FFIX Unleashed - General Feedback
#81
06 August 2013 - 11:42 PM
hmmm Yea so with the armor and magic resist reduction how difficult would the Black Waltz be? ( since its lowered) so your gonna take more damage but do more? Interesting. Maybe for Zidane you could give special effects to the dyne and ( change the name) a bit, so its not just more damage, could be fun, if its not too difficult.
#82
07 August 2013 - 03:40 AM
You've misinterpreted the alterations. Equipment defense and magic defense has been reduced, but enemy strength and magic have also been reduced. Also enemy defense and magic defense has been reduced, but so has weapon and ability attack power.
An example...
In version 1, Ozma had 40 defense and 60 magic defense, now he has 15 defense and 20 magic defense.
In version 1, Flare had 119 attack power, now it has 82 attack power.
In version 1, the Ultima Weapon had 60 attack power, now it has 40 attack power.
Against Ozma the Ultimate Weapon had 20 attack power over defense, now it has 25. Not a huge difference, but let's take a look at the Masamune. In version 1 it had 45 attack power, now it has 33 attack power. So against Ozma the Masamune had 5 attack power over defense, now it has 18. That does make a significant difference.
Against Ozma Flare had 59 attack power over defense, now it has 62. Also not a big difference, but look at Firaga. In version 1 it had 72 attack power, now it has 46 attack power. Against Ozma, Firaga had 12 attack power over defense, now it has 26 attack power over defense.
When it comes to enemy damage output the main thing you'll notice is that there is a greater balance between the damage inflicted by enemy abilities. Attacks that were previously underpowered now deal a bit more damage, and attacks that were previously overpowered now deal a bit less damage.
An example...
In version 1, Ozma had 40 defense and 60 magic defense, now he has 15 defense and 20 magic defense.
In version 1, Flare had 119 attack power, now it has 82 attack power.
In version 1, the Ultima Weapon had 60 attack power, now it has 40 attack power.
Against Ozma the Ultimate Weapon had 20 attack power over defense, now it has 25. Not a huge difference, but let's take a look at the Masamune. In version 1 it had 45 attack power, now it has 33 attack power. So against Ozma the Masamune had 5 attack power over defense, now it has 18. That does make a significant difference.
Against Ozma Flare had 59 attack power over defense, now it has 62. Also not a big difference, but look at Firaga. In version 1 it had 72 attack power, now it has 46 attack power. Against Ozma, Firaga had 12 attack power over defense, now it has 26 attack power over defense.
When it comes to enemy damage output the main thing you'll notice is that there is a greater balance between the damage inflicted by enemy abilities. Attacks that were previously underpowered now deal a bit more damage, and attacks that were previously overpowered now deal a bit less damage.
#83
07 August 2013 - 07:39 PM
ah ok that explains alot more. Sorry sometimes I think too far into things and kinda miss the main points. XD
Alright looking good by the way .
IM porbbaly going to wait on playing the mod again till the next update since im only at Black waltz 3.
Alright looking good by the way .
IM porbbaly going to wait on playing the mod again till the next update since im only at Black waltz 3.
#84
28 September 2013 - 08:37 AM
Hi !
I've donwloaded the patch (thanks a lot) How do I know It works ??
See no logo in the main title (like Final fantasy tactics insane)
I saw that in the beginning, first fight, Zidane has :
FFIX PAL just flee skill
FFIX NTSC (which I've patched I think) skill : flee and which one with speed boost ATB. So it is right ??
I've donwloaded the patch (thanks a lot) How do I know It works ??
See no logo in the main title (like Final fantasy tactics insane)
I saw that in the beginning, first fight, Zidane has :
FFIX PAL just flee skill
FFIX NTSC (which I've patched I think) skill : flee and which one with speed boost ATB. So it is right ??
#85
28 September 2013 - 10:37 AM
When the enemy violates every orifice on your characters' bodies, you'll know it's patched.
#88
28 September 2013 - 09:52 PM
whaou thanks !
7 hours of playing (I'm at dali village), It's good patch. May I have some suggestion
Difficulty is good, keep all changes but with these minors updates, may be it will be better :
to speed up all ennemies (just a bit)
more ennemies, now there is 4 ennemies online, what if up it to 6 for example, is it possible??
to slow character's level up, and learning abilities.
7 hours of playing (I'm at dali village), It's good patch. May I have some suggestion
Difficulty is good, keep all changes but with these minors updates, may be it will be better :
to speed up all ennemies (just a bit)
more ennemies, now there is 4 ennemies online, what if up it to 6 for example, is it possible??
to slow character's level up, and learning abilities.
#89
04 January 2014 - 10:35 PM
I have never completed the vanilla (beginning of disc 2 is furthest I have ever been) and I love this mod. However, I have a few minor complaints:
1. The battle should be more faster paced - maybe you could increase the hit rate of debuffs, extend the duration of buffs and increase steal success rate so that players won't have to waste turns executing the same action over and over again.
2. The ability 'Cover' doesn't seem to trigger when an ally is attacked by 'special moves' like 'Rapid Fire' or 'Stomach'. This makes the ability obsolete cause most enemies use special moves as their regular attacks. Does this happen in vanilla too?
3. Buffs last way too short. Skills like Reis Wind and Magic Armor cost nothing so it's a fair trade, but casting Mighty Guard for 50 MP only for it to dissipate after a few turns especially when Ether is scarce (early game) isn't a fair trade at all.
Other than those issues above. This mod is awesome.
I understand that there are some issues that can't be solved, and if that is the case, just ignore this post.
1. The battle should be more faster paced - maybe you could increase the hit rate of debuffs, extend the duration of buffs and increase steal success rate so that players won't have to waste turns executing the same action over and over again.
2. The ability 'Cover' doesn't seem to trigger when an ally is attacked by 'special moves' like 'Rapid Fire' or 'Stomach'. This makes the ability obsolete cause most enemies use special moves as their regular attacks. Does this happen in vanilla too?
3. Buffs last way too short. Skills like Reis Wind and Magic Armor cost nothing so it's a fair trade, but casting Mighty Guard for 50 MP only for it to dissipate after a few turns especially when Ether is scarce (early game) isn't a fair trade at all.
Other than those issues above. This mod is awesome.
I understand that there are some issues that can't be solved, and if that is the case, just ignore this post.
#90
24 March 2015 - 02:07 PM
Just trying to figure some things out here. First off I am at the Tanatarian and the book boss is completely impossible to kill after the new ver of unleashed. I have absolutely no idea what gets Zidane his lucky 7 skill anymore, because it is not his original weapons anymore. So even if the battle starts without him using paper storm, i just cannot kill him because of the 10k- hp, even when i wasted a dark matter. Also If you are still considering Beatrix as a playable character, please add the trio as well because My favorite character in ix is Blank and I do not understand gameshark AT ALL!
#91
24 March 2015 - 05:30 PM
Don't remember Lucky Sevens in this game. A lot of skills from the original got removed during this mod. I think you have to just keep trying.
#92
25 March 2015 - 03:09 AM
Lucky 7 is indeed gone. Zidane gets the 3 weakest trance abilities now.