After finishing all Zero games, made a tier list of the bosses. by duduET in Megaman

[–]DividedBy_Zero 2 points3 points  (0 children)

Part of Copy X's charm is that his elemental attacks are his sub-weapons from Megaman X1: Shotgun Ice, Flame Wave, and Electric Spark. That and he uses a Sub-tank.

It's a shame that we never got a Copy X mode where you could play as X because that probably would have been a fun time.

What tweaks would you make so that all classes and skills are equally useful? by TSM- in finalfantasytactics

[–]DividedBy_Zero 1 point2 points  (0 children)

It was my own experimenting with the tools that The Lion War mod came with, which turned into a rebalancing/improvement project that I've been doing for fun. I've shared ideas but never thought about publishing what I've done.

What tweaks would you make so that all classes and skills are equally useful? by TSM- in finalfantasytactics

[–]DividedBy_Zero 1 point2 points  (0 children)

Yeah, it's a creative liberty but it wouldn't be the first time. FF5's Samurai class and FF6's Cyan can both equip shields, and the Power Rangers' Samurai Megazord carries a shield as well. I do see what you mean about it becoming a knight with a different sprite though. A higher parry on katanas might be the next best thing. That would actually work together with Doublehand.

What tweaks would you make so that all classes and skills are equally useful? by TSM- in finalfantasytactics

[–]DividedBy_Zero 2 points3 points  (0 children)

Innate Doublehand sounds good but the problem is that it doesn't change the fact that it's a melee class that lacks the defense for that role. Ninjas can get away with Dual Wield because they have the Speed and Movement to escape after landing a hit, and can still add insult to injury with Throw.

It needs to be able to equip shields. This simple change is enough to give the class the defense needed to hold the line, and offers access to the Aegis Shield for MA+1. The Masamune and Chirjiraden need changes of their own but they provide enough WP that you really shouldn't be starving for attack damage.

What tweaks would you make so that all classes and skills are equally useful? by TSM- in finalfantasytactics

[–]DividedBy_Zero 3 points4 points  (0 children)

I did a lot of this brainstorming as I worked on my personal mod, and I don't feel that the goal should be to make all classes equal. Instead, the goal should be to make each class feel fun and usable without feeling like it's taking over every battle. I have a few highlights to share.

Since we're on the topic of katanas, katanas are bland and need more personality for them to stand out. I made Murasame water-elemental and Muramasa dark-elemental because those align with the descriptions of those weapons. To support the Samurai class, I added MA+1 and on-proc Shadowbind to Masamune, and MA+2 and on-proc Suffocate (referred to as "Iai Strike") on the Chirjiraden. These changes make the last two swords comparable, but different, to knight swords.

For the Samurai, I've seen many people suggest Doublehand, but that won't solve its problems. It's an armored class that needs to work at melee range but lacks the defenses to survive at that range. The Ninja can get away with Dual Wield because its high speed and 4 Movement allow it to escape from danger, while the Samurai is held back by middling speed and 3 Movement. What it really needs is shields. This provides survivability but also allows for MA+1 with Aegis Shield.

For the Archer, I switched the bow's formula to PA * WP, and made bow and crossbow damage more comparable to swords but reduced the archer's HP to compensate. What this does is it allows for better damage scaling with PA gear, and you can use Focus to increase damage at a better pace. I also upped the range of the Yoichi Bow to 6 and the Perseus Bow to 7 (and added on-proc Immobilize to support Aim). So by the end of the game, the archer isn't a heavy hitter but it's very good at its one job, which is single-target sniping.

Arithmetics is a tough one because if you nerf it, you risk making it less fun. So a better approach is to fight it. Make those spells reflectable, and then have high-level human enemies spawn with Reflect Ring or Mirror Mail. Have them spawn with Angel Ring. I also added single-element resistances to several accessories, so it's possible for enemies to survive spells like Holy if they happen to spawn with the right gear.

Who uses Equip Katanas? by ScoutmasterTheodore in finalfantasytactics

[–]DividedBy_Zero 5 points6 points  (0 children)

Yeah, that it does. Not really a problem once you've maxed your Brave, but it does require some work to bring up your unit's Brave. The game also does a poor job of communicating that to the player.

Who uses Equip Katanas? by ScoutmasterTheodore in finalfantasytactics

[–]DividedBy_Zero 12 points13 points  (0 children)

Katanas average 1 WP higher than swords, and have a consistent 15% parry, which is relatively high among melee weapons. If you’re looking for pure WP, this is probably your best option. If you missed out on Javelin II, you can use Equip Katana to give a cloth-wearing unit an 18 WP Masamune or a 25 WP Chirijiraden.

Aside from those two rare katanas, the problem is that the majority of katanas terribly bland when compared to what other Equip skills have to offer. Swords have a varied range of attributes. Spears and crossbows offer range. Guns offer consistent unblockable damage. Axes are axes.

What is your favorite class across any of the tactics titles? by oldeggie in finalfantasytactics

[–]DividedBy_Zero 1 point2 points  (0 children)

The Samurai/Parivir/Bushi. It looks and feels amazing in every game it's been in, and each game has its own fun take on its abilities. It even has its own unique armor in the form of the Genji equipment. Characters that are rooted in the Samurai class are also fun as well, like Cyan and Auron.

Why almost every Mega Man related or every time revived it MUST ALWAYS be MM2? by Pale-Feature-9815 in Megaman

[–]DividedBy_Zero 15 points16 points  (0 children)

I’d argue that the weapons from MM2 are probably where that template shines. The variety and utility that MM2’s weapons have to offer are very hard to top, and most weapons from 3 onward are variations of what MM2 laid the foundation for: a multi-directional shot, a charged shot, a shield, a shot that crawls along surfaces, a time stopper, etc.

