Windows X

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  1. I'm glad to hear you like Valeria mod. This mod includes slowdown fix so you need to apply on clean ISO without slowdown patch.
  2. FFT WOTL - Valeria 1.4.1 "Ivalice Reborn" It's been a while since last release of Final Fantasy Tactics Valeria Mod. I realized there was tons of bugs and inbalance to be resolved so I spent a long time fixing bugs and made massive adjustments through months of testing. After coming back to Final Fantasy Tactics again, I tested playing the game from ground up time and time again to make sure every story fights will proceed without inconsistencies. I thought I'd mod this game for the sake of no grind run at first. But I ended up doing a complete vanilla re-balance patch with adjustments based on Tactics Ogre and Tactics series released after. The goal of this mod is to breath new life to Vanilla gameplay with new mechanics and gameplay design. This Valeria mod will make the game more enjoyable without imposing difficulty. This version 1.3 is an update after version 1.2 I published long before. It's not the soul successor of the famous FFT 1.3 though you could say this is one of true re-balance patch for vanilla gameplay. >=== Reworked mechanics ===< In this Valeria mod, I adjusted some battle machanics based on experience with Tactics Ogre and re-balance some items and equipment to be more useful and interesting. If you're familiar with Tactics Ogre gameplay, you'll find this battle mechanics working in similar manner with some new fresh ideas while staying faithful to vanilla design. [Re-balance healing mechanics] Cure's healing formula should be 10/20/30/40 but they increased healing factor on Cure to 14 due to unreliability of faith based healing. However, it's far from optimal and need high MA and faith to make it effective. Since all other HP restoration abilities are percentage based, I decided to change healing formula into percentage based too with chance to add Regen status bonus. In other words, you'll get more reliable Cure spells without MA in consideration with shorten charge time from 4/5/7/10 to 2/4/6/8 to make it more usable comparing to other healing methods. Potions will also be adjusted with Auto-Potion in consideration. Hi-Potion will heal 60 HP now and X-Potion will restore 120 HP. Other healing abilities are also nerfed a bit such as Chakra and Murasame but Summon will receive 20% boost on healing with longer charge time. [Re-balance speed multiplier] Default mage jobs are way too fast, as fast as Squire and Knight and White mage is even faster. Black mage sometimes kills enemies before they even act. By reducing speed multiplier to 90-95, they will act after other jobs making game more balanced. Only White Mage, Orator and Bard will have the same speed as malee jobs. I won't decrease stats on some enemy's jobs so it won't decrease difficulty in gameplay. I also decreased Speed Growth on Thief and Ninja so it won't have broken speed in late game fights. Thief and Ninja will have swapped speed multiplifer for re-balance purposes. They're still faster units but not way too fast. [Re-balance PA/MA Growth for generic jobs] Most physical jobs has high PA growth from 40-48 for basic jobs but generic jobs don't have MA Growth except Mime. So I increased MA Growth for Magic oriented jobs a little and increase it further on higher tier jobs. Most magical jobs will have 48 MA Growth. Time Mage and Summoner will have 47, and Arcanist will have 46 so it won't be OP for normal game play. For physical jobs with PA growth, they'll have MA Growth decreased by half of PA Growth gained meaning boosting PA will also hurt MA except Geomancer and Samurai. [Remove Brave/Faith manipulation] Some abilities can be too powerful or useless with brave/faith manipulation. So I changed most brave/faith manipulation abilities to PA/MA manipulation instead. Mystic and Orator's abilities are adjusted to PA/MA manipulation for different uses. This also applies to enemies' abilities. Beowulf's Chicken will not hit allies so it's the only ability that reduce enemy's Brave in the game. I also removed Brave manipulation from Ramza and Reis' abilities too leaving only stats boosting. Bravery Boost and Faith Boost reaction abilities are also removed from Bard/Dancer. [Remove abilities that break the game balance] Despite having Brave/Faith manipulation removed from the game, some abilities are still too powerful to use. Here's the list removed abilities for re-balance purposes. Most of them are reaction and movement abilities that I can't adjust to make it more balanced. Offensive support abilities are also removed so the game won't tilt toward offensive side too much with decreased over all HP. It's a hard decision to remove so many abilities I often use but it also made me realized how much more viable other abilities can shine after removing obvious ones out. [Re-balance stats of weapon equipment] After playing for a while with re-balance mod, I made numerous adjustments to weapons so it'll scale better with gameplay. Some items are better and some are nerfed a bit for re-balance purposes. Knife equipment will be more useful with extra 10% evasion added and it can work better with Parry skill. I also added 5% to Staff/Rod/Crossbow/Ninja Blade too. This will make Parry much more useful to have. Crossbow will have weapon power scaling over time better and Bow will have +2 weapon power to compensate Aim making Archer becoming more powerful. Bow's range is increased from 5 to 6 too. Magic Gun seems to disturb power scaling balance of Gun equipment so I changed magic guns back to WP^2 with appropriate scaling and adjusted some guns to provide appropriate weapon power. Polearm has standard weapon power similar to sword but it has 2 range with 1.5x damage boost on Jump attack so I reduced weapon power down by 2 so I wouldn't need to nerf Dragoon and remove Equip Polearm. Flail provides terrible damage so I changed Flail damage formula to WP^2 so it can provide better damage. Ninja blade is meant to be next tier of knife upgrade for Ninja. Due to the nature of dual wield, its output is too high comparing to sword so I decreased weapon power by 1 for some ninja blades. Knight's Sword is the most powerful weapon in single player game so dual wield will make break the balance. I removed Dual Wield support for Knight's Sword but still keep Doublehand to trade with Shield. [Re-balance HP/Evasion Rate of equipment] Weapon Guard has low block rate but shields and cloaks has crazy high block rate during chapter 3-4. Aegis Shield giving 50% magic evasion rate is too powerful with 30% cloak and Reflexes. Physical evasion can goes up to 40% stacking with 10-30% evasion from class meaning equipping shield will hit really hard and Concentration will be needed to make sure you'll land a hit. However, most seasoned players will ended up using non-evadable attacks with attack bonus instead and the idea of adding Concentration to render evasion useless benefits player more than AI. As a result, this re-balance will reduce evasion rate cap down to more reasonable level as below. Weapon: 60 -> 40 (50 for Defender) Shield: 40 -> 30 (40 for non-buyable shields) Cloak: 40 -> 25 (30 for Invisibility Cloak) Magic evasion: 50 -> 25 You probably won't notice significant changes during chapter 1 you won't get to see less than 70% success rate very often as much as before. Enemies will have Parry more frequently too. Helmet and Heavy Armor may give more bonus HP in early chapters but bonus HP advantage later fall behind in late game with about the same amount of HP bonus rendering heavy armor