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  1. Boards
  2. Final Fantasy
  3. Final Fantasy Restored & Rebalanced (DC?)

User Info: fabio_73

fabio_73
1 month ago#431
Took down Garland at level 3. On to Pravoka.
https://gamefaqs.gamespot.com/a/user_image/0/1/2/AAYeTiAACTtU.png
Classic/retro variety streamer over on Twitch: https://www.twitch.tv/fabio_73

User Info: fabio_73

fabio_73
1 month ago#432
I'll be making a soundtrack and ringtones for Restored and Rebalanced today (9/11)... Downloads to be shared after :-)

https://www.twitch.tv/fabio_73
Classic/retro variety streamer over on Twitch: https://www.twitch.tv/fabio_73

User Info: usernamehere

usernamehere
4 weeks ago#433
just wanted to mention there's a v1.68. I didn't see any posts in the topic about it.
"Do you see my ship? Does it look OK to you??" -Falco

User Info: Igirjei

Igirjei
4 weeks ago#434
usernamehere posted...
just wanted to mention there's a v1.68. I didn't see any posts in the topic about it.
Any differences you know between it and 1.67?

User Info: fabio_73

fabio_73
3 weeks ago#435
Here's the link to the 1.68 beta:
https://www.mediafire.com/file/mbis6t65t6woh66/FFR_v._1.68_Beta.zip/file

I believe the changes are mostly enemy formation related for the post game content.
Classic/retro variety streamer over on Twitch: https://www.twitch.tv/fabio_73

User Info: AstralEsper

AstralEsper
3 weeks ago#436
New Version: 1.70 Beta / 1.71 Beta
https://www.mediafire.com/file/yp7na8mbwz5zho1/FFR_v._1.71_Beta.zip/file

Bifurcated version release this time with both versions in the same directory - changes are the same except that 1.71 revises the spell charge growth for RM, WM, and BM.
Anyone resuming an active save with at least one mage should use 1.70.
Anyone starting a new play through or not using any mages should use 1.71.

*Evasion formula tweaked from 48 + AGI/2 -> 25 + AGI
---Igirjel made some good points and those numbers look to work (25 conveniently is the penalty for heavy armor so it's a nice baseline). This issue hasn't been lost on me, but it never seemed enough of a priority to address until now. Curious to hear any thoughts on how this plays out.
*Dark Wizard spell list tweaked
*A couple Treasure Chests relocated in the Sea Shrine
*Encounter list in Castle of Ordeals East tweaked (as Fabio noted, this was changed in 1.68)
*Fixed the bug allowing the Red Mage to learn Death but not Haste
*Blessed Hammer now casts Esunaga instead of Cura
*Sage's Robe now casts Heal instead of Healara
*Healing Rod now usable by Red Mage and Black Mage
*Mage's Rod now usable by Red Mage and White Mage
*Wizard's Rod now usable by Red Wizard
*Drain now receives an affinity bonus from Life/Death affinity. (It remains non-elemental).

*Fear overhauled. Now usable by the Knight. Non-Elemental instead of Status Element.
---Against non-bosses, it does a roll to determine whether to set Morale to 0, which should ensure an enemy will run. If the roll fails, it is guaranteed to reduce Attack Power.
---Against bosses, it does a roll to reduce Attack Power.

The hope is that in making Fear more reliable, it will have more interesting use cases. In particular, I can see it being appealing for unrunnable encounters.

*Healing routine overhauled. Life/Death affinity bonus now has a much more significant impact. Bonus from Ancient Lore has been removed, and the effect folded into the affinity boost.

Examples with INT 48:
...........Base...Bonus...Total
Heal......21- 32...+12....33- 44
Cure......30- 44...+14....44- 58
Healara...36- 52...+19....55- 71
Cura......54- 76...+28....82-104
Healaga...66- 92...+38...104-130
Curaga...102-140...+56...158-196

*Attack Magic elemental affinity damage bonus revised to be proportional to base power of spell used. This changed in the previous version, but here's some more detail: instead of a flat INT/4 (INT*8/32) damage bonus to any spell with an elemental damage boost, the INT multiplier is now INT*[Effectivity/4]/32. So, Tier 1 spells should be a little weaker, Tier 2 spells should be about the same, and Tier 3 spells should be a little stronger. Examples:

