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Author Topic: LFT: An FFT mod (The final release is a lie. Download here!)  (Read 456506 times)

superaielman

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1325 on: July 04, 2010, 07:08:06 AM »
No damage challenge- Done. The game's difficulty melted away after chapter 3. Finath was the hardest fight in C4 (Three Red chocobos= oh hay guys half my team is dead in two rounds). Other than that... yeah. For assassination maps I had my Samurai of doom.  Normal fights got the Calc death blitz+Miming.

The key to the entire team later on was Cheer up. It turns Ramza into an XF sacred slayer... with 18 FFT Speed! This let get around Calculator's awful speed, the Circlet's drawbacks, etc.  Two quick users kept my offensive units going.

The hardest fight in the final chain was Rofel. Balk/Kletian were pathetic, and Altima just couldn't quite keep enough pressure on me. There were some tense moments when most of my team was smashed with grand cross, but Alma is invaluable for the status curing there alone. Wall phase doesn't buy her enough time. Endgame levels were high 40s.

I'm going to tackle sidequests and see what happens. To the colliery!


Overall thoughts:


Hardest fight: Queklain. Competent support+Starts close? Bad times. You need to get lucky with what Quek does as well. My Ninja should have been a Knight here, as I could have used the speed breaking.
Nastiest fight (That surprised me): The swamp in C2. Undead were a fucking pain in the ass in this challenge every time I fought them. No ID spamming, ghosts have MP switch to waste a valuable turn of offense, and they tend to outnumber you in those fights. The swamp with a Uribo is the hardest fight in this challenge, period. I didn't clear that one, just reset and beat... I think the formation with the Flotiball.
Easist fight: Kletian both times, Zalera, Grog.
Easist fight (surprising): Zalera. Best sign on my samurai of doom=enemies get one action in period.
Biggest letdown: Knights. You think a challenge where direct offense is out would favor them? Not so much. Helmets/heavy armor users were invaluable here, but Knights are worse than Samurais and Lancers on the attack, and Breaks were very specific for use. You also aren't taking a lot of damage on this challenge later on, as it is all about being aggressive within the limits of your offense. Runner up award to summoners, who just don't offer anything important here.
Best strategy for randoms/scrubs: Death bombing. Math skill I barely touched outside of using against Rofel 2. Death is brutally accurate/has incredible range, and can be mimed. Ramza cheers up calculator--Calculator death bombs--Mime mimes it. You can wipe out fights in a hurry that way. Throw in a Time Mage dropping quicks on your Calculator, and you can see the bodies pile up. Evasion is the only thing that really slows this down.
Best strategy for bosses: Samurai of doom. Holy -christ-. Samurais are a lifesaver. Two hands means even a middling weapon is scary, and katanas are good as a weapon type. What really knocks them out of the park for offense is concentrate and helmets. Concentrate is 100% offense, which you have jack and shit of once guests leave. Helmets... well, circlet. Berserk is pretty godlike here, and the helmet gives you +3PA and more HP than a helmet. Cheer up means that the Samurai's shitty innate speed doesn't matter. Once you give the Samurai a Dragon Whisker or Masamune, enemies die horribly.
Best skill: Cheer up. Sacred Slayer (which is what Ramza is) with gross speed shatters the world. It's worth going to the effort to build your team with good signs with Ramza to make sure it hits. Cheer up is why my slow, sort of frail later on Samurai build worked *at all*, or how my 4 speed calculator could wipe out half a field of enemies.   

One really weird thing about this challenge is just how potent your offense is later. You aren't chipping like you do in FFT- when you hit something, they are probably going to DIE or not take damage. It's the nature of the Samurai setup and ID spamming, but man.  I went back to a normal LFT file and was shocked by how bad Cid and my summoner were for offense.
« Last Edit: July 07, 2010, 07:12:42 AM by superaielman »
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Hungry Youkai

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1326 on: July 24, 2010, 05:39:56 PM »
So I'm about to start playing LFT today, and I haven't ever even touched normal FFT. Been told that not many players have come to the game totally cold, and I might be the only one to be doing that so far. Still interested in feedback/response, especially from somebody completely new to the game?