useless. In this re-balance, I'll setup HP bonus cap on buyable equipment as below. Hat: 100 -> 50 Clothing: 100 -> 70 (80 for Rubber Suit) Robe: 75 -> 60 (70/60 for Lordly Robe) Sounds like a massive cap but fear not. Most items scale a lot around chapter 3 so you won't lose a lot of HP bonus until very late. Let's compare stats boosting items here for details. Headband + Power Garb Vanilla: 56 + 70 = 126 Re-Balance: 36 + 55 = 81 Loss: 45 Close Helmet + Golden Armor = 70 + 70 = 140 Celebrant's Miter + Wizard's Robe Vanilla: 64 + 30 = 94 Re-Balance: 40 + 30 = 70 Loss: 24 This way mage units won't suffer much from HP bonus reduction and this will give more reason for Equip Heavy Armor to shine because it's going to give you 220 HP bonus over 80-120 HP from Hat and Clothing. Since bonus HP is reduced a lot, I also removed offensive support abilities out from the game so player can't taking advantage of offensive tactics against enemies with lowered HP. >=== Reworked jobs ===< I find many jobs being unbalanced for better or worse especially for Archer with uselessly long Aim and Arithmetician being too over powered with math abuse. Magicians are as fast as malee units and White Mage is even faster. It was very hard for beginners to land magic spells on enemies without making mistakes because you need to plan and predict everyone's move ahead. So I decided to revamp some parts of jobs that need some works with some changes and enhancenents while staying vanilla but more fun to play with proper mechanics. [Specialize jobs with innate abilities] Back then when I was playing Wild Arms XF, I found each class being so useful with its unique abilities and you can learn that skill to use on other classes. Chemist with Throw Items is awesome and I wish more jobs can be like that too. But this game can't add many skills freely so you're stuck with only one each making some abilities seem less useful than others and often ignored. Some jobs are utilized for getting abilities and move on. The hard part is choosing the right abilities that makes job more interesting to play without breaking the balance between your units and enemies. Enemies will gain benefits too making gameplay even more interesting. Squire: Beastmaster so weak class can make up better by boosting monster abilities Specials: Defend since most of them are knights and you probably won't use monster abilities Chemist: Throw Items/Treasure Hunter so they can walk in dungeon searching for items with other move abilities Knight: Defend making base use of Parry and Shield with innate Defend ability Archer: Reequip for weapon switching improving versatility elemental bow and knife White Mage: Defense Boost by using divine protection to reduce physical damage Black Mage: Arcane Defense being a magic specialist so they can defend with magic barrier Monk: Brawler/Lifefont increasing tanking capabilities Thief: Poach which is very useful skill to have for natural access to Poachers' Den Mystic: Manafont/Ignore Weather improving MP recovery abilities and can move without worries Orator: Tame/Beast Tongue increasing chance to turn the tide by inviting foes to join our cause Geomancer: Lavawalking so they can walk on lava Dragoon: Ignore Terrain so they can move more freely on deep water Samurai: Doublehand/Swim to improve katana damage with both hands right away Ninja: Dual Wield/Waterwalking to walk on water with ninjutsu Arcanist: Accrue JP to learn high JP cost spells faster Mime: Poach to match with innate Beastmaster skill as a real beastmaster Onion Knight: Attack Boost/Defense Boost/Arcane Strength/Arcane Defense Dark Knight: Vehemence so he can use another support ability to combo with better Some abilities can be learned without JP cost which will allow enemies taking advantage of those abilities more frequently rather than player using those abilities alone. Reaction: Parry/Regenerate Movement: Treasure Hunter These will also increase enemy's evasion rate and surviability after taking damage. If they walk on treasure tile, they have high chance to steal your loot too so be careful. [Re-balance UberSquire jobs] Ramza's Squire job is uber strong and always like that since the beginning of the game. So I locked PA and MA to be the same value as generic Squire in chapter 1. This applied to Delita and Argath too. After chapter 1, Ramza's Squire job will gradually become stronger over the time based on Delita's scale as a reference. In his final upgrade, he'll have speed slightly faster than Delita and have PA/MA Growth boost comparing to original. Ramza has gradually stronger PA/MA boost with Beoulve bloodline. I believe this will balance out the game play experience better and also give more realistic challenges using starting Squire job without damage boost and get stronger over time. [Re-balance Dark Knight job] Original Dark Knight job is ridiculously strong with 140 PA Multiplier. Since it takes massive grinding on high PA Growth jobs, its physical damage output ended up being ridiculously high. So, I removed level 8 jobs requirements making Dark Knight job becoming much easier to unlock. This way it won't have high massive PA Growth to booth and I also adjust stats as below with Vehemence innate ability. Do not let 110 PA Multiplifer fool you. With Vehemence boosting 1.5x damage for both PA and MA, it's even higher than original 140. You can also stack with other support abilities to improve defense side too. [Revamp Chemist Items abilities] Chemist in Valeria mod will have innate Treasure Hunter and Equip Gun support ability so you don't have to go all the way to Orator just to get Equip Gun for other jobs. Gold Needle and Maiden's Kiss are least like be used items in FFT and superceded by Remedy. So I changed them to Protective Charm and Maiden's Blessing for providing Protect and Shell improving Chemist usefulness. Now your Chemist can provide buffs to a single unit immediately which makes Items being more handy to have. [Revamp Archer Aim abilities] People often complain how bad archer is as they can't utilize higher than 3 so most will get some decent abilities and move on. Now archer is back, stronger than before and be more useful enough not break the game. Aim will be changed to Precision having the following new abilities with status infliction based on later Tactics series. I thought original Aim will work well with Gun on Machinist job but I was wrong so it's gone for good. Some new spells are shared with monster abilities and Machinist/Sky Pirate job. Machinist will take hybrid Knight/Archer setup with Rend stats as a bonus. I won't add Rend equipment as it'll work too well against Thief Cap. I also improve Crossbows' weapon damage scaling and all Bows' weapon damage by 2 so archer will hit harder with stronger weapons now. You can also use Equip Crossbow with other jobs to do more damage too. [Re-balance White/Black Mage abilities] As I explained before about changes in healing mechanics on White Mage, I also made some other adjustments to make these jobs performing better in this re-balance too. Since Regen will be applied on Cure and Regenerate, ability Regen will not be useful anymore so I changed it to Meditate similar to Tactics Ogre restoring MA*4 with CT 6. I also nerfed Holy spell since some people use it to OHKO some battles. Now it has damage factor reduced (50 -> 34), CT reduced (6 -> 5), and MP cost reduced (56 -> 30). Holy will be a bit weaker than Unholy Darkness and it will triumph again with Holy strengthens from equipment. Celebrant's Miter and Luminous Robe will also strengthen Holy too. Fire/Ice/Thunder spells are also upgraded with better scaling from 14/18/24/32 