Examples with INT 40.
..............NO BOOST...........BEFORE (INT/4).....AFTER (Variable)
..............Base...Damage......Base...Damage......Base...Damage
Mage's Rod....15.....15- 60......15+10..25-100......15+ 3..18-72
Fire..........20.....20- 80......20+10..30-120......20+ 6..26-104
Fira..........30.....30-120......30+10..40-160......30+ 8..38-152
Blizzara......40.....40-160......40+10..50-200......40+12..52-208
Firaga........50.....50-200......50+10..60-240......50+15..65-260
Thundaga......60.....60-240......60+10..70-280......60+18..78-312
Blizzaga......70.....70-280......70+10..80-320......70+21..91-364
Break........100....100-400.....100+10.110-440.....100+31.131-504

As you can see, the cutoff is right around Blizzara, which is slightly stronger with the variable boost.

*I've also changed terminology in read-mes to try and make some of the mechanics more intuitive. +Healing and +Enhancing are no longer referenced. Spells that benefit from +Healing or +Enhancing are now listed as being "Life" (+Healing) or "Time" or "Space" (+Enhancing). Although this is not strictly true in terms of coding, it seems to be the simplest way to get the point across that boosting those elements will improve the effects of those spells.

Mage Spell Charge Revision
This actually wound up taking a lot more time than it might seem, because I wanted to maintain a consistent rate of spell charge acquisition with at least one, and no more than two, spell charges gained per level, while maintaining a (relatively) consistent rate of growth both in terms of the acquisition of charges on each spell level and in the total number of charges available per character level. This meant I couldn't just swap a few spell charge gains and had to more or less redo the charts. It's not clear to me how this will actually play out, so don't be shy about commenting on whether this makes things too easy.

Some details:

Typical Character Levels at Game Stages
Cornelia. 1- 3 (L1)
Pravoka.. 3- 5 (L2)
Elfheim.. 5- 8 (L3, L4)
Melmond.. 8-12 (L5)
Crescent.12-16 (L6)
Onrac....16-19 (L7)
Gaia.....19-22 (L8)

LEVEL OF FIRST CHARGE
....Original...Rebalance
....RM..WM/BM..RM..WM/BM
L1.. 1... 1.... 1... 1
L2.. 3... 2.... 3... 2
L3.. 6... 5.... 5... 4
L4..10... 8.... 8... 7
L5..15...12....12...10
L6..20...16....16...13
L7..25...20....20...17
L8..31...25....--...20

As you can see, mages now gain spell charges 1-5 levels earlier than they first did in the original game. Notably, I swapped the Red Mage's first spell charge acquisition to mirror what the Black and White Mages had in the original. These changes should ensure that White and Black Mages might not be able to use spells from a region when you first get there start with L4 at Elfheim, but will be able to before you leave, while Red Mages should be able to them by the time you're ready to move on.

RED MAGE
.....Original.......Gain/Total..Rebalanced.....Gain/Total
L 1: 2/0/0/0/0/0/0/0 (--)( 2) - 1/0/0/0/0/0/0/0 (--)( 1)
L 2: 3/1/0/0/0/0/0/0 (+2)( 4) - 2/0/0/0/0/0/0/0 (+1)( 2)
L 3: 3/2/0/0/0/0/0/0 (+1)( 5) - 2/1/0/0/0/0/0/0 (+1)( 3)
L 4: 4/2/0/0/0/0/0/0 (+1)( 6) - 3/1/0/0/0/0/0/0 (+1)( 4)
L 5: 4/3/0/0/0/0/0/0 (+1)( 7) - 3/2/1/0/0/0/0/0 (+2)( 6)
L 6: 4/3/1/0/0/0/0/0 (+1)( 8) - 4/2/1/0/0/0/0/0 (+1)( 7)
L 7: 5/3/2/0/0/0/0/0 (+2)(10) - 4/2/2/0/0/0/0/0 (+1)( 8)
L 8: 5/4/2/0/0/0/0/0 (+1)(11) - 4/3/2/1/0/0/0/0 (+2)(10)
L 9: 5/4/3/0/0/0/0/0 (+1)(12) - 5/3/2/1/0/0/0/0 (+1)(11)
L10: 6/4/3/1/0/0/0/0 (+2)(14) - 5/3/3/2/0/0/0/0 (+2)(13)
L11: 6/4/3/2/0/0/0/0 (+1)(15) - 5/4/3/2/0/0/0/0 (+1)(14)
L12: 6/4/4/2/0/0/0/0 (+1)(16) - 5/4/3/2/1/0/0/0 (+1)(15)
L13: 6/5/4/3/0/0/0/0 (+2)(18) - 5/4/4/3/1/0/0/0 (+2)(17)