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1327 on: July 24, 2010, 05:49:21 PM »
Feedback = always good. I don't think I've gotten testimony from anyone who's never played FFT period.
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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1328 on: July 25, 2010, 03:17:19 PM »
Feedback = always good. I don't think I've gotten testimony from anyone who's never played FFT period.

No we did get testimony from that guy on B8.  Eventually you gave up on the advice-giving and advised him to play regular FFT first.

It'll be interesting to see if that guy merely lacked talent, or whether LFT really is poorly set up for new players.

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1329 on: August 04, 2010, 08:03:03 PM »
So, after over a week of near-solid gameplay, I've finished LFT up to endgame (no aftergame yet).

I've only played 2 rpgs before all the way to the end, and never any tactics-style games, and I can confidently say that LFT very much is doable and is set up well/good for new players, as I really had no idea what I was doing at the start, but nothing ever felt impossible or out of my range.

If I had to try summing up the difficulty in one sentence, I would say it felt as if I had all the tools I needed, but had to respect and out-think the enemy each time. Lack of thought or respect would lead to getting my ass kicked, I couldn't just "do stuff and win", but always had to play smarter rather than play harder.
The only small criticism I have here is that before I started the game I got a lot of information from a helpful friend on all the battle mechanics and party setup, on the different stats and the zodiac system, the classes and what they did (but no advice on how/what to actually use in battle, of course). If I didn't have this advice about the game mechanics, or had to rely on the in-game tutorial (which I honestly would have given up on because of engrish) then I probably would have spent a lot of time flailing around between classes and ended up with a much much less optimal party, I don't know if the game would have gone so well for me then. Equally, some of the abilities have unclear descriptions in the game itself, and I needed to ask what does this really do/how does this work. Now, I had people to ask, but an isolated player just grabbing LFT for the first time might be left feeling more lost. The reference documents for LFT don't seem to go into enough detail about game mechanics there, and I humbly suggest adding some kind of basic manual or something.

For me, gameplay and difficulty is a highly narrative experience, and the way LFT was balanced pulled this off better than any other videogame I have ever played, hands-down, especially in relation to important or dramatic story battles. Gaffy was scary, difficult, reflected his placement in the story even though it was early on. Queklain battle and Velius battles were balanced just right, along with a load of other battles that went right down to the wire, only one or two party members left standing and just managing to scrape though through luck and sound tactical decisions. That kind of gameplay feels intensely right for this sort of game, doable but very challenging, always having to pay attention and outthink the game. It makes the gameplay itself exciting, the foes scary and victories meaningful.

Lots of random thoughts on difficulty in general so I'm just going to bullet point it all

- Randoms are great, I find myself constantly wanting to go fight monsters since they do unexpected things and often provide as much challenge as story fights.

- Most feared move: Death Sentence. Over and over, rocking out in more battles than I can count and sometimes ensuring a wipe.

- Once I got Dragon Spirit I put it on everyone, all the time. Raise seems very very important, and I always made sure I was running at least two characters with raise of some kind, in addition to Ramza's Wish skill.

- Lancer = best class. Loads of HP, Jump allows spell dodging, and by Chapter 4 two-handed spear was godlike, shank shank shank.

- I used Agrias as in the 5th character slot for battles, and to be honest she was rather crap while actually in Holy Knight, which had tiny PA and barely chipped away at enemies. She only became genuinely useful when moved out of Holy Knight, and frankly if I had known it would take so long to get all those sword powers, I probably would have given up and focused on making her a two-handed Lancer like my other PA-based characters.

- First wipe was in the last battle of Chapter 1, and wipes in general didn't tend to happen more than once or twice on a battle (after seeing what was going on and being able to react to it from the start of the battle), with a couple of notable exceptions. The hardest battles in the game were Weigraf assassination at Orbonne, which took a dozen or so resets but was very very fast, relying on avoiding those 25% status effects and rushing him down once I got set-up right, and ... Balk 2, which was hands-down the hardest part of the game and the only moment I seriously doubted my ability to pull it off. The Hydras were incredible, near unbeatable, and I had to rely on making everyone Lancer for the HP + hiding in Jump, and pray that mathskilled confusion went off on monsters as much as possible.