to 15/20/27/36 since Arcane Strength is removed from the game. Damage is boosted from 7-25% is more balanced than 33% flat. Fire will also work with Oil now using Oiled Strike. Thunder will have lower CT and Ice will use less MP cost. -Ja spells will also inflict status so please check in job's details. [Re-balance Monk's Martial Art abilities] Some Monk's abilities are overpower and much more preferrable than spells due to instant cast time and its effectiveness. So I added CT and adjust some abilities as below. This way Monk's abilities will still be useful but won't conveniently render white magic spells useless. I also adjusted Doom Fist to be more situational to use in different ways too. [Rebuild Arithmetician as Arcanist] The original Arithmetician is too OP and abusive with other jobs. Looking into its original state, it has terrible stats so most this job can't function by itself. I decided to rebuild this job anew with lost magic from Lucavi demons and they can learn from story battles as blue mage. However, they still lack some interesting innate to add for their puny stats. So I decided to rebuild this job based on Arcanist job in Tactics A2 version with poweful monster abilities. In this case, I use Lucavi spells which can be learned on hit with 100% or learn through 1200 JP. I replaced broken abilities with lost magic from from Lucavi demons. Meltdown/Tornado/Quake can be learned on hit. Arcanist's spells has Black Mage's original MA Multiplier at 150 with 90 Speed Multiplier with both Arcane Strength and Arcane Defense as innate abilities. [Re-balance Bard/Dancer] Default Bard/Dancer has a lot of disappointments like very low HP/MP and crappy evasion. It's like they're trying to tell you to not use these jobs more than support units. So, in order to make these jobs actually useful as fighters, I compared stats to other jobs and try to find optimal niche it can fill in like having strongest physical attack in mage jobs and magical attack on malee jobs. I boosted HP to only around Ninja and Summoner level with small Evasion boost so they won't break the game balance of other jobs. MP is adjusted with little higher than Mystic for Bard and Samurai for Dancer. But that's not all, I changed success rate of some songs and dance too. I boost effective songs and dance a bit to 60-70% and keep broken abilites down to 35-40% so it should be fine and more useful. They also have additional equippable weapon such as Gun for Bard and Ninja Blade for Dancer. Both jobs can also equip Robe too which I think it should be within balanced area. [Re-balance Sword skills] Holy Knights are known to have over powered physical move. They're non-evadable, hard hitting with status infliction and no CT at all. The worst part is Orlandeau has them all. In this Valeria mod, I adjusted Sword skills to be usable for both player and enemies without breaking game balance as below. This way player can't freely spam Hallowed Bolt, Divine Ruination, and Crush abilities freely. I also reduce attack power a little. Judgement Blade is ranged and multi-hit so no damage bonus. >=== Job leveling re-balance ===< In this Valeria mod, level requirements for basic jobs are decreased by 1 similar to PSX version. This will allow player advancing to new jobs faster building up JP points for important abilities on time. I also changed job progression path to be more friendly to no grind run and re-arrange job unlocking system to be more proper in my own understanding. [Re-arrange job progression] Why does Dragoon job requiring Thief job to be unlocked. Is it just me that Dragoon job is like Knight-varient? Why does Mystic unlock Orator not Time Mage when the job itself resembles Taoist who reads the star? And Time Mage job unlocks Summoner that talks with espers instead of Orator that can talk with Beast and specialize in Speechcraft, not to mention both jobs are superior to Orator in terms of magic. Time Mage needs massive JP to master so it should be on the same level as Summoner and makes more sense for Mystic job to advance to Time Mage that can call forth Meteor from stars. Dragoon: Knight(2) -> Monk(3) Geomancer: Archer(2) -> Thief(3) Time Mage: White Magic(2) -> Mystic(3) Summoner: Black Magic(2) -> Orator(3) Since Monk can unlock Dragoon job directly, you can also proceed to Samurai and Ninja with linear job progression path as below. Samurai: Knight(3) -> Monk(4) -> Dragoon(3) - No more Archer(3) -> Thief(4) requirements just to unlock Dragoon Ninja: Archer(3) -> Thief(4) -> Geomancer(3) - No more Knight(3) -> Monk(4) requirements just to unlock Geomancer This way, you can unlock Samurai and Ninja job naturally without putting extra effort as it should be. You can gain access to jobs around the time you get their items without excessive grinding required. I also changed Dark Knight job's requirements to killing 20 enemies with Knight and Black Mage mastered only. Reaching level 8 jobs for Dragoon, Geomancer, Samurai, and Ninja is not possible without massive grinding. The reason why Dark Knight is so powerful is due to massive grinding on high PA Growth jobs up to level 8 combined with 140 PA Multiplier. He's ridicolously strong thanks to high base PA. I also re-balanced Dark Knight too. [Jobs' requirements summary] Knight: Squire(2) Archer: Squire(2) White Mage: Chemist(2) Black Mage: Chemist(2) Monk: Knight(2) Thief: Archer(2) Mystic: White Mage(2) Orator: Black Mage(2) Dragoon: Monk(3) Geomancer: Thief(3) Time Mage: Mystic(2) Summoner: Orator(2) Samurai: Knight(3), Monk(4), Dragoon(3) Ninja: Archer(3), Thief(4), Geomancer(3) Arcanist: White Mage(4), Black Mage(4), Time Mage(4), Summoner(4) Dancer: Dragoon(3), Geomancer(3) Bard: Time Mage(3), Summoner(3) Dark Knight: Knight(M), Black Mage(M) Mime: unlock all 14 main jobs Onion Knight: Squire(8), Chemist(8) >=== Items re-balance ===< I found some items working differently from Tactics Ogre or some being way too unbalanced crippling main jobs too much so I made some changes to make items being more useful to some jobs. Items re-balance Weapon's stats re-balance Job equipment re-balance Weapon stats re-balance Shield evasion re-balance Hat's bonus re-balance Clothing's bonus re-balance Robe's bonus re-balance Accessory's bonus re-balance >=== Jobs and abilities re-balance ===< I find switching to new jobs and have unusable main abilities unacceptable so having some skills that can learn immediately will help a lot. So I'll make basic abilities for each job usable and decrease JP cost for some abilities. I won't change stats more than necessary like other mods as it might break the original game balance. Some jobs may have significant adjustments but won't go beyond original role to keep vanilla feel. My changes won't affect game mechanics too much. It's still faithful to original design, just to make sure that it doesn't go overboard. I also add JP Boost with no JP cost required so everyone can learn and equip JP Boost to level their jobs even faster. [Squire] [Chemist] [Knight] [Archer] [White Mage] [Black Mage] [Monk] [Thief] [Mystic] [Orator] [Dragoon] [Geomancer] [Time Mage] [Summoner] [Samurai] [Ninja] [Arcanist] [Dancer] [Bard] [Dark Knight] [Mime] [Onion Knight] [Machinist] [Holy Knight] [Game Hunter] [Skyseer] [Netherseer] [Sword Saint] [Divine Knight] [Templar] [Dragonkin] [Sky Pirate] [Soldier] [Assassin] >=== Download ===< My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. FFT WotL - Valeria 1.4.3 (PSP USA): https://www.mediafire.com/file/wdiofibnymbi2ac FFT WotL - Valeria 1.4.3 (PSP EUR): https://www.mediafire.com/file/b1n868a7799qubm I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again.