User Info: AstralEsper

AstralEsper
3 weeks ago#437
RED MAGE (continued)
.....Original.......Gain/Total..Rebalanced.....Gain/Total
L14: 7/5/4/3/0/0/0/0 (+1)(19) - 6/4/4/3/2/0/0/0 (+2)(19)
L15: 7/5/4/3/1/0/0/0 (+1)(20) - 6/5/4/3/2/0/0/0 (+1)(20)
L16: 7/5/5/4/2/0/0/0 (+3)(23) - 6/5/4/4/2/1/0/0 (+2)(22)
L17: 7/6/5/4/2/0/0/0 (+1)(24) - 6/5/5/4/3/1/0/0 (+2)(24)
L18: 7/6/5/4/3/0/0/0 (+1)(25) - 6/5/5/4/3/2/0/0 (+1)(25)
L19: 7/6/5/5/3/0/0/0 (+1)(26) - 6/6/5/4/3/2/0/0 (+1)(26)
L20: 7/6/6/5/3/1/0/0 (+2)(28) - 6/6/5/5/3/2/1/0 (+2)(28)
L21: 8/6/6/5/4/2/0/0 (+3)(31) - 7/6/5/5/3/3/1/0 (+2)(30)
L22: 9/6/6/5/4/2/0/0 (+1)(32) - 7/6/5/5/4/3/2/0 (+2)(32)
L23: 9/6/6/5/4/3/0/0 (+1)(33) - 7/6/6/5/4/3/2/0 (+1)(33)
L24: 9/7/6/6/4/3/0/0 (+2)(35) - 7/7/6/5/4/3/2/0 (+1)(34)
L25: 9/7/6/6/5/3/0/0 (+1)(36) - 7/7/6/6/4/3/3/0 (+2)(36)
L26: 9/7/6/6/5/4/1/0 (+2)(39) - 7/7/6/6/4/4/3/0 (+1)(37)
L27: 9/7/7/6/5/4/2/0 (+2)(41) - 7/7/7/6/5/4/3/0 (+2)(39)
L28: 9/8/7/6/5/4/2/0 (+1)(42) - 8/7/7/6/5/4/3/0 (+1)(40)
L29: 9/8/7/6/5/5/3/0 (+2)(44) - 8/7/7/6/5/4/4/0 (+1)(41)
L30: 9/8/7/7/6/5/3/0 (+2)(46) - 8/8/7/6/5/4/4/0 (+1)(42)
L31: 9/8/7/7/6/5/3/1 (+1)(46) - 8/8/7/7/5/5/4/0 (+2)(44)
L32: 9/8/8/7/6/5/4/2 (+2)(47) - 8/8/8/7/5/5/4/0 (+1)(45)
L33: 9/8/8/7/6/6/4/2 (+1)(48) - 8/8/8/7/6/5/4/0 (+1)(46)
L34: 9/8/8/7/6/6/4/3 (+1)(48) - 8/8/8/7/6/5/5/0 (+1)(47)
L35: 9/8/8/7/7/6/5/3 (+2)(50) - 9/8/8/7/6/5/5/0 (+1)(48)
L36: 9/8/8/7/7/6/5/4 (+1)(50) - 9/8/8/7/6/6/5/0 (+1)(49)
L37: 9/8/8/8/7/6/5/4 (+1)(51) - 9/8/8/8/6/6/5/0 (+1)(50)
L38: 9/8/8/8/7/6/6/4 (+1)(52) - 9/8/8/8/6/6/6/0 (+1)(51)
L39: 9/8/8/8/7/6/6/5 (+1)(52) - 9/9/8/8/6/6/6/0 (+1)(52)
L40: 9/8/8/8/7/7/6/5 (+1)(53) - 9/9/8/8/7/6/6/0 (+1)(53)
L41: 9/9/8/8/7/7/6/5 (+1)(54) - 9/9/8/8/7/7/6/0 (+1)(54)
L42: 9/9/8/8/8/7/6/5 (+1)(55) - 9/9/8/8/7/7/7/0 (+1)(55)
L43: 9/9/8/8/8/7/6/6 (+1)(55) - 9/9/9/8/7/7/7/0 (+1)(56)
L44: 9/9/8/8/8/7/7/6 (+1)(56) - 9/9/9/8/8/7/7/0 (+1)(57)
L45: 9/9/9/8/8/7/7/6 (+1)(57) - 9/9/9/8/8/8/7/0 (+1)(58)
L46: 9/9/9/8/8/8/7/6 (+1)(58) - 9/9/9/8/8/8/8/0 (+1)(59)
L47: 9/9/9/8/8/8/7/7 (+1)(58) - 9/9/9/9/8/8/8/0 (+1)(60)
L48: 9/9/9/9/8/8/7/7 (+1)(59) - 9/9/9/9/9/8/8/0 (+1)(61)
L49: 9/9/9/9/8/8/8/7 (+1)(60) - 9/9/9/9/9/9/8/0 (+1)(62)
L50: 9/9/9/9/9/8/8/7 (+1)(61) - 9/9/9/9/9/9/9/0 (+1)(63)