- Favourite thing: mathskill. Mathskill so hard, all day every day, confusion, cure, fire, often pulled off battles for me, and CT5Cure2 just ploughs right through undead.

That's all I can think of now! Feel free to ask questions and stuff, as I haven't played the original there's probably loads of stuff I don't consciously realise or take for granted.

Dark Holy Elf

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1330 on: August 04, 2010, 11:49:57 PM »
Hilariously, Balk 2 in general is one of the last changed fights in the game IIRC, and hydras specifically are the only monsters who didn't get a large improvement.

I think Two Hands may be a little overpowered now. The JP cost is too low for "doubles your physical damage". Two Swords is over twice as much (three times?) and while this might have been justified in original where Ninja crushed Samurai as a carrier, it just kinda raises a question mark now.

Interesting that you found Lancer the best class. I guess the way LFT is I could see most classes being chosen for that, but it's still not one I'd have expected necessarily? Probably vanilla biases seeping in here.

Holy Knight itself was pretty unimpressive in vanilla and it's only gotten moreso with the buffs most other physical classes got, I think. Holy Sword itself is fairly cool, though, and just instantly making Agrias a lancer is without Holy Sword is a waste because her PA won't let her match a random male unit at the same job. (Dunno if you picked up the PA/MA split where males get more of the former and females more of the latter, where Ramza gets the best of both worlds.) I'd assume Geomancer is the best way to get some smash out of her skills for much of the game, but I haven't really messed with special characters in LFT (I should!).

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Laggy

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1331 on: August 05, 2010, 01:03:00 AM »
Two Hands is 500 JP to Two Swords' 1000. The main difference is that Two Hands competes with Draw Outs and Blade Grasp, whereas Two Swords competes with... Abandon (and Sunken State if you really want it). So eh.

Attack UP is also 500 on a much earlier class with far less abilities competing with it, so I think it's priced more or less correctly.
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Dark Holy Elf

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1332 on: August 05, 2010, 01:23:11 AM »
Mm, wasn't aware that Two Hands was priced there, fair enough (think the version I played it was... 300? 400?). It's worth noting that the type of character that goes for Two Hands generally isn't the same type who goes to Draw Out, but the overall point is still valid.

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Luther Lansfeld

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1333 on: August 05, 2010, 01:38:42 AM »
Hilariously Balk wasn't even changed much. Oh Balk 2, you so silly.
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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1334 on: August 05, 2010, 02:30:04 AM »
The funniest thing to me is that even hyper-nerfed Math Skill is still a breaker.
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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1335 on: August 05, 2010, 08:40:46 PM »
Definitely good to hear this feedback.  Some of this carries over from FFT (like the lack of a good manual).

On the Balk fight...the only major change is that all the monsters have more movement...but that's enough, since it gives you one less turn before the ass-kicking starts.

Lancer being good is pretty possible, actually.  Laggy and I were noticing in our playtests that going with FFT instincts and making ball-lightning pure-damage no-durability setups often led to more resets than tankier setups.  Lancers are fairly tanky with some nice damage and range, so could be good.  We also just...didn't have a lot of playtesters using Lancer, so not a lot of feedback there.

The funniest thing to me is that even hyper-nerfed Math Skill is still a breaker.

To be fair, that was intentional.  We could make Math Skill terrible (suppose the calculable spells were Shell, Protect, Float, and Oil).  Math Skill is interesting and strategic to use, though, so we wanted to encourage it (within reason--not to the point of making it better than everything else).  Pretty similar to what we did with Mime, actually.

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1336 on: August 05, 2010, 09:19:33 PM »
Entirely true, it's just telling that you could chop that many awesome spells out of the list and still have an overpowering skillset.
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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1337 on: August 20, 2010, 06:46:03 AM »
First I'll go out and say that I registered on this forum solely to comment on here, because I honestly think it deserves it.

