BTB

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Posts posted by BTB


  1. All,

    As many of you who know me are aware, I live in a city that is presently taking it up the ass from mother nature with no lube and minimal reacharound. For those of you unfamiliar with how hurricanes work, a second landfall is very uncommon, while a THIRD is basically nature saying "fuck this city in particular".

    This thread is for anyone wishing to donate to relief, but isn't quite sure where to donate to. J.J. Watts, a local sportsball player and all-around nice guy has set up a fundraiser page to collect donations, and that is where I suggest sending your money if you want to see it go towards ongoing relief in the affected areas instead of just the initial impact.

    Thank you all.

    • Upvote 8

  2. 1. They're on a timer.
    2. Dadluma's counter script is complicated and increments depending on what attacks you use against him. Certain attacks will make certain variables increment at different speeds, but none of them can be outright prevented. You are meant to counter Regen with Sap and Haste with Slow (Suplex, if you have it).
    3. I personally recommend about 20-ish at all times. YMMV.
    4. Better armor? >.>


  3. So, filling out the character information in our subforum gave me a really in-depth look at the characters that I haven't had in quite some time, and well... one thing leads to another, yadda yadda, I fucked with the spell list again:

    http://btb2.free.fr/temp/espers.jpg

    Highlights: Relm learns Life (old news) and gets a debuff with Stop, Mog now learns Haste, Celes learns Demi early enough for it to be useful, Warp is pushed back to the Fenrir (and therefore the WoR), and the new Bserk crew is Terra and the Figaro Bros.

    As this pushes the update into "requires a new game" territory, that means the upcoming release will be 1.9 rather than 1.8.7. Commence with the "last update until 2.0" jokes.

    • Upvote 1

  4. One last thing to bring up because it hasn't really been discussed is GP Toss. After comparing numbers with the community and looking at Setzer's other builds, it was determined that GP Toss's formula needs a slight alteration to remain competitive.

    CURRENT FORMULA:

    GP Tossed = Stam * 10
    Dmg = (GP Tossed * Lv) / (3 * (# of targets + 1))

    PROPOSED FORMULA:

    GP Tossed = Stam * 10
    Dmg = (GP Tossed * Lv) / (2 * (# of targets + 1))

    TL;DR

    It's a 50% damage boost

    • Upvote 1

  5. So... next order of business is the Life spell. A frequent observation I've made whilst watching streams is that players lean heavily on it even in cases where a Phoenix Down would be better due to the shorter command delay and the fact that the Life spell often doesn't restore enough HP to survive a single hit. Any kind of buff to the Life spell is very difficult because setting it to the point where surviving the next hit is a guarantee renders Life 2 essentially useless, but it should be a more attractive option than Phoenix Downs. It needs to be powerful int he early game while remaining a decent option in the late-game that is ultimately eclipsed by Life 2 and the Defibrillator.

    Nowea pointed out to me that Life needn't necessarily restore a fractional amount of HP, which put me on the right path. But rather than tie it to magic power like the Defibrillator and horn in on its territory, I decided it would be most prudent if Life were to instead restore a *static* amount of HP - something that no other forms of revival do. Dn has offered to see if he can program in a static range for us to use, which we figured should be between 250 and 500 HP. This makes Life a very powerful revive when you first get it, but its usefulness will wane (although not entirely) as HP totals grow higher in the endgame.

    EDIT: changelog updated


  6. So, just letting everyone know what's gone on in the last few days... there's been some discussion in Discord regarding covering and counter-attacking. More to the point, tying them to stamina to remedy the issue that stamina and vigor presently have very poor synergy, which is an issue for someone like Celes who has an option to raise them both with the same esper. Her "Dark Knight" build currently favors Crusader ELs straight up over Phantom, which is generally seen as the *only* useless esper that any character has.

    To this end, we've proposed the following formula changes:

    Counter-Attack% = 25 + (Stam/128)
    Cover% (Healthy Ally) = (Stam/192)
    Cover% (Near-Fatal Ally) = 100% (Unchanged)

    This is meant to synergize with the defensive options that a stamina-built character will likely favor whilst also remaining attractive to offensive builds. The minimum counter-attack rate, for example, is roughly equivalent to its current value of 50%. Maxing it out is actually extremely difficult to do when you factor in the requirement for equipment that offers counter-attacks (none of which boosts stamina), so don't let that formula throw you off. And cover is a straight-up buff as it will retain all of its vanilla functionality.

     

    • Upvote 2