WHITE MAGE/BLACK MAGE
.....Original.......Gain/Total..Rebalanced.....Gain/Total
L 1: 2/0/0/0/0/0/0/0 (--)( 2) - 2/0/0/0/0/0/0/0 (--)( 2)
L 2: 3/1/0/0/0/0/0/0 (+2)( 4) - 3/1/0/0/0/0/0/0 (+2)( 4)
L 3: 3/2/0/0/0/0/0/0 (+1)( 5) - 3/2/0/0/0/0/0/0 (+1)( 5)
L 4: 4/2/0/0/0/0/0/0 (+1)( 6) - 4/2/1/0/0/0/0/0 (+2)( 7)
L 5: 4/3/1/0/0/0/0/0 (+2)( 8) - 4/3/1/0/0/0/0/0 (+1)( 8)
L 6: 4/3/2/0/0/0/0/0 (+1)( 9) - 4/3/2/0/0/0/0/0 (+1)( 9)
L 7: 5/3/2/0/0/0/0/0 (+1)(10) - 5/3/2/1/0/0/0/0 (+2)(11)
L 8: 5/3/3/1/0/0/0/0 (+2)(12) - 5/4/2/1/0/0/0/0 (+1)(12)
L 9: 5/4/3/2/0/0/0/0 (+2)(14) - 5/4/3/2/0/0/0/0 (+2)(14)
L10: 6/4/3/2/0/0/0/0 (+1)(15) - 5/4/3/2/1/0/0/0 (+1)(15)
L11: 6/4/4/3/0/0/0/0 (+2)(17) - 6/4/3/3/1/0/0/0 (+2)(17)
L12: 6/4/4/3/1/0/0/0 (+1)(18) - 6/5/3/3/2/0/0/0 (+2)(19)
L13: 6/5/4/3/2/0/0/0 (+2)(20) - 6/5/4/3/2/1/0/0 (+2)(21)
L14: 7/5/4/4/2/0/0/0 (+2)(22) - 6/5/4/4/2/1/0/0 (+1)(22)
L15: 7/5/5/4/3/0/0/0 (+2)(24) - 6/5/4/4/3/2/0/0 (+2)(24)
L16: 7/5/5/4/3/1/0/0 (+1)(25) - 7/6/4/4/3/2/0/0 (+2)(26)
L17: 7/6/5/4/3/2/0/0 (+2)(27) - 7/6/5/4/3/2/1/0 (+2)(28)
L18: 7/6/5/5/4/2/0/0 (+2)(29) - 7/6/5/4/3/3/1/0 (+1)(29)
L19: 8/6/5/5/4/3/0/0 (+2)(31) - 7/6/5/5/3/3/2/0 (+2)(31)
L20: 8/6/6/5/4/3/1/0 (+2)(33) - 7/6/5/5/4/3/2/1 (+2)(33)
L21: 8/6/6/5/4/3/2/0 (+1)(34) - 7/7/5/5/4/4/2/1 (+2)(35)
L22: 8/6/6/5/5/4/2/0 (+2)(36) - 7/7/6/5/4/4/3/1 (+2)(37)
L23: 8/6/6/6/5/4/3/0 (+2)(38) - 7/7/6/5/4/4/3/2 (+1)(38)
L24: 9/7/6/6/5/4/3/0 (+2)(40) - 8/7/6/6/4/4/3/2 (+2)(40)