This mod is absolutely fantastic. I've played through FFT so many times I've lost count, but this really takes the cake. It's very familiar, but at the same time a whole new game for me. So many of the otherwise useless classes and abilities have been made relevant with this patch, it's going to take a lot of exploration and tinkering to find out how everything interacts with each other again.

Thank you, all of you who worked on this, for bringing new light to one of the best games ever created.

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1338 on: August 20, 2010, 07:45:42 PM »
Knowing that people enjoyed the mod is what makes it worth playing on! I appreciate the time you took to just come around here and give your kind words. By all means, if you have more specific feedback, feel free to share it.

Out of curiosity (since this is something I usually ask as I haven't been super-profilic about advertising the mod), how'd you find us in the first place?
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SageAcrin

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1339 on: August 21, 2010, 06:03:55 PM »
Quote
Lancer being good is pretty possible, actually.  Laggy and I were noticing in our playtests that going with FFT instincts and making ball-lightning pure-damage no-durability setups often led to more resets than tankier setups.  Lancers are fairly tanky with some nice damage and range, so could be good.  We also just...didn't have a lot of playtesters using Lancer, so not a lot of feedback there.

I got very good milage out of Lancer but I don't recall being spectacularly impressed by it for the simple fact that Jump is now one of the most expensive skillsets overall in the game to really get rolling. At L4 it's acceptable(Which takes 500ish JP?(Edit: Well, 350 for L4/V2.)) and L8s still take 1350.

Compare that to most of the skillsets and the only one that takes as long to get rolling is Summon now, which takes at least one elemental summon and either several others(for weakness) or one high end Summon, so it costs 1500~. White Magic takes, generously, Holy, Cure 2 and Raise, which is also around that? Mediator takes 1500 to get it's entire skillset. Chakra/Revive/Earth Slash is 1k, etc., you get the idea, it's very inexpensive(relative to before) to get a skillset rolling in LFT.

The fact that low end skills for Lancer are literally 100% wasted doesn't help either, it puts the class in the odd spot of a long period with no skillset or a shorter period before getting an okay skillset, followed by the same period stacked on top of that to get the good stuff. Even various Black Magic lower level spells can fit into CT niches and go off before X enemy goes, where their higher variants won't and their lower ones won't do enough damage.

Lancer stands out mostly because it basically didn't change on cost, at least for me; I never bought more than Vert Jump 2 or so until 8 and that's a pretty small gap cost-wise. Toss in the fact that Level 4 Jump is just sorta decent as skillset goes and you have the reason I didn't find it spectacular myself. (Something I hadn't even thought of until this came up. Go fig.)

Does that need to be improved? Well, the game really needs a mid-tier Level 6 Jump but hardcoded, thanks FFT! Otherwise no, I don't think so, there needs to probably be a more project-y physical fighter and 8 range is badass enough to make me think the price is reasonable. But it does put Lancer in a weird area where you have to devote a fair deal of time to it.

Edit: Actually...objectively Level 2 being free/50 would probably help a little but it's mostly psychological. It would make the skill feel worth picking up and would make waiting until 8 to waste less JP be less frustrating without feeling silly to do. But it doesn't help *really* or anything, except to make the skill feel less silly of a waste to buy.

Thinking on it, Jump defaults to a shorter range than a Lancer's only weapon does. That's pretty silly to start with.
« Last Edit: August 21, 2010, 06:16:06 PM by SageAcrin »
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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1340 on: August 21, 2010, 06:26:00 PM »
Ehhhh I think that is a fairy closed approach to Lancers, you are disecting it like an SSC.  Jump is expensive yes, but Lancers have the benefit of whatever skillsets you have picked on the way to get them which is non-trivial.  By that point even with LFT's lowered job level requirements you have a decent pile of JP built up to have spent in other classes, you have plenty of carrier skills to drag them through the JP to get Jump horizontal 4 or so.

Costs may be a bit to up there if JP hasn't changed I suppose, But you aren't exactly grinding your way there off of spear pokes.