  3. FFT: WOTL Valeria 1.4.3 is out with some fixes and adjustments After finishing chapter 3, I realized some changes I made before are a bit too powerful so I nerfed those abilities down a bit. Leg Shot/Arm Shot are too reliable with over 70% hit rate so adding evasion into calculation will balance things out. I thought adding 2 PA with Steel is fine for range 1 but adding Steel twice with strong weapons and dual wield deals too strong damage. Wall status on high speed unit last like 2 turns and sometimes up to 3-4 with Adrenaline Rush so I reduced status duration down a bit. 1.4.3 -Changed success rate of Assassin's abilities to use evasion in calculation -Changed success rate of Leg Shot/Arm Shot abilities to use evasion in calculation -Decreased bonus PA on Steel ability (2 -> 1) -Decreased status duration of Wall (16 -> 12) -Fixed Kiyomori to add Protect/Shell status properly instead of Wall You can read full information about this mod from here. http://www.ffhacktics.com/smf/index.php?topic=11872.0 If you ever have hard time playing Valeria mod since broken abilities are removed, you can watch my no grind run videos here. It's easy enough to win the battle without grinding. https://www.youtube.com/playlist?list=PLm6ksHHewKnFvvTpGoBWn-MuLxCxejIOO >=== Download ===< My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. FFT WotL - Valeria 1.4.3 (PSP USA) - https://www.mediafire.com/file/wdiofibnymbi2ac FFT WotL - Valeria 1.4.3 (PSP EUR) - https://www.mediafire.com/file/b1n868a7799qubm I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again.
  4. FFT: WOTL Valeria 1.4.2 is out glitches fix and re-balance on Ramza's abilities After playing chapter 2 for a while, I realized something was off and some people reported about endless move Quick glitch that I forget to remove casting on self. So I fixed that glitch and re-analyze Ramza's job again. Ramza starts from ordinary Squire so I believe allowing him to wield Axe is reasonable enough. Every generic's squire can do except Ramza and he didn't receive any buff like other knights too. As I checked Reis' abilities and compared to Ramza. I realize Reis has limited range to 2/2 and Ramza's Chant has 1/3 range. So I changed Tailwind and Steel with range 1 and vertical 3 so Time Mage's Quick can use with better range. After reaching to chapter 3, I realized how gun didn't perform as I hoped for. I thought changing back to WP is all it took but it seems to generate random damage from 24-80 in Orran's battle. Not that gun's damage can influence's Orran's survival significantly but this isn't how I intend to make the gun work and it'd be worse than fixed WP^2 so I changed gun's damage formula back to default including magic guns. Aside from that, I also realized I forget to fix Chaos Blade to be forced two hand and not throwable like other Fellswords. If you have any comment about improving game's balance or glitch to fix, please let me know. 1.4.2 -Added equip Axe to Ramza's Squire job -Changed Gun's damage formula back to WP^2 and magic gun will use original formula too -Changed Tailwind/Steel to have range 1 with vertical 3 and can't cast to self -Fixed Chaos Blade's weapon equipment to 2H as Fellsword -Fixed Tailwind allowing to cast on self to endless movement You can read full information about this mod from here. http://www.ffhacktics.com/smf/index.php?topic=11872.0 >=== Download ===< My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. FFT WotL - Valeria 1.4.2 (PSP USA) - https://www.mediafire.com/file/sy63q6btxxb4732 FFT WotL - Valeria 1.4.2 (PSP EUR) - https://www.mediafire.com/file/hrweoeuv65kfob0 I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again.
  5. FFT: WOTL Valeria 1.4.1 is out now with re-balance updates on physical jobs and items Hi everyone. I hope you like FFT Valeria 1.4 I released on another day. After playing for a while with new changes I made, I realized something about power balance of physical jobs not being distributed properly. After nerfing Ninja's PA Multiplier a bit, I realized Knight is actually the strongest hitter and also the best tank with Knight's Sword + Shield. I thought about nerfing tanking capabilities but it won't be consistent with Dragoon. I also looked around magical jobs and found Orator didn't get PA Multiplier raised too. After re-evaluating and did some test runs with my save files, I made some adjustments as below. Squire: Change Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials Knight: Decrease PA Multiplier a bit for re-balance purposes Monk: Decrease Speed Multiplier a little Orator: Fixed forgetting to increase PA Multiplier in previous patch Geomancer: About right but little more evasion won't hurt. Dragoon: Decrease HP Multiplier and evasion a bit for offensive job. Ninja: Increase PA Multiplier back to 1.3 version and add 5% evasion bonus to NinjaBlade Most changes in PA distribution won't affect gameplay much but it should help balancing role distribution among physical jobs better. Aside from improving stats distribution between jobs, I also improved items re-balance a bit in this update too as below. -Added bonus +1 PA to Air Knife -Added Dark element attribute to Kotetsu weapon -Changed Fire Shield's attribute to halving Fire damage only -Changed Gaia Gear's attribute from negating to halving Earth damage -Changed Ice Shield's attribute to halving Ice damage only -Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10) -Increased bonus evasion on NinjaBlade items by 5 The idea of negating damage seems to be ridiculously powerful so I changed negating element to halving only and remove additional element bonus on Fire/Ice Shield. Runeblade having 2 MA bonus leads to some broken build with Dual Wield so I nerfed MA and evasion bonus a bit. Now you can combo with Aegis Shield without trying Dual Wield for extra +2 MA. Since it seems Runeblade is still way too powerful comparing to other weapons despite being nerfed, I also added +1 PA to Air Knife and 5% evasion bonus to NinjaBlade weapons. The goal is to get every job and items being useful in about same tier and we're getting closer now. If you have any suggestion to improve, please let me know. 1.4.1 -Added bonus +1 PA to Air Knife -Added Dark element attribute to Kotetsu weapon -Changed Flame Shield's attribute to halving Fire damage only -Changed Focus Strike to Weapon Strike performing unevadable attack with full weapon potentials -Changed Gaia Gear's attribute from negating to halving Earth damage -Changed Ice Shield's attribute to halving Ice damage only -Decreased Evasion on Dragoon job (15 -> 10) -Decreased MA bonus (2 -> 1) and evasion rate on Runeblade (15 -> 10) -Decreased PA Multiplier on Knight job (120 -> 110) -Decreased HP Multiplier on Dragoon job (120 -> 110) -Decreased Speed Multiplier on Monk job (105 -> 100) -Fixed Weapon Strike's animation glitches -Increased bonus evasion on NinjaBlade items by 5 -Increased Evasion on Geomancer job (10 -> 15) -Increased PA Multiplier on Ninja job (100 -> 110) -Increased PA Multiplier on Orator job (75 -> 85) [Fixed Missing] -Ramza equips Battle Axe in tutorial battle (for demonstrating Weapon Strike) Download FFT WotL - Valeria 1.4.1 (PSP USA): https://www.mediafire.com/file/j27jpztiw7v7vyx FFT WotL - Valeria 1.4.1 (PSP EUR): https://www.mediafire.com/file/awexocrb9g3mf91 I'm also recording my gameplay in this YouTube channel below. https://www.youtube.com/playlist?list=PLm6ksHHewKnFvvTpGoBWn-MuLxCxejIOO
  6. Glad to hear you like my mod. I changed speed stat boosting to instant quick to fix abusive speed buff in certain fight. Since Ramza is our protagonist, I believe it's OK for him to have and upgraded Quick is harder broken on my gameplay. Changes in Ramza's abilities are based on Reis' abilities which were adjusted to work with human too.