L25: 9/7/6/6/5/5/3/1 (+2)(42) - 8/7/6/6/5/4/4/2 (+2)(42)
L26: 9/7/6/6/5/5/4/2 (+2)(44) - 8/7/6/6/5/5/4/3 (+2)(44)
L27: 9/7/7/6/6/5/4/2 (+2)(46) - 8/7/7/6/5/5/4/3 (+1)(45)
L28: 9/8/7/6/6/5/4/3 (+2)(48) - 8/7/7/6/5/5/5/3 (+1)(46)
L29: 9/8/7/7/6/5/5/3 (+2)(50) - 8/7/7/7/5/5/5/4 (+2)(48)
L30: 9/8/7/7/6/6/5/4 (+2)(52) - 8/8/7/7/6/5/5/4 (+2)(50)
L31: 9/8/8/7/6/6/5/4 (+1)(53) - 8/8/7/7/6/6/5/4 (+1)(51)
L32: 9/8/8/7/7/6/5/4 (+1)(54) - 9/8/8/7/6/6/5/4 (+2)(53)
L33: 9/8/8/7/7/6/5/5 (+1)(55) - 9/8/8/7/6/6/5/5 (+1)(54)
L34: 9/8/8/7/7/6/6/5 (+1)(56) - 9/8/8/7/7/6/6/5 (+2)(56)
L35: 9/8/8/8/7/6/6/5 (+1)(57) - 9/8/8/8/7/6/6/5 (+1)(57)
L36: 9/8/8/8/7/7/6/5 (+1)(58) - 9/8/8/8/7/7/6/5 (+1)(58)
L37: 9/8/8/8/7/7/6/6 (+1)(59) - 9/8/8/8/7/7/6/6 (+1)(59)
L38: 9/9/8/8/7/7/6/6 (+1)(60) - 9/9/8/8/7/7/6/6 (+1)(60)
L39: 9/9/8/8/7/7/7/6 (+1)(61) - 9/9/8/8/7/7/7/6 (+1)(61)
L40: 9/9/8/8/8/7/7/6 (+1)(62) - 9/9/8/8/8/7/7/6 (+1)(62)
L41: 9/9/8/8/8/7/7/7 (+1)(63) - 9/9/8/8/8/7/7/7 (+1)(63)
L42: 9/9/8/8/8/8/7/7 (+1)(64) - 9/9/8/8/8/8/7/7 (+1)(64)
L43: 9/9/9/8/8/8/7/7 (+1)(65) - 9/9/9/8/8/8/7/7 (+1)(65)
L44: 9/9/9/8/8/8/8/7 (+1)(66) - 9/9/9/8/8/8/8/7 (+1)(66)
L45: 9/9/9/8/8/8/8/8 (+1)(67) - 9/9/9/8/8/8/8/8 (+1)(67)
L46: 9/9/9/9/8/8/8/8 (+1)(68) - 9/9/9/9/8/8/8/8 (+1)(68)
L47: 9/9/9/9/9/8/8/8 (+1)(69) - 9/9/9/9/9/8/8/8 (+1)(69)
L48: 9/9/9/9/9/9/8/8 (+1)(70) - 9/9/9/9/9/9/8/8 (+1)(70)
L49: 9/9/9/9/9/9/9/8 (+1)(71) - 9/9/9/9/9/9/9/8 (+1)(71)
L50: 9/9/9/9/9/9/9/9 (+1)(72) - 9/9/9/9/9/9/9/9 (+1)(72)

