Suppanut

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Posts posted by Suppanut


  1. 57 minutes ago, raics said:

    The requirements for most endgame weapons are already lower and no items requires level above 40, in general the first endgame crafting books (like The Blade) will cover levels 24-27 (those can also drop from enemies), enchiridions go from 28-30 or 32 and unique gear covers the range from there to 40. The unique gear scaling is also standardized so the best weapon in class is always a set percentage stronger than its damasc equivalent and it isn't a huge increase, you will probably want unique weapons for their added effects more than raw power.

    Character recruitment and adding new cutscenes is a lot harder than what I've been doing so far, I'd like to if possible but can't promise anything.

    There are some things planned for monster units which will make this irrelevant, added damage to undead wouldn't be possible anyway with the way things are currently set up.

    That's something unique classes do, and more of them can transfer skills from other classes now, for instance Ranger can use booby trap and KC can use fearful impact. There has been talk about that one and considering you can bring 12 units into battle I feel it isn't as important to set each one up to cover multiple roles, like in FFT, instead you bring a diverse team and sharing too many abilities would make generic classes less distinct.

    Tamuz, Chamos and Phaesta can just be evacuated, which is even better. Units that have a dialogue trigger (Cressida or Oelias), however, have to be resurrected using the crafted evac stone so they can say their lines before leaving, bear in mind that stone will remove the unit that used it from the battlefield as it renders it unfit for battle.

    Same as vanilla, special units are better stat-wise and some have access to advanced classes, however, they're more uniformly better so Phaesta will be roughly equivalent to Sara (actually slightly better to account for Sara maybe picking up some stat cards along the way), and fully unique units like Cistina or Ozma will also be roughly equal but better than Sara, the RT difference is still there but is much more modest and also more uniform. So, a team of special characters will be stronger, but not enough to outclass a team of well picked generics.

    Thank you for quick response. :)


  2. Thanks raics for breathing new life to my favorite game. :) I now wait for official release to to enjoy whole new round of play with your mod.

    I have some suggestions and questions.

    I think that vanilla game give level requirement for most of unique weapons too high. If player drive down PotD in first playthrough, most of items in that dungeons would not usable until player play game in post-game world mode (most of them seem useless due to requirement too high to be anything but item collection). This also true to last unique weapon in story mode (Brynhildr) which if player plays without level grinding, it could not using against final boss. I think most of unique equipments should have level requirement reduce by -10. As they are unique, could not spam, I think they may not effect balance that much.

     

    In vanilla game, I feel like PSP version seem to neglect to add content or new recruitable character in chapter 3C (it has no unique character that you not gain on other part in original SNES version due to balance reason as player not lost Arycelle like in chapter 3N) while now we have long list of recruitable characters in chapter 3L and 3N. I think mod should add option to recruit Jeunen in that chapter and Occione later in chapter4.

     

    I think baldur golem should have better magic resistance and deal better damage to undead due to they are made of baldur. If possible, player should able to access to damsc golem from CODA as well in same sense as weapons grade escalation in vanilla.

     

    I don't know this is good idea or not but I think each classes should have 1 skill which should able to transfer to other classes of similar category. It is how I feel so weird in vanilla that I could not transfer phalanx to white knight or terror knight although they are also knight in heavy armour.

     

    There are some sidequest battles which involve resurrecting NPCs to complete sidequest and recruit character (Quadriga sidequest in chapter 3N, Cressida sidequest battles in Bahamulsa and Golyat of chapter 4C). I still not yet see any example of these battle when play in One Vision Mod on youtube. Would changing resurrection to evacuation still make Tamuz, Chamos, Phaesta, Cressida recruitable or not?

     

    What is the difference between unique characters and generic characters in One Vision mod apart from some unique characters' ability to access unique class? How much you nerf their RT modifier? Now their RT different is minimal? Or not different at all?