  7. DAY 1 PATCH UPDATE WAS APPLIED: First Aid will apply Regen to self and remove CT of Focus Strike attacking without evasion and randomized damage in calculation. You can re-apply patch and play on your current 1.4 save file as these changes won't affect save data.
  8. YouTube introducing tutorial battle is uploaded now. https://youtu.be/kmL03FF1hPM
  9. So far story battles remain as vanilla except recruited guest units can be controlled and and bosses are buffed a bit. I intend to keep the vanilla play style but knight, archer, mages receives a lot of improvements so they won't be like original game play. As for JP boost, I don't consider removing it but I wouldn't go as far as adding as an innate ability. Player can choose to take advantage of support skill or JP Boost which seems to be fair enough. With JP Boost, you can unlock Samurai/Ninja job in chapter 2 when their items becoming available without grinding required.
  10. FFT: WOTL Valeria 1.4 is out now with new mechanics and re-balance improvements Hi guys. It's me again who developed Valeria project for Final Fantasy Tactics. My mod aims to keep Vanilla play style with proper re-balance based on Tactics Ogre and later Tactics series. This isn't a difficulty mod but it will not allow you to cheese your way out like before so you may need to try little harder to beat the game with either good tactics or over-leveling them. Since this Valeria project took me almost 2 years of developing now so there's massive changes and improvements through job's stats, abilities, and its equipment too so I highly recommend to read full release post for details. For version 1.4, I started from where I left off with changes in 1.3 that needs adjustments but I ended up making some more mods and improvements as below. 4-tier spells will start from single target and keep expanding I always find first tier spell being wasteful and bothersome when I only want to hit one enemy but need to use spell for area making magic becoming a bit unreliable to use at times. So I changed tier list from this: Tier / Multiplier / Radius / Vertical / CT 1 / 14 / 2 / 1 / 4 2 / 18 / 2 / 2 / 5 3 / 24 / 2 / 3 / 7 4 / 32 / 3 / 3 / 10 To new scaling like this: Tier / Multiplier / Radius / Vertical 1 / 15 / 1 / 1 / 4 2 / 18 / 2 / 1 / 5 3 / 23 / 2 / 3 / 7 4 / 30 / 3 / 3 / 9 This scaling is for Fire spells with decreased MP cost to 4/8/16/32. For Blizzard, it'll have more multiplier at 16/19/25/34 with increased MP cost to 5/10/20/40. For Thunder, i will also have decreased CT by 1 with original MP cost. Cure spells will also be affected with new area scaling healing 35/50/65/100% with regen status added as before. These new mechanics will affect strategies with Black/White Magicks a lot so please make better uses of them. Squire and Chemist getting uber upgrades (Not to Ramza's UberSquire level though) Original Squire was quite useless with tactless abilities that can't be useful after chapter 1 except for grinding. Now Squire gets all abilities revamped and upgraded for better uses in in its own job and others too. Focus: Changed to "First Aid" healing self with 20% of HP. Rush: Changed damage formula to PA/2 * PA for more reliable damage without triggering reaction ability. Stone: Changed to "Focus Strike" dealing weapon +1 damage with 3 CT similar to Holy Knight's ability. I recommend to try with Axe weapon. Salve: Added Oil status to be cured too. Immobilize/Disable should be healed with Esuna (decreased MP cost), Purification, and Remedy (decreased price). Randomized damage weapons like axe will become much more useful with new Focus Strike ability as it will deal CONSTANT damage with CT 3. Axe weapons will also have chance to inflict slow status too. As for Chemist, I already explained before in 1.3 release but I'll summarize again with new updates here as well. First of all, Auto-Potion is gone in 1.4. It's heavily used as cheap tactics and cripple X-Potion too much. Potions are now re-balanced to 30/60/120 as I hoped to do without Auto-Potion. Price of Potion will be increased to 80 and X-Potion will be decreased to 500 to make the game more balanced and challenging. I also changed Golden Needle and Maiden's Kiss to provide Protect/Shell buff to a single target. Chemist can also learn Equip Gun without going through all the way to Orator now. And here's the catch for important notes about stats growth, both Squire and Chemist will no longer suffer from PA/MA Growth anymore so you can safely grind abilities without worrying about poor stats on level up now. Equipment changes and upgrades Since some people abused absorbing element as healing so they can use offensive spells to heal friendly fire hit, I fixed changes related to elemental as below and also give some buff to some items too. -Added attritbute on Nu Khai Armband with strengthening Dark element -Added bonus +1 Move to Hermes Shoes -Added chance to inflict Slow status on Axe weapons aside Slasher -Changed Chaos Blade's weapon type to Fellsword -Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage -Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage -Changed Gaia Gear's attribute from absorbing Earth to negating damage -Changed Gun's damage formula to PA*WP -Changed Juravis' rare poach to Winged Boots -Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap -Changed Stoneshooter's effect to have chance to petrify unit on hit -Decreased MA bonus of Wizard's Robe (2 -> 1) -Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe -Decreased PA/MA bonus of Tynar Rogue (3 -> 2) -Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000) -Increased weapon power of polearm items by 1 except Javelin II (16 -> 18) Most items are nerfed for re-balance purposes but you also get some buffs and rework like Hermes Shoes having +1 Move, Chaos Blade is now Fellsword for Dark Knight with 18 WP, and Rubber Boots was reworked to Soldier Boots with +1 Move/PA. Job's stats and abilities re-balance After releasing 1.3 and playing for a while, I realized some changes I made affected game balance so I made some adjustments on those jobs to work more properly. Squire: abilities reworked for better uses (No more Focus and Stone abuse) Chemist: Auto-Potion removed and buff X-Potion, MA Multiplier increased, and no PA Growth penalty Knight: Rend abilities are buffed and have re-balance applied Archer: Removed CT from all abilities, change Leg/Arm Shot to have 65 + Speed success rate, and can no longer equip knife White Mage: Cure spells are reworked, support abilities are buffed, and Wall will actually cast Wall status for 16 ticks Black Mage: Fire/Blizzard/Thunder spells are reworked, chance based spells has success rate increased Monk: Can no longer equip Pole Thief: Steal has original success rate except Shield and Accessory without Shirahadori, PA Multiplier increased Orator: PA Multiplier increased Dragoon: Polearm has weapon power increased by 1 Samurai: Chirijiraden's Iaido ability power decreased Ninja: PA Multiplier decreased Arcanist: Changed innate abilities to Defense Boost/Arcane Defense, fixed Lucavi skill learning bug, MP Multiplier increased, MA Multiplier decreased, Migardsomr's ability power decreased Dark Knight: Vehemence is