User Info: AstralEsper

AstralEsper
3 weeks ago#438
Re: Thief/Ninja HP Growth
Redoing the class stats was actually a very deliberate process on my part, and follows a consistent framework. Here's some stat comparisons (stats changed from the original are bolded):

Starting Stats New-(Original)
STAT..Fighter...Thief.....Monk....R.Mage...W.Mage...B.Mage
HP....33-(35)...30-(30)..35-(33)..30-(30)..28-(28)..25-(25)
STR...15-(20)... 5-( 5)..12-( 5).. 8-(10).. 8-( 5).. 3-( 1)
AGI... 5-( 5)...12-(10).. 7-( 5).. 8-(10).. 4-( 5)..10-(10)
INT... 3-( 1)... 5-( 5).. 1-( 5)..10-(10)..15-(15)..15-(20)
VIT...12-(10)... 3-( 5)..15-(20).. 8-( 5).. 8-(10).. 2-( 1)
LCK... 5-( 5)...15-(15).. 5-( 5).. 6-( 5).. 5-( 5)..10-(10)
TOTAL.40-(41)...40-(40)..40-(40)..40-(40)..40-(40)..40-(42)

Total Minimum Stat Gains from L2 to L50 – New - (Original NES)
STAT..FIGHTER....THIEF.....MONK.....R.MAGE....W.MAGE....B.MAGE
STR...49-(49)...25-(33)...32-(24)...30-(25)...24-(18)...17-(13)
AGI...25-(35)...35-(37)...27-(25)...27-(17)...25-(18)...29-(13)
INT...16-(14)...19-(17)...14-(24)...34-(24)...43-(29)...49-(49)
VIT...30-(25)...19-(16)...49-(49)...25-(22)...28-(20)...17-(14)
LCK...20-(24)...49-(49)...18-(30)...24-(25)...20-(19)...28-(14)
TOT..140-(148).147-(147).140-(152).140-(113).140-(104).140-(105)
SHPs..19-(27)...19-(18)...20-(20)...16-(13)...14-(15)...14-(12)
HP...775-(913).609-(580).999-(999).635-(534).607-(608).463-(401)

I tried to make every class have about 140 guaranteed stat gains; the Thief actually has more stat gains than anyone else at 147, largely because of the more diluted effect of its top stats, Agility and Luck. Although I believe you mentioned characters seem to have less HP than in the original, as you can see, except for the Fighter, every class has the same or higher minimum Max HP than it did in the original.

Additionally, I adopted a consistent approach to Strong HP Ups.
The purely physical class (Monk) gets 20
The mostly physical classes (Fighter and Thief) get 19
The hybrid class (Red Mage) gets 16
The pure mage classes (White Mage and Black Mage) get 14

From there on in, it all comes down to Vitality scores. The Fighter has a lot more HP than the Thief, but it'sall paid for in Vitality, as they have the same number of Strong HP ups now (I removed eight from the Fighter and actually added one to the Thief). The problem for the Thief is that it has low Vitality, but that is consistent with its thematic archetype across most of the Final Fantasy series. Some examples (Vitality bolded):

Thief Stats (FF3 Famicom)
LV..STR..AGI..VIT..INT
1....10...15... 9... 5
20...23...31...17...19
40...36...48...26...33
60...49...65...34...47
80...63...82...42...62
99...75...98...50...75

As you can see, the Thief has significantly lower Vitality than Strength, Agility, or even Intelligence. (The nature of the Ninja job in the original Final Fantasy III as the pinnacle physical job means it's not a useful comparison point).

Stat Modifiers (FFV)
Thief.....Ninja
STR: + 1..+15
AGI: +16..+14
STM: + 2..+ 3
MAG: - 6..-10

Although both Thief and Ninja provide stat boosts to Stamina (the Vitality analog that affects HP) in FFV, their boosts are minimal, particularly compared with other physically-oriented jobs.

Stat Ratings (FFXI)
(A = High)
...Thief...Ninja
HP...D.......D
STR..D.......C
DEX..A.......B
AGI..B.......B
VIT..D.......C
INT..C.......D

Here again, the Thief has poor Strength, Vitality, and HP, and actually has slightly better Intelligence than either of those stats. The Ninja is similar.

It's also worth noting that several of these games actually have White Mages and Red Mages with better Vitality and/or HP than the Thief. As you can see from the stat comparison from the original game charted above, that was a trend started in FF1: White Mages have double the initial Vitality of Thieves, and both White and Red Mages have more guaranteed Vitality gains than the Thief. Although the Red Mage suffers from having a mere 13 Strong HP level ups in the original game and thus ends up with lower max HP, the White Mage typically has higher max HP than the Thief, despite havingfewer Strong HP level-ups! (15 vs. 18).

