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  3. How would you allot RSM abilities?

User Info: MysticLord

MysticLord
1 month ago#151
https://hastebin.com/raw/natoyogihi

Done going through the BMG.
------------ SaGa Frontier Research Board ------------
http://www.baddesthacks.net/forums/viewforum.php?f=31

User Info: MysticLord

MysticLord
1 month ago#152
Idea: beneficial traps.

I already want 4+ traps placed randomly per battle (not per battlefield) on a tile you can legally reach. One contains a random non-rare item (all items are not tiered). Why not make a few minor beneficial traps, and limit 1 per battle?
------------ SaGa Frontier Research Board ------------
http://www.baddesthacks.net/forums/viewforum.php?f=31

User Info: GoukiAkujiki

GoukiAkujiki
1 month ago#153
Seems cool. Vagrant Story and FF12 both had healing/regenerative traps.

User Info: MysticLord

MysticLord
1 month ago#154
Trap effect brainstorming.

Always at least one of #1 or #2 present.

Always at least 3 harmful traps and at most one beneficial trap.

Treasure Hunter movement skill prevents harmful and neutral traps, but allows beneficial traps. Allows you too see traps on movement turn as glowing color, maybe dark green? Allows you to get treasure.

1. Add a random minor debuff to which the target isn't immune.

2. Same as #1, but a major debuff.

3. Elemental HP damage, selected at random each time trap triggers.

4. % HP and MP damage.

5. Remove a random debuff that afflicts target, if any. If not, heal some HP.

6. Add a random buff.

7. Restore some HP.

8. Restore some MP.

9. Teleportation circle. Teleport target to another random unoccupied legal tile.
------------ SaGa Frontier Research Board ------------
http://www.baddesthacks.net/forums/viewforum.php?f=31

User Info: MysticLord

MysticLord
4 weeks ago#155
Make chemist item range = ma / 2.
Normally 4 to 6 for lvl 1 mages, max of 14 at lvl 99.
So range of 2 to 7.
Frees up throw item support... or make this the throw item effect? Can still be screwed up by ai though, so replace throw item support skill w/ something else.
Items heal (20 + ma)% hp/mp.
Damage items work similar - maybe like motes in ffxii.
Rename alchemist.
Description: Apprentice mages first learn to channel mana through magical reagents.
Change the alchemist equipment set to be more useful for elemental skills - rods, staves, sticks, and books.
------------ SaGa Frontier Research Board ------------
http://www.baddesthacks.net/forums/viewforum.php?f=31

User Info: Raijinili

Raijinili
4 weeks ago#156
Someone claiming to be fdc says he's currently in the US, it wasn't genetics, and he didn't steal IP (it wasn't secret research anyway).

User Info: Lockeadon

Lockeadon
3 weeks ago#157
well hamster, do you think it's him?

User Info: Ilishe

Ilishe
3 weeks ago#158
MysticLord posted...
Make chemist item range = ma / 2.
Normally 4 to 6 for lvl 1 mages, max of 14 at lvl 99.
So range of 2 to 7.
Frees up throw item support... or make this the throw item effect? Can still be screwed up by ai though, so replace throw item support skill w/ something else.
Items heal (20 + ma)% hp/mp.
Damage items work similar - maybe like motes in ffxii.
Rename alchemist.
Description: Apprentice mages first learn to channel mana through magical reagents.
Change the alchemist equipment set to be more useful for elemental skills - rods, staves, sticks, and books.


Why not tie Throw Item to Move, like with Throw?

And I would advise keeping Item effects non-scaling, but replace Throw Item with Boost Item or Alchemy or whatever, which adds a boost (similar to Martial Arts with Punch Art) and Chemists have it innate.
~Phoenix Nine~
~Victory needs no explanation; defeat allows none.~

User Info: MysticLord

MysticLord
2 weeks ago#159
Sorry, busy with Christmas and New Years.

I really don't care what fdc did or didn't do outside of FFT modding, where according to pgf he admitted to deliberately obfuscating his formula rewrite to prevent people other than him from using it.

Though him saying it technically wasn't secret clearance or whatever seems like an attempt at deception as university research is typically not govt property, and afaik its not patented until after a working prototype exists. This seems like an example of someone saying technically true things to decieve.

Mages have poor move, it would make Item too useless for them and too useful for classes like ninja.

The ai isn't smart enough to use an item boost support correctly; no dice.
------------ SaGa Frontier Research Board ------------
http://www.baddesthacks.net/forums/viewforum.php?f=31
(edited 2 weeks ago)

User Info: Kain_Demitri

Kain_Demitri
2 weeks ago#160
I mean they aren't smart enough to equip for stat gain either so.....
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