innate only, PA Multiplier decreased Ramza: Can equip Fellsword in chapter 4 Mustadio: Skill set changed to original Aim Agrias: PA Growth/Multiplier increased Orlandeau: Skill set changed to Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy, PA/MA Growth increased Beowulf: Chicken will temporary add Chicken status Dragonkin: PA/MA Growth decreased Cloud: PA Growth decreased After numerous tries I went for perfecting the new balance, some jobs have improved stats and abilities and some received nerfs on stats and abilities. Please read full changelog for details. Toughen up some boss fights and also with more rewards In version 1.4, I buffed one additional support ability from Attack/Defense Boost and Arcane Strength/Defense to appropriate bosses. They'll become a bit harder to bit but shouldn't impose significant difficulty for bonus rewards. -Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy -Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt -Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy -Toughened up Elmdore with Attack Boost but you can also steal his equipment Since you can steal items without worrying about Shirahadori now, I believe this will justify the challenges in gameplay a bit more. You still can't use Rend abilities on bosses with Shirahadori though. That's all for the summarize about 1.4 release. I know it's pretty long and you can see why it's that long from the changelog below. 1.4 -Added attritbute on Nu Khai Armband with strengthening Dark element -Added bonus +1 Move to Hermes Shoes -Added chance to inflict Slow status on Axe weapons aside Slasher -Added equip Fellsword to Ramza's Squire in chapter 4 -Added/Updated missing information in ability/item description -Agrias equips Defender and Gaffgarion equips Chaos Blade in tutorial battle -Changed Arcanist's innate abilities to Defense Boost/Arcane Defense -Changed Chaos Blade's weapon type to Fellsword -Changed Chicken ability to temporary inflict Chicken status -Changed CT of Fire/Blizzard spells to 4/5/7/9 -Changed CT of Thunder spells to 3/4/6/8 -Changed Cure/Fire/Thunder/Blizzard spells with new effect area-vertical to 0-0/1-1/1-3/2-3 -Changed Cure spells' healing factor percentage to 35/50/65/100 with CT 2/3/5/7 -Changed damage factor of Fire spells to 15/18/23/30 and decrease MP cost to 4/8/16/32 -Changed damage factor of Thunder/Blizzard spells to 16/19/25/34 -Changed Excalibur/Chameleon Robe's attribute from absorbing Holy to halfing damage -Changed Fire Shield/Ice Shield's attribute from absorbing the same element to negating damage -Changed Focus to First Aid to heal self with 20% HP -Changed Gaia Gear's attribute from absorbing Earth to negating damage -Changed Gun's damage formula to PA*WP -Changed Juravis' rare poach to Winged Boots -Changed Machinist's skill set to original Aim up to Aim +7 with 10 CT -Changed Migardsormr to have damage factor decreased (22 -> 20), and MP cost increased (0 -> 30) -Changed Nanoflare's damage formula to (MA+8)/2 * MA -Changed Rend MP to decrease damage percentage of MP (50 -> 35) and increase success rate (50 -> 65) -Changed Rubber Boots to Soldier Boots with bonus +1 Move and +1 PA, price increased to 10,000 and available in the last outfitter along with Thief's Cap -Changed Salve ability to also cure Oil and no longer remove Disable, Immobilize status -Changed Steal/Plunder abilities to not be affected by Shirahadori and have success rate from original Steal except Shield and Accessory -Changed Stone ability to Focus Strike dealing PA * (WP+1) with CT increased (0 -> 3) and can be learned without JP cost -Changed Stoneshooter's effect to have chance to petrify unit on hit -Changed Sword Saint's skill set with Duskblade/Shadowblade/Aegis/Dispelna/Chant/Holy -Changed Wall's status to Wall for 16 ticks, hit rate increased (140 -> 200), and increased CT (4 -> 5) -Changed X-Potion to heal 120HP with price increased (400 -> 500) -Fixed bugs in some Rapha and Marach's abilities that won't hit randomly -Fixed Meltdown/Tornado/Quake appearing in Arcanist's skill list before learning -Fixed Undead Archer using original Aim abilities -Dance and Song abilities can no longer be mimiced -Decreased CT of Meditate ability (6 -> 5) -Decreased CT of Ramuh ability (7 -> 6) -Decreased damage factor (22 -> 20) and MP cost (24 -> 16) of Ifrit ability -Decreased damage factor of Chirijiraden ability (24 -> 20) -Decreased damage factor of Migardsomr ability (24 -> 20) -Decreased damage factor of Titan ability (25 -> 24) -Decreased MA bonus of Wizard's Robe (2 -> 1) -Decreased MA Growth on Dragonkin job (38 -> 40) -Decreased MA Multiplier on Arcanist job (150 -> 135) -Decreased MA Multiplier on Squire job (80 -> 75) -Decreased MP bonus (60 -> 50) and PA bonus (2 -> 1) of Lordly Robe -Decreased MP cost of Esuna ability (18 -> 8) and increased hit rate (190 -> 200) -Decreased MP cost of Shiva ability (24 -> 20) -Decreased PA/MA bonus of Tynar Rogue (3 -> 2) -Decreased PA Growth on Dragonkin job (39 -> 42) -Decreased PA Growth on Soldier job (42 -> 45) -Decreased PA bonus of Bracer (3 -> 2) and price (50,000 -> 30,000) -Decreased PA Multiplier on Archer job (110 -> 100) -Decreased PA Multiplier on Dark Knight job (110 -> 100) -Decreased PA Multiplier on Ninja job (110 -> 100) -Decreased success rate of Rend Speed/Rend Power/Rend Magick abilities (70 -> 65) -Increased damage factor of Meteor ability (40 -> 42) -Increased damage factor of Unholy Darkness ability (37 -> 38) -Increased MA Multiplier on Chemist job (80 -> 90) -Increased MP Multiplier on Arcanist job (80 -> 100) -Increased PA Growth on Bard job (65 -> 50) -Increased PA Growth on Chemist job (65 -> 50) -Increased PA Growth on Holy Knight job (50 -> 48) -Increased PA Multiplier on Orator job (75 -> 85) -Increased PA Multiplier on Thief job (100 -> 110) -Increased Potion's price (50 -> 80) -Increased Speed Growth on Machinist job (100 -> 90) -Increased success rate of Assassin's abilities to 65% + Speed -Increased success rate of Death ability (100 -> 120) -Increased success rate of Leg Shot/Arm Shot abilities to 65% + Speed and will not be evadeable and affected by Shirahadori -Increased success rate of Rend Helm/Armor/Weapon abilities by 5 -Increased success rate of Reraise ability (140 -> 160) -Increased weapon power of polearm items by 1 except Javelin II (16 -> 18) -Lucavi bosses are immune to Stop/Slow/Immobilize -Protectja/Shellja/Hasteja won't hit enemies and Slowja won't hit allies with decreased JP/MP cost -Recruited unit can be controlled as a guest during sidequest battles -Removed Auto-Potion as learnable ability -Removed CT on Poison Strike/Oily Strike/Leg Shot/Arm Shot -Removed Vehemence from Dark Knight's learnable ability list (Innate only) -Reverted changes on Cyclops ability -Reverted equip Knife on Archer -Reverted equip Pole on Monk -Reverted PA/MA Growth on Sword Saint -Reverted Speed Multiplier change on Machinist job -Toughened up Aliste with Arcane Strength but you can also steal his equipment and get Genji Glove as War Trophy -Toughened up Argath with Arcane Defense but you can get Chaos Blade from treasure hunt -Toughened up Bremont's Dark Dragon form with Defense Boost but you can also get Lordly Robe as War Trophy -Toughened up Elmdore with Attack Boost but you can also steal his equipment Download My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. FFT WotL - Valeria 1.4 (PSP USA): https://www.mediafire.com/file/9uwth5925cf2ktf FFT WotL - Valeria 1.4 (PSP EUR): https://www.mediafire.com/file/fbyhm6z3ialz85k For full release information, please check this link below. http://ffhacktics.com/smf/index.php?topic=11872.0 I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again.