So, I've decided to lean in to the Thief archetype of having unusually low Strength and Vitality (and, by extension, HP), and compensating for these things with very high Accuracy, Agility, and Luck. I do acknowledge the limited influence of Agility, although hopefully that will change now. I should also note that Luck now has a minor impact on Crit Rate. And the +3 Accuracy per level is one of the most impactful specialty stats of any class.

I know it might seem odd - but I actually find quirks like that appealing. It's not too different from Monks having poor defensive options but absurdly high Vitality and HP. It's also much like White and Black Mages being sneaky-good in Strength/Vitality and Agility/Luck, respectively.
(edited 3 weeks ago)

User Info: AstralEsper

AstralEsper
3 weeks ago#439
Re: Gil Cap - Increasing this is actually more complex than you might think, as the game does not have a pre-existing routine to display a 7-digit number, so I'd have to build one, which means eating up free space and moving things around. I'd much rather deflate gil rewards and/or cost of items than I would try to work out increasing the cap. If that's an issue, it's something I could look into.

Re: Esuna vs. Gold Needle cost - I don't really see it as an issue, since Esuna is not usable by everyone and consumes a spell charge (which could be applied to do a variety of other useful things). The extra cost of the Gold Needle is basically the non-mage tax.

Re: Haste Cast from Item - This is an artifact of how the targeting routines work when you cast spells from items. The base game never used single-target spells from them so never manifested this issue. I got around it by coding duplicate Temper and Saber spells for the Power Staff and Giant's Glove, but I may need to simply change how the routine works in the end.

Re: Exceeding 999 HP - I haven't had a chance to do so yet, but I'll either expand the display to four characters, or, more likely, cap max HP at 999.

Re: Other Healing Proposals - Going to pass on making Arise affect living characters; that would be pretty out-of-step with the FF series. Curaga however should benefit from the changes to the healing routine, as Life affinity now has a more significant impact on the amount healed, and Red Mages can use the Healing Rod (if you use a Red Mage as your main healer, you could put the Healing Rod on them before a boss battle to benefit from improved healing). The primary reason I opened up access to rods to all mages is to allow for more options like this. Another option I wanted to facilitate would be having the Black Mage equip the Healing Rod to boost Drain.

Re: Ice Cave - I actually find appeal in this place being a nightmare and occasionally unfair. The primary reason is because it's relatively short, and you can save right outside. It's a unique sort of difficulty that isn't really found elsewhere in the game, and I'd feel loathe to change it. It also provides incentive to do the Volcano first (at least I think). This said, I did change Dark Wizards spell lists:

Original: Death-Thundaga-Firaga-Scourge*-Slowga*-Firaga-Thundaga-Stun* ->
FFR 1.67: Death-Thundaga-Firaga-Scourge-Slowga-Firaga-Thundaga-Death ->
FFR 1.70: Death-Thundaga-Firaga-Comet-Slowga-Fira-Thundara-Death

*Spell was different in original or removed from FFR

I feel like this should make them a little more forgiving while still remaining very dangerous.

Re: Zombie Dragons - There are two formations in the game: 1-2 and 2-4. The 1-2 is a rare encounter in the CoO L3, the 2-4 is a rare encounter on CoO L2 and the boss spike, and both are common encounters in the TOFR. Are you finding the 1-2 group too trivial for the TOFR? I suppose I could replace it with the 2-4 formation in both instances, or throw something else in there.

Phew! I think I hit most of the issues raised. If I missed something feel free to bring it up again; there was a lot to sift through from the last couple months.

I had hoped to have the rework of the Item Shop routine ready, but it's just not yet. (I have the basic concept worked out but there are a lot of moving parts). Since it's a quality of life thing, I saw no reason to hold up the other changes.

User Info: Igirjei

Igirjei
3 weeks ago#440
AstralEsper posted...
New Version: 1.70 Beta / 1.71 Beta

Gotta say, this update sounds awesome to me. Evasion is lower early on and higher later on, seeing it scale better looks great. I like the changes to the Fear spell too, and I love that you changed the MP pattern works, I always grind for L5 spells before heading into the earth cave so that's definitely nice to have sooner. Haven't gotten to the post game stuff yet so it'll be new to me regardless, you're gonna have to get others' opinions on that.
(edited 3 weeks ago)
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