11 March 2016 - Forum Rules
Started by praetarius5018, June 13, 2018, 05:02:54 PM
Quote from: praetarius5018 on June 17, 2018, 03:47:35 AMThis doesn't work too well for Knight and Monk...Their cover and counter aren't innates in this mod, only passive skills, but for those jobs they are always-on.
Quote from: gokajern on June 17, 2018, 08:17:50 PMSorry what? What I gather from this is that they are not exactly innates but work as innates because they are always on, even if you don't add them to your equipped abilities.
Quote from: gokajern on June 18, 2018, 11:49:59 PM- There's not enough info about each accessory, as in I have no idea how each one alters my resistances. It would be nice to know without having to check each individual stats screen.
Quote from: gokajern on June 18, 2018, 11:49:59 PM- So far everybody can use any weapon or accessory, it seems like a strange choice considering jobs are restricted.
Quote from: gokajern on June 18, 2018, 11:49:59 PM- There's no way to know what abilities are always-on for each job, no way to know what abilities you've "earned" No way to know what abilities or stat gains will stay when you change jobs after a few levels. Also you should be able to know how your abilities are going to end up with in battle. For example I didn't know that instead of Fight! the knight gets Stomp! as his basic ability, so for the first battle I had a knight with Stomp! twice.
Quote from: gokajern on June 18, 2018, 11:49:59 PM- I gave Galuf, a thief, crit up (not sure if that's active for that job or not). He gets Brave! in battle for whatever reason.
Quote from: gokajern on June 18, 2018, 11:49:59 PM- I have Faris, a white mage with 10 mp at the start of battle. I have her defend and gain 100 mp. So I cast cure afterwards and next action my mp is down again to 10 or less, is that intended? Cure says it costs 12 mp.
Quote from: gokajern on June 18, 2018, 11:49:59 PM- The basic rod weapon misses a lot when attacking, is that normal? Everything else hits frequently enough.
Quote from: gokajern on June 18, 2018, 11:49:59 PM- Growth rates seem weird. With Bartz as a knight and Galuf as a thief they both have around 1000-1200 hp, the other two, a white and black wizard have around 700 hp. I don't remember exactly how it went on vanilla but that much hp seems like too much before getting even the second crystal.
Quoteknown issues:-no balance, at all
Quote from: praetarius5018 on June 19, 2018, 12:25:47 PMYou've an icon next to every item that tells you its element.You can either try to math it out with the element_sheet from the zip or you check the status menu.
Quote from: praetarius5018 on June 19, 2018, 12:25:47 PMDunno, I always find if it weird if a character's is suddenly unable to equip something he has used the last 10 levels only because he switched his job. If I've trained 30 years as a knight and built muscles to wield huge swords and heavy armor, I not suddenly become completely unable to do so just because I've been demoted to clerical duties.
Quote from: praetarius5018 on June 19, 2018, 12:25:47 PMHonestly? Exactly same as vanilla.Also you can check the basic abilities under status.
Quote from: praetarius5018 on June 19, 2018, 12:25:47 PMNo, that's correct.Passive abilities get replaced in battle with !Fight, !Brave, !Scan or !Item depending on what you're missing.The passive effect still counts though.When you go over the crit up ability you should see in the lower message box whether it says passive (=need to equip) or innate (=already active).
Quote from: praetarius5018 on June 19, 2018, 12:25:47 PMActually you don't gain 100 MP (that's a mistake in the info dump to make it a bit easier to understand)but 90 MP flat and 10% of you maxMP when defending, so that should work if you have 120-129 maxMP.
Quote from: praetarius5018 on June 19, 2018, 12:25:47 PMRods, bows, axes always had low accuracy, that's unchanged.What IS changed is that AGL increases that accuracy now.
Quote from: praetarius5018 on June 19, 2018, 12:25:47 PMHP is a good bit higher.Vanilla was 20 base HP at Lv1, 500 at Lv30 and 3950 at Lv99.Here it is 120, 1600 and 2000 for those levels.Base HP meaning before VIT bonus (1/32 per point) and potential HP 30% ability/ies.Certain jobs - like Knight, certainly not b/w mages - now give a bonus to this base HP on job ups.Enemy damage is maybe slightly higher than vanilla, potentially even lower (more element resistance options).But that is opposed by more restricted healing.
Quote from: gokajern on June 25, 2018, 06:15:06 PMThat's the point, it would be annoying to mess around with excel while playing the game, just as it is annoying to check the status over and over. If nothing can be done then that's that.
Quote from: gokajern on June 25, 2018, 06:15:06 PMThat makes sense, but a wizard who's never been a warrior deftly using heavy strength-requiring longswords doesn't make sense either. Maybe attainable weapon skills?
Quote from: gokajern on June 25, 2018, 06:15:06 PMRight, except in Vanilla you could rely on all jobs having item, fight and their specific skill (With a few exceptions). So you kinda did know exactly what you were gonna get (Even mimic warns about it's differences). Still, if nothing can be done then so be it.
Quote from: gokajern on June 25, 2018, 06:15:06 PMPerhaps this could be more explicit? Maybe even mentioned in the tutorial house in Tule?
Quote from: gokajern on June 25, 2018, 06:15:06 PMThat's fine but 100-12 does not equal 10, is it some restriction on healing? Because even if can't heal every turn it would be nice to be able to use the rest of the mp for something else.
Quote from: gokajern on June 25, 2018, 06:15:06 PMIs there any logic to that other than "the original game did it" because all it means is that you can't reliably deal water (ice?) physical damage without gaining AGL or other means (using rods as an example).
QuoteYou have 10 MP at the start. (you can increase this by leveling certain jobs like BlackMage)You defend and gain 90MP+10%maxMP (not 100 as explained in the info dump, that was changed at some point)Let's say you have 150 maxMP. So you gain 90+15=105 MP. Your MP is now 115.You cast Cure (12). That leaves you at 103 MP.You have 100 or more MP left so you can take another turn now, so MP drops to 3.
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