A new version of FFTPatcher is available! (0.492)
Started by philsov, April 11, 2010, 05:39:25 pm
Quote from: "philsov"Thankfully thats the only one affected by the lag, since everything else is either single target or single effect.
Quote from: "RavenOfRazgriz"Add a Spell Quote for Goblin Punch that is simply "Goblin... PAWNCH!"
QuoteShould Knights have a mini-swordstrike?
QuoteCould we had something like +3 PA?
QuoteI think Impact is currently misnamed. I think it should be called Cursed Shot or Concussion Shot. Impact Shot should deal 100% knockback on hit.
QuoteCould Thieves have a Steal MP or Steal Voice ability? Steal MP could be X+SP% of 100% MP Damage.
QuoteWhat if Camoflauge did Transparent and Float?
QuoteJust going to throw this out there, but I think Counter Repeating Fist is a better fit than Counter Secret Fist. It's like Counter Tackle, only infinitely superior and less weirder. You can call it Counter Pummel or Fury.
QuoteQuoteCould we had something like +3 PA?I think that's too much of an imbalance, unless the success rate was so pitiful it was hardly worth casting in the first place. Or if it had a temporary duration. Casting this spell on a monk or squire (once) in chapter 1 will enable them to one-shot armored units. O.o
Quote from: "RavenOfRazgriz"Secret Fist -> Vitals Strike / Pressure PointCounter Secret Fist -> Counter Vitals / Counter PressureImo. It keeps the vaguely campy / even sloppy? feel of the original FFT naming scheme while being physical sounding and fitting.I don't like Addle at all unless the ways to apply it have dismally low success rates. It's heavily disabling even with just being basic Silence.As for equipment... heh. It's kind of surprising how much of that document I basically bombed and redid after the last time I posted it, though I'm not sure how relevant much of it is to ASM'd anymore. ;o@The Damned: Unless you did some of that crazy slashing/piercing/whatever stuff, I found armor/clothing/robes to be fairly easy to balance on my latest run of them, but I already had a lot of defined goals to work within in terms of max possible stats on X classes with Y setups, etc.
Quote from: "RavenOfRazgriz"@The Damned: Unless you did some of that crazy slashing/piercing/whatever stuff, I found armor/clothing/robes to be fairly easy to balance on my latest run of them, but I already had a lot of defined goals to work within in terms of max possible stats on X classes with Y setups, etc.
Quote from: "formerdeathcorps"Don' Act is about equal to addle. Addle doesn't end, but don't act stops attacks, evasion, and reaction. If paralyze and arm aim don't have such low hit chances, neither should addle.
Quote from: "The Damned"Yeah, seriously, Addle is less threatening than Don't Act, especially since it can't prevent all special skills. I don't think it can prevent any of the "special skills" like Item, Jump, Throw and such outside of Geomancy anyway. Don't Act also disables evasion completely, so...yeah.
Quote from: "The Damned"I had defined goals too. They're actually the problem since they're much more stringent: My chief goal was to make sure that only three things within a set group had overlap. So, by "balance" I mean more "tried to make everything have some use, perhaps even at end-game" rather than the current "almost everything gets outdated as you go on" model that vanilla, 1.3 and Easytype use; so I had to get rid of a LOT of overlap.I also had to kill a lot of things that would have been otherwise overpowered in my hack (*cough*Thief Hat*cough*Black Costume*) and Clothes are generally less powerful when it comes to "defense"/HP since everyone can wear them now.But enough about that. I'll probably have a thread in a week since I'm probably going to go on vacation for a while around that time.
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