Jump defaulting to shorter range than spear is fine.  Jump is differen than spear pokes.  It is more interesting at that point to have there be a reason to choose between which one you are doing other than CT juggling.
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SageAcrin

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1341 on: August 21, 2010, 06:56:43 PM »
Oh, yeah, that's why I said the class is ultimately still good, don't get me wrong. I can't even argue the possibility that it's still the best class in the game, and wasn't trying to.

In a vacuum sure the skillset has some long term issues but everything else about the class is good and the skillset ultimately is your best range option for smashing people in the face physically. Earth Slash just isn't nearly as damaging(and not as flexible either). And it's a great carrier in quite an odd way, which is what I got out of it in-game.

Like I said, I don't really think it needs to change or anything.

Jump defaulting to 1 range feels silly conceptually though. But, I see your point about spear vs jump questions for base Jump as being an interesting choice, so fair enough.
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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1342 on: August 22, 2010, 03:33:58 AM »
Knowing that people enjoyed the mod is what makes it worth playing on! I appreciate the time you took to just come around here and give your kind words. By all means, if you have more specific feedback, feel free to share it.

Out of curiosity (since this is something I usually ask as I haven't been super-profilic about advertising the mod), how'd you find us in the first place?

Honestly? Someone made a thread in /v/ on 4chan about it. A good 200-300 post discussion on all the changes and everything. Good stuff.

I'm writing a list as I play through the game of things that I find helpful, interesting, etc. that I'll post here when I'm finished with it. I assume that all the quest stuff is the same, i.e. getting Cloud, Beowulf, etc?

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1343 on: August 22, 2010, 03:45:58 AM »
The way in which the quests are triggered are unchanged, but be warned that the fights themselves are much tougher, probably about on par with final dungeon fights (though different).

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1344 on: August 22, 2010, 07:54:11 AM »
The way in which the quests are triggered are unchanged, but be warned that the fights themselves are much tougher, probably about on par with final dungeon fights (though different).

Heh, speaking of being tougher... I'm on the third mission of the game, the one in Sweegy Woods. It's too high level for my party to deal with at the moment, and the only random battles I can do get me killed almost instantly because every goblin on the map just uses confusion on my units so they kill each other. I've spent the past three hours attempting both the random battles and the actual mission, to absolutely no success.

Yep, much harder.  ;D

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1345 on: August 22, 2010, 12:23:05 PM »
Sweegy Woods remains one of the hardest fights in LFT to me, just because of your lack of resources at that point.  No shame in wiping there.


Randoms in general are much more difficult for the status and reaction madness (Bombs!) alone. LFT really encourages you to keep a couple people with status curing just for that reason.
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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1346 on: August 23, 2010, 10:42:31 PM »
Lancer stands out mostly because it basically didn't change on cost, at least for me
  ... Level Jump2: 150 -> 100 JP
  ... Level Jump4: 450 -> 300 JP
  ... Vertical Jump2: 100 -> 50 JP
  ... Vertical Jump4: 300 -> 150 JP
  ... Vertical Jump8: 900 -> 450 JP
  ... Dragon Spirit: 560 -> 250 JP
  ... PA Save: 550 -> 200 JP
  ... Equip Spear: 400 -> 250 JP
  ... Defense UP: 400 -> 300 JP

With the exception of Level Jump8 (which is that damn good) Lancer JP costs are roughly cut in half.

Additionally, there's the whole "Lancers are kinda carriers in LFT" thanks to their gamebest PA/HP multipliers.  You can be a Lancer carrying a skillset (say Punch Art) without feeling like a terrible unit.  Not that this makes you learn Level Jump8 any faster, but it does mean Lancers aren't necessarily weak while they train (unlike FFT).

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1347 on: August 23, 2010, 11:15:15 PM »
Lancers also synergize very well with almost any party and tend to never feel useless.  Their JP costs are high for their primary (with cheap intermediates) and low for RSM supports, which is the ideal setup for training a Lancer and giving the rest of the party nice things with spillover.  Dragon Spirit in particular is a very useful reaction that can be put on any character, and is affordable enough to get on the whole party with spillover from just a bit of Lancer use - and there's PA Save and Defense UP there too. 

