A new version of FFTPatcher is available! (0.492)
Started by RavenOfRazgriz, August 13, 2011, 01:13:19 am
QuoteThis makes low Fury far less damning and even attractive
QuoteUnit CT always resets to 00 on Turn End, regardless of Wait Only, Move Only, Act Only, Move and Act, etc.
QuoteAll forms of Elemental Parity have been removed, and mastering Elements can be key to combat
Quote from: Pylgrim on October 29, 2011, 12:09:16 amHow can it be attractive if physical attack damage is now governed by Fury? Besides the improved Move-Find-Item (if you're keeping that at all,) I don't see any benefit or reason not to try and have as much Fury as possible.
Quote from: Pylgrim on October 29, 2011, 12:09:16 amDoesn't this remove strategy? Precisely managing the speed of your unit's next turn in relation to everyone else's is one of the things that separate novices from veteran at playing the game. Resetting everyone's CT to 00 (I'm guessing that it also means getting rid of "spill-over CT"?) means that barring CT tricks a couple of jobs have, the AT list of turns will be unchanged for the whole battle, taking away both strategic manipulation of CT and unpredictability from it.
Quote from: Pylgrim on October 29, 2011, 12:09:16 amI'm not sure I understand what you mean by removing "parity". Do you mean that there are no longer elements that are weaker/stronger against certain others? If so, what use would there be for elements' existence at all?
Quote from: Pylgrim on October 29, 2011, 12:09:16 amAlso, what's your reasoning for the elimination of Weapon stealing/shattering?
Quote from: Pylgrim on October 29, 2011, 12:09:16 amI'm very interested about how will you implement Blue Mages, a class I also intend to have. Will they learn the Monster Skill 100% of times when they're hit by it? It's there a limit of Skills they can learn? Should they have MP costs for human users? (I can think of some really powerful skills that would be brutal if simply spammed over and over without restriction of any kind. Also, a small suggestion for a Reaction Ability: "Counter Monster Skill", a sort of Counter Magic but that only applies to monster skills.
Quote from: RavenOfRazgriz on October 29, 2011, 01:30:51 amThe damage you /receive/ is governed by your Fury as much as the enemy's, just like magic with Faith/Will. If you're running a unit that doesn't use magic... you'll probably run 40 on that unit to receive less damage. If your unit is magic-reliant, they'll probably want 40 Fury so they don't get killed by a stray sword to the elbow. Obviously, Fury a bit out of balance since a mage that uses Attack properly is not only possible, but common if you want it, but that still comes at the risk of easier death.
QuoteSpillover CT will still exist. I mean, you don't get a "bonus" by not doing something. If you notice, weapons and skills meant to dock CT are actually really common (almost every Ice weapon/skill manipulates CT in increments of 15, a number no SPD value can relate to properly, closest is 8 SPD with hitting 16s, and there are others beyond those), and Slow / Haste are a bit more common as well. The purpose is the put the player on the AI's level in terms of tools due to its Movement tendencies. One of the big purposes here is to keep the player and AI even - no tricks to make the AI have cheaty-tools, no exploits for the player. You're stuck on the AI's level and it wants to kill you.
QuoteThe "Fist" formula in Redesign is abysmally weak (PA*3), which is a large part of why Monks get Gauntlets. That, and it's to prevent cheesing bosses by just breaking their weapon and denying their skills, which is especially crippling with the aforementioned Fist formula.
QuoteThey'll have MP costs whether monster or human, hence why every Monster I posted has Move-MP UP innately. I've got to redo a lot of my monster related stuff and a bunch of numbers in general after noticing a serious error I made, though, hence why I stopped updating this for now. I've already got a nice idea of what Blue Mage's spellbook will be... and honestly? I'm not telling. Discovery will be half the fun with him. It's a pretty cruel and devious set of skills, though. Blue Magic skills will all be covered under Double Magic, though.
Quote from: RavenOfRazgriz on October 29, 2011, 01:30:51 amThe "Fist" formula in Redesign is abysmally weak (PA*3), which is a large part of why Monks get Gauntlets. That, and it's to prevent cheesing bosses by just breaking their weapon and denying their skills, which is especially crippling with the aforementioned Fist formula.
Quote from: RavenOfRazgriz on December 28, 2011, 02:07:56 pmSorry about the lack of reply here, I've been busy with a lot of things. I have a bunch of updates for this that'll be updated when I post, streamlining a bunch of balance problems I noticed when running my numbers again and getting my last four generic Jobs on my lists, among other things.
Quote from: RavenOfRazgriz on January 01, 2012, 03:45:39 pmReaction Rate changes - 100% was stifling my creative ability far too much. I've got a new rate setup in mind that I feel is generally more effective.
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