A new version of FFTPatcher is available! (0.492)
Started by philsov, October 11, 2009, 04:38:12 pm
Quoteguns to 6 and bows to 4 sound good?
QuoteIt doesn't have to be permanent. That's the point of this poll. We can re-introduce the old skills (maybe alter them to +/- 5 Br/Fa instead of 5 raisings and 20 lowerings) since they'll last only in that battle, but the catch is I don't think there's enough free ability space to re-introduce those old skills AND keep the new ones. But I'll see what I can do about talk skill in general... atm negotiate and death sentence aren't seeing much use.
QuoteYeah, and late game bows would get 5, right? Also, how are you gonna handle the null range of x-bows, bows and guns? Are Harps and books staying the same? (I don't think they need to change...)
QuoteAlso, if you killed all the status restorative items except Remedy and Holy Water, will that do the trick?
QuoteIf people want both old and new skills, you could use some of the blank spots for skills, not need to choose one or the other. Just hex edit the animations you want.
QuoteCounter Flare for things like Behemoths and Ahrimans that traditionally have some sort of nasty counter.
QuoteJump increase to 3/2 regardless of weapon equippedBroken/stolen items can be bought back at the fur shopDefending reduces physical damage by 25%Wall reduces all damage to 1Poison/Regen damage/healing effect capped at 999 healthSoldier office can rename anyoneUndead takes 25% damage from Phoenix DownEquip Xbow = Equip Xbow or LongbowEquip Gun = equip guns or RobesEquip Sword = equip swords or Knight swordEquip axe = equip axes or flailsPotion family now heals %X health (unknown how high, atm)Remove permanent effects of Br/Fa modication (see poll) + bring back/buff praise/preach/threaten/foxbird/etcWeapon Guard evade for all (shields/mantles re-adjusted)Knight swords become PA*WP (ignoring Br)Axes/Flails get new formula of ((0 + (1..PA)) + PA) * WP. (WP to be adjusted)Global Class-evade
QuoteThe question is really "how much?", I suppose.
Quote from: "philsov"QuoteThe question is really "how much?", I suppose. Short charge becomes near vital at... around 9 speed/mid chapter 3, correct? Then speed growths will be altered to hit 8 Sp at level 70 or so with the 100 SPM classes. Currently that point is level 35, so growths will be halved, or more specifically altered so their effects are halved. Note that some spells' CTRs are balanced under the different speed scheme, so some spells may actually get an increase in CTR. Suimmon magic, I'm looking at you.
QuoteI remember having a 15 Speed Thief via Two Swords Daggers / Thief Hat / Sprint Shoes before Level 30, when everyone else was around ~8 Speed.
Quotecounter tackle should be - counter throw where the user counters any attack with throw stone instead of dash, knocking the character back 100%, trigger-abable from range yeah there's my idea
Quote from: "philsov"Lies. Pure thief (highest sp growth) gets to 10 Sp at level 33. :p And thief hat at level 30? how the hell did you swing that?
Quote from: "philsov"either way, yes, it's something that does need to be addressed. Probably give daggers a 25% for nasty status effect, and make sure to strip the spell edge from it's Don't Act proc (!). Or prevent them from being dual-weld, despite thematic wtf-ness. Thief hat will probably be toned down to 1 sp, with more HP to compensate, maybe even shift it's DA/DM immunity over to black hood. Sasuke knives don't need to be +sp at all imo. Secret clothes are rare, 2 speed is fine.
QuoteMaybe have it half the three basic Elements (Fire, Ice Lightning) to contrast it to Black Robe?
QuoteDo you have a tentative release date Phil?
Quote from: "philsov"Edit: I do plan on breaking the 4th wall a few times, but this asmo quote IS making it into the game: "It's a pretty shitty idea dude. Play FFT, but with a bunch of no-names from the internet mary-sueing themselves into the game. WOOOO. I can't contain my excitement!"
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