This is a contrast to many other desirable RSM abilities, which LFT took out of easy spillover range and put up around the 400 JP mark.  Move +1 for example is very awkward to get on the party with spillover unless you run a Knight for considerably longer than it takes to get them a decent primary skillset, which then feels like you're wasting JP gains on that character. 

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1348 on: August 31, 2010, 03:12:03 AM »
Done, you say.

Done forever.


ABILITY ADJUSTMENTS

Speed Save
* Moved from Archer to Ninja. Ninja needed something else to spend JP on. Archer has plenty.

Fire/Ice/Bolt 3 -> 300 JP (from 350)
Fire/Ice/Bolt 4 -> 400 JP (from 600)
* These were being ignored in Black Magic and aren't honestly that great (Flare still looks better). They don't need to be expensive; at least Flare costs a lot of JP. Still usable due to different damage ranges to get the lethal damage you need.

Death -> 400 JP (from 300), CT dropped to 14 (from 18), MP raised to 48 (from 24)
* Death was still basically never being used with anything but Noncharge-enabled Calculators. This nerfs the latter while making it more appealing as an actual spell to cast normally, esp. with Short Charge.

Flare -> 700 JP (from 800)
* Trimming.

Holy -> 800 JP (from 900)
* See Flare.

Quick -> 200 JP (from 300)
* Slightly cheaper than Demi now rather than being a hair more expensive.
Demi 2 -> 350 JP (from 400)
* Competes with Haste 2, which still cleanly beats it in value... just Time Magic's emphasis isn't damage, so it comes at a premium somewhat.

Critical Quick -> 100 JP (from 150)
* Cool on paper, but generally more unreliable than even things like Regenerator (150 JP).

Short Charge -> 600 JP (from 800)
* I like the idea of making it equal to cost to Magic AttackUP. It's still obviously good and while people picked it up at 800, it was more of a "let's make casting magic sane to use" than "oh god this is so good I need it now to break the game".

Confusion Song
* No longer mathskillable. I weighed this one a lot and it's always been in the back of my mind, and after speaking with Tonfa I think I agree with him: it is by far the most spammed and easily used MS spell as a get-out-of-sticky-situations-free card. Yes, there are setups that are potentially more abusive with MS (Don't Move / Demi / Fire / etc.) but they require more preparation (sometimes full party setups) and/or thought to use, while Confusion Song is basically a panacea to a ton of situations. Math Skill will actually require more care and thought to use without this in the mix, and it's still far from underpowered.

Finger Guard -> 50 JP (from 100)
* You might pick it up instead of a 100 JP Talk Skill if you have < 100 JP. Maybe.

Dragon Spirit -> 300 JP (from 250)
* Really good reaction at 250 (to the point where people were setting it on their entire party), and pretty much outmuscled the 200 JP PA Save. At 300, it competes directly with Defense UP.

PA Save -> 150 JP (from 200)
* Yeah, still underused.

MP Restore -> 50 JP (from 100)
* It's that bad.

MA Save -> 100 JP (from 200)
* If PA Save is being underused, MA Save is being abandoned (relying on squishy mages to get hit).

Equip Katana -> 300 JP (from 400)
* A little overpriced even for the faith katana, and it means you're not using it on Draw Outs, Blade Grasp or Two Hands.

Cheer Up (range decreased to 1)
* Yeah, it's too good. Nerfed.

Ultima (mult drop from 23 to 13, effect area changed from 2v1 to 2v2, CT dropped to 4 from 5, no longer Faith-dependent)
* This, on the other hand, sucked. The change gives it a nice niche, though it's still not overly good (which is fine; Guts doesn't need to be better.)


SUMMON MAGIC SKILLSET CHANGES

No one is using Summon anymore. It's not so much a matter of "it's not good enough" but "it's too hard for the average player to use effectively" and "it's really expensive and requires dedicating a character to learning it".

Well mc and I are trying to fix that.

General game plan: hike MP costs, lower CT values of higher end summons, diversify the spell purposes a bit more.