  11. Fixed some bugs I forgot and re-uploaded. Please download and apply the patch again.
  12. Hi. Today I've finally finished updating my Valeria 1.3 version. It's like creating a new patch with everything changed. If you play this mod before, I recommend to start over and enjoy the whole new experience again. >=== Download ===< My patch comes in PPF format and available for both USA and EUR clean ISO. I also applied slowdown fix thanks to helpful members in FFHacktics. http://www.mediafire.com/file/q3tc4915dws5az7/FFT WotL - Valeria 1.3 (PSP USA).ppf http://www.mediafire.com/file/5sy1ghtopj6b8mj/FFT WotL - Valeria 1.3 (PSP EUR).ppf I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again.
  13. It's unheadered. I'm having fun with higher replay value now. I hope you'll enjoy my mod. It's re-balance so there's no challenge like hard type but it removes easy mode out. I'm thinking about bringing stats tabs back and reduce speed further. It'll make early game's difficulty harder and may need to plan for character's growth properly.
  14. Chrono Trigger is considered easy for vetarans due to core characters having high speed making random encounter and boss fights becoming less challenging especially with haste for 24-26 Speed (excluding +3-6 speed items buff). This re-balance mod will focus on utilizing roles based on utility and speed. I'll fix other issues too so let's address issues aside the speed with each character unit in Chrono Trigger below. Crono Issues: His magic is low so Luminaire has OP power to compensate and can be broken with Magic tab. Some gameplay can be easily be done with magic tab and Crono spamming Luminaire with GoldenStud. Resolution: Fix his magic inefficiency by adding +4 Magic to one of his Sword like Frog and reduce Luminaire power. Marle Issues: Her heal is very strong to the point where Cure 2 isn't needed at all in late game. Her saving grace Haste will be obsolete with HasteHelm. She's the only one who doesn't have AoE heal too. Resolution: Reduce healing power and make Cure II as a party heal with reduced power. Make HasteHelm with reduced armor and +2 Speed instead. Lucca Issues: She's slow and her early abilities aren't really useful enough so people often use her has dual tech linker or item user. Resolution: Buff magic a bit so her usefulness will improve a bit and make buff affecting whole party. Frog Issues: His Heal ability is too OP. Aural Whirl needs Crono and Marle to perform with 2+1 MP and he can do that with only 2MP alone and can act fast. Resolution: Increase MP consumption and reduce healing factor to balance things out with Aura Whirl. Robo Issues: He have slow speed (just like Lucca) and abilities to compensate for slow speed is too OP especially healing. Not to mention he'll gain +3 speed in later side quest making him faster than Marle. Resolution: Reduce his speed by 1 so he'll truly be the slowest unit and nerf his healing teches with magic tab in consideration. Ayla Issues: She doesn't have major issues to deal with except Kiss that can make her a bit OP with magic tab. Her dual teches are quite OP too. Resolution: Reduce healing factor and other based teches for reducing dual tech damage a bit. Magus Issues: He's a solo unit without dual tech so he's pretty balanced. Nothing to be fixed Resolution: No need though I'll nerf his Dark Matter a little. Character speed re-balance If you group characters based on speed into slow/normal/fast, the pacing will be 6/8/12 making fast characters being too fast and make the game unbalanced. I will reduce speed on fast characters to make the game moderately more challenging with balanced pacing with 5-6/7-8/9-10 instead. It took me a long while to find optimal speed re-balance in various scenarios. I find it has pretty good pacing through the game without imposed difficulty. Character teches re-balance It always troubled me why Frog's Heal ability can perform healing as effective as Aura Whirl with just 2MP while Aural Whirl needs Crono-2/Marle-1 to perform the similar effects when dedicated healer like Marle needs someone to perform party heal. Robo's healing teches will easily be over powered with some speed and magic tabs so healing re-balance is the the main reason I started this mod. Slurp and Kiss can be over powered with some magic tabs too. While working on teches re-balance, I find dual malee teches being more effective than dual malee + magic teches as tier 2 spells are under powered too much. So I'll re-balance between malee and magic attack power for dual teches better. After a few test runs, I believe this tech re-balance shouldn't break the original game mechanics and improve usefulness of Marle/Lucca through the game better with improved crowed control teches. You can still beat the game with any party combination but using proper strategy and planning will be more important to win the game without imposed challenge. Items Re-balance The main reason I started items re-balance started from fixing HasteHelm that makes Marle's Haste ability being useless. I later added some bonus in some weapons helping the game balance and bring back removed items as enemy's drop at appropriate time. I tried to fix stats abusing but the only way to proper fix is removing them. I made some adjustments in items to help the game instead of those boosted stats. This mod isn't hard type mod so any player can enjoy this mod without feeling challenged or have grinding required. Please apply this IPS patch below on original unheadered ROM file to play. Download: Chrono Trigger Valeria 1.0
  15. It's been a while since last release and I've been testing and working on re-balance and improvements on various jobs. 1.3 will have a big update with real effort to keep things more balanced and improve enjoyment. Since there's a lot of changes going on in 1.3, I'd appreciate if anyone can test my mod before releasing. Please let me know if you're interested and I'll send current Valeria 1.3 update for you. -Archer will have abilities similar to aim with status infliction added -Some spells has been adjusted and reworked -Monk has some offensive abilities reworked for situational use and adjusted support abilities not to render spells useless -Summoner receives magical attack and spells boost now -Holy Knight and Sword Saint abilities is now nerfed to be more balanced -Some adjustments on items making ranged weapon be more useful and balanced This new patch will totally change the way you play the game since tutorial. Ladd can be hit by Archer. Sword skills won't work right away and hit weaker. It may raise the game difficulty a little but also make some fights easier too. Please let me know what do you guys think about these changes and have fun.
