranged abilities for starters.
Quote from: "philsov"That's max Weapon Guard + Mid level (?) Shield + current Wizard Mantle + Moderate C-EV
Quote from: "philsov"Because item is a single target, restorative skillset and having its only heal (neglecting special use elixirs) 30% is a bit... lackluster. Having something do absolutely more, especially when battle skill/steal rear their ugly head, is welcome imo. And 50% is too much, imo. Turns AP into a poor man's damage split. I'll see if I can tinker with any of the Items, maybe I can turn x-potion into a neato ability (fire bomb!) instead .
Quote@ Potions: Bleh.. leave potions as they are now >_> They are ok.
QuoteSpeed Ruin requires them getting in range of me,
QuoteExcept that never happens unless you're outright negating something with an absorbing Shield, usually. Seems like a stupid waste of a Support Ability in general, especially when you want to make an Equip Robe.
QuoteI'd actually see this as another reason to allow universal shields
Quoteguns guns guns just seems like a really easy way to cheese the game.
QuoteEverything that can equip Shields now is melee, meaning they're the ones who'll probably have the best C-EV and W-EV,
Quote from: "Phil"I give all my mage-types equip shield through mid-game, until short charge becomes necessary.
Quote from: "philsov"I actually think AP is a broken reaction ability, in terms of human/AI discrepancy and its power. Plus removing all potions from stock and only having x-pots is really... counter-intuitive.
Quote from: "philsov"knight with move +1 gets in range. 3 movement, 3 range ability. Slowed gunner, knight gets double turn, proceeds to hack and slash.
Quote from: "philsov"I give all my mage-types equip shield through mid-game, until short charge becomes necessary. And... elemental shields aren't all that hot because they also sport an elemental weakness. Unless you're rocking fire shield + magic ring or ice shield + rubber shoes, it's a two-way street. I learned this the hard way when the colliery engineer one-shot me with bolt1.
Quote from: "philsov"Everyone is -already- getting 10-20% evasion. Giving them all 10-20 more (or even MORE) basically requires all melee to have concentrate.
Quote from: "philsov"Possibly. I can brew up a video sometime this week about that.
Quote from: "philsov"remember what I said about assumptions?
QuoteYeah to tell you the truth I was wondering about guns and longbows. Might want to drop the range on some of these weapons
QuoteI thought the idea was to get away from people always using Move +X?
QuoteOdd idea: make the way C-EV is globalized apply also to Shields Physical Evasion and Weapon Guard?
QuoteWhat about the Axes? I think they still need some buffing.
QuoteFor the Mediator Skills, I like the new ones, but give em some more usefulness, pleeease? If only the BR\FA mod weren't permanent.
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