* Shiva/Ifrit/Ramuh: 7 CT, MA*22, 28 MP, 3v2, 200 JP
* Silf: 8 CT, MA*28, 36 MP, 3v2, 300 JP
* Titan: 4 CT, MA*24, 40 MP, 3v3, 450 JP
* Carbunkle: 3 CT (drop from 4)
* Bahamut: 10 CT, MA*39, 76 MP, 5v3, 700 JP
* Odin: 5 CT, MA*36, 98 MP, 4v2, 800 JP
* Leviathan: 9 CT, MA*30, 44 MP, 4v3, 400 JP
* Salamander: 6 CT, MA*33, 56 MP, 3vI, 500 JP
* Lich: 450 JP (drop from 600)
* Cyclops: 8 CT, MA*45, 64 MP, 3v2, 600 JP
* Zodiac: 7 CT, MA*96, 120 MP, 4v3


SING/DANCE SKILLSET CHANGES

* Are no longer mimeable. Mimes are plenty good without making mimed song/dance abuse "why would you not run this with a mime". Consequently, Song/Dance are perfectly fine now without getting it doubled.


GENERIC CLASS CHANGES

* Samurai: Dropped HP/MP mults from 64 to 56; dropped PA/MA mults from 128 to 112. Okay so they're really good and people are using them a lot over other classes like Ninja. They could use a nerf. (Still way better than vanilla)

* Ninja: MP mult increased from 50 to 120; MA mult increased from 75 to 100


SPECIAL CHARACTER CHANGES

* Mustadio: Acquired innate Equip Change. Best Stone Gun user in the game.

* Malak: Exploding Frog will be 100% and be independent of Faith; range changed from 1v1 to 2v0. Malak needs more love.

* Worker 8: Barrier no longer affects itself. It's still really good and people need to use it, but it needs some weak point.

* Byblos: MP growth increased from 5 to 1; MA growth increased from 35 to 5 (super accurate Mbarriers! Lots of them!). Move increased from 4 to 7; Jump increased from 6 to 7 (best Jumper in the game!!!). Innate reaction changed from Counter to Sunken State.


DEEP DUNGEON CHANGES

* Deep Dungeon superfights will have appropriate war trophies from defeating the bosses (e.g. Faith Rod from Zalmo). Shuffled rares around. Basically the only 1-of-a-kind items that exist anymore are Robe of Lords, Chaos Blade, Chirijiraden, Blood Lance, and Paladin Shield (the last three are technically farmable at Bervenia, but good luck with that!!). The only natural copy of Excalibur in the game comes from Orlandu as well; you'll have to spend time catching from high level Ninjas if you want more. Everything else can be stolen/invited or is a war trophy somewhere; see the second post in this thread, at the very end, for exact locations.


ITEM CHANGES

* Toad Rod: no longer has Start: Oil, now has Cancel: Frog (Malak fanservice part 2)
* All katanas up to Kikuichimoji: drop 1 WP
* Masamune: drop to 14 WP
* Mace of Zeus: change to PA +3, MA +2
* Spears in general - do not need Armor Break (experiment concluded - Lancers are good, people will use them!)
* Genji Helmet: changed from PA +1 to MA +2, now also gives MP +30
* Genji Armor: changed from PA +1 to Speed +1, now also gives MP +20


DOCUMENTATION FIXES
* Holy Lance: missing Holy-elemental
* Cyclops: listed as Heal_F
* Goo: range should be 5, not 4
« Last Edit: September 02, 2010, 09:49:05 PM by Laggy »
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

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Re: LFT: An FFT mod (Final Release - Download here!)
« Reply #1349 on: August 31, 2010, 03:26:03 AM »
Quote
* Spears in general - do not need Armor Break (experiment concluded - Lancers are good, people will use them!)

Yay!

Also I still used Summon Magic, and certainly found it quite good as was. I sorta assume it was mostly being ignored because it was obviously worse than it's FFT self, making it unappealing to FFT players. Still, this isn't to speak out against the changes, which are interesting.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.