  16. He asked me "What is the purpose of including abilities that people shouldn't use in a game? Why have that ability at all?" That's out of topic question from 1.3 development. It was part of my suggestion mixed with my opinion that I felt that lower RNG isn't something to be used strategically (and everyone in here also agreed from what I read). It has nothing about defending when I answer his question that it's my opinion. if Administrator think it deserves down voting due to misunderstandings or whatever, fine. I don't care anymore at this point.
  17. So I got down voted from expressing my opinions and got warned to stop talking about 1.3 updates due to misunderstandings. Nice. I wish you luck from now on. I'm done.
  18. What? I got told to avoid speaking because I disagree about their ideas about 50% RNG? Are you serious? I already told them I'm on the same boat about their opinion but we should respect for people who have that taste about RNG elements for making 1.3 better. Fine, I'll leave this 1.3 improvements stuff and wait to see its outcome from the sidelines. I hope it's not all about talking and do something real to make 1.3 better so I can actually play and see.
  19. For better reason, lower RNG gives you more variety sense of adventure. If you want to make your own mod for realist with real world's strategy, it's fine. I'd love to play your finished work too. I'm speaking in topic about making 1.3 better in this regard.
  20. Personally, I'm on the same page with you about not relying on low chance RNG. However, there's also a few players who enjoy that kind of high risk high reward from low RNG abilities. Let's see the case of steal for an example. It has low chance and stealing is hard to do for some fights but many tried to get cool items regardless of risks. If there's no low RNG abilities, there'll be some abilities being abused like Arithmetician, Dancer+Mimic, Rend/Steal party, etc. And ended up having to remove some abilities to keep the game from being abused. Sometimes seeing enemies using low RNG abilities give us thrill to spice things up. Without such element, it'd make the game less enjoyable to me personally. As for abilities with advantage/disadvantage has interesting concepts but harder to utilize since most of them are about status ailments, buff/debuff. I think the merits for this should be designer's responsibilities. When modding game, I'll think about benefits and loss between players and enemies. If I add this ability or modify it like this, will it balance benefits between player and enemies better or something like that. I think it'd be more preferable for more players to have 1.3 with low RNG support and provide flexibility to utilize more strategies without having to resort to sandbagging.
  21. I think lower RNG has its room for player to plan their strategy whether they should utilize high risk high return approach in the game play. If it works, you'll gain a bit more favor. If it doesn't, how will you recover from such situation. I for one who doesn't like low RNG ability because I hate it when it fails but I understand the mindset of putting this on. Removing such elements will make the game more solid but also lose some rewards. If I were to make 1.3 better, I'd tone down the extremeness of overpowering and punishing players down a bit to add more variety with RNG and some certain abilities to be more balanced between players and enemies. As for Charm + Slow, I disagree as fellow who use Female Thief charming Knights and Wizards. The merit of Charm is you can stall their movement that can be harmful down a bit and enemies aren't stupid so closest unit will knock their friends back to their sense as I did to mine. Adding Slow means you'll also gain favor of slowing down enemy if it is hit before acting in your favor. If I were to add abilities baesd on my gameplay, I'd rather add something giving benefits enemy unit like Regen so he can gain portion of HP back after being hit from friends and you won't gain benefits from such ability too. Though I'd prefer charm to be as is as it seems fine to make enemies hitting each other instead. Or you can change from Charm to Confuse to reduce the benefits to your side a bit.
  22. That's why I tried to make my own re-balance instead of fixing 1.3. It's beyond my skills to make proper balance on 1.3. In my opinion, some abilities with low RNG means, you shouldn't use it. If it's set to 50% or higher, people can abuse it and game will be broken like dancer's forbidden dance. It really should be forbidden. Unless steal that I will really need to get no matter what, I won't use low RNG abilities in my gameplay.
  23. I'm against making 1.3 easier as it's supposed to be hard to enjoy. That's my point here. I think it'd be better to focus on 1.3 without comparing to vanilla. Charm + Slow sounds interesting but enemy will also knock charmed unit back to their sense so we'll get enemy unit being hit and slowed instead. I agree that some physical skills need CT added in 1.3 to balance things out with spells. I don't agree about coin flip limit of RNG though. Some hard to infllict status has its own charm too.
  24. On contrary, while Vanilla wizard has poorer scaling, -ja spells does better job with balancing against physical damage than 1.3 did. If you prefer magic being useless during lategame in 1.3, fine. Your issue about vanilla spells was taken care off in my mod with 2 radius for -ga spells and add status effect on -ja spells. That's how I fixed it and it did work well enough for me right now. Elemental damage has less role to play in FFT than others which I do agree. However, it's still usable with monsters and some re-balancing can work on it in if you try. And if you think Vanilla is too hard for early game, it means you need to learn and understand more about tactics. I used to be FFT noob and I felt it was hard before too. But that's not issue about learning how to play properly. Nerfing Orlandu might sound proper in re-balance but some fights in endgame can be tought and easy mode unit can help such players getting over it. He's a sword saint and probably the strongest knight in FFT. Do give him some credits OK? As for your excuse to make the game easier and more reasonable for you, asking creators why you put this on and you should remove it is asked before and the answer was there. Accept it. As for speed manipulation issue, it's an issue with 1.3 where CT on spells isn't balanced. 1.3 favors physical with no CT so you might as well remove CT altogether to fix it. That may work.