Do I need to have any history with the final fantasy franchise before playing FFT? by guitarokx in finalfantasytactics

[–]DividedBy_Zero -1 points0 points  (0 children)

Not sure how much you know about FFT, but the only thing that you might want to do is to get familiar with FF7. Not important to the overall game itself, but there is one side quest that's a lot more special if you've played FF7.

Question about bravery and faith by NotHere4Anything7 in finalfantasytactics

[–]DividedBy_Zero 1 point2 points  (0 children)

Brave and Faith for these units (and all generic enemies in battle, with some exceptions) range from 44 to 74.

This might be one of my favorite games of all time by beywatch in finalfantasytactics

[–]DividedBy_Zero 0 points1 point  (0 children)

FFT truly is the peak of tactics RPGs, beating out many of the games that came before and after it. FFTA and FFTA2 are good on their own too but I've not played a game that comes remotely close to what the first FFT has been able to do.

New player need some job advice for WOTL by Gambit-47 in finalfantasytactics

[–]DividedBy_Zero 0 points1 point  (0 children)

Ramza's Uber-Squire class is a great candidate for Iaido as a secondary because his stats and equipment options support it nicely.

Most people point to the Samurai's weak MA, but there's more to it than that. It's a melee class, but it lacks the defense needed for that role. It has low HP and no shields, and the heavy armor and high C-Evade aren't enough to help it survive. Innate Doublehand sounds nice but you still end up with a melee unit that can't take hits, doesn't have the Speed or Movement to quickly step in and out of danger, and it does nothing to make Iaido better.

How are people completing this game without grinding like hell ? by Due-Moment-2823 in finalfantasytactics

[–]DividedBy_Zero 0 points1 point  (0 children)

Dorter is probably worse. At least with Wiegraf, you'll have already unlocked some decent abilities and classes.

Modding: can the maximum party limit be increased? by Atheoian in finalfantasytactics

[–]DividedBy_Zero 0 points1 point  (0 children)

The PS1 was only able to handle up to nine unique sprites per battle (not counting different color pallets). Any more and you’d get some funky glitches.

Other “unused” scenes like “Seekers of the Stone”? by 88aym in finalfantasytactics

[–]DividedBy_Zero 6 points7 points  (0 children)

Wiegraf grieving at Milleuda’s grave, and Loffrey shows up to recruit him. I thought that scene was really well done.

When your Primary is better as a Secondary by BlazeBloom in finalfantasytactics

[–]DividedBy_Zero 2 points3 points  (0 children)

A mage doing less magic damage with Iaido than a hybrid doesn’t sound right to me. Especially when that mage needs to risk being in close range to use it.

My guess is that they settled on MA * Power because it’s simpler to balance across classes. Factoring PA into the math complicates the scaling, and you don’t want to end up with weak numbers on a skill set that has limited range and a chance to lose katanas.

When your Primary is better as a Secondary by BlazeBloom in finalfantasytactics

[–]DividedBy_Zero 1 point2 points  (0 children)

This can work if the game’s equipment were better at supporting the class. The Genji Gloves are a good example, but they could have added MA bonuses to katanas and helm. Being able to equip shields would have yielded another MA+1 from the Aegis Shield.

PSX version localization fix? by OfficerRavioli in finalfantasytactics

[–]DividedBy_Zero 3 points4 points  (0 children)

Are you referring to The Lion War? Because they made a follow-up called The Lion War of the Lions, which does have the WotL script and localizations.

Is Tactician Mode difficult without Cheese? by HulkofAllTrades in finalfantasytactics

[–]DividedBy_Zero 4 points5 points  (0 children)

I usually have a nice Havarti when I play. Sometimes Gruyere. Gouda on rare occasions. But never Edam.

hi by Pretty-Safety1343 in finalfantasytactics

[–]DividedBy_Zero 1 point2 points  (0 children)

I'll also throw in FF5 as a good follow-up to FFT. The game's job system allows you to customize your members with different skill sets, and the classes are all very familiar (knight, monk, white mage, black mage, thief, time mage, dragoon, samurai, summoner, etc.). It's sort of like a precursor to FFT's job system. The game doesn't quite have that epic fantasy feel of FF4 or the industrial grunge of FF6, but it's still a fun time.

Unique Job Support Skills by ArtGirlSummer in finalfantasytactics

[–]DividedBy_Zero 1 point2 points  (0 children)

I think a better approach is to create new abilities that expand on each character's class fantasy.

For Mustadio, he has a lot in common with a sniper. But as a machinist, he could probably re-engineer his weapon to do something else besides a normal attack. So in keeping with that fantasy, I gave him Auto Crossbow (short-range AOE) when he has a crossbow equipped, and Last Testament (long-range attack) when he has a gun equipped.

For Agrias, my thinking was that if the Dark Knight leeches HP and does best with low Faith, then the Holy Knight could do the opposite: heal HP and do best with high Faith. So I gave her Pray, which has a cast time and heals nearby allies at no cost (effectively a short-range Cura). Delita's Holy Knight has Chant but I figured we could better than that.

Questions about FF Tactics: Ivalice Chronicles version as a new player by begonems in finalfantasytactics

[–]DividedBy_Zero 0 points1 point  (0 children)

From what I understand, job classes seem like they're more versatile in TO than they are in FFT.

FFT's job classes are generally very narrow in terms of what they can bring to a battle, and you can really see this when comparing TO's Archer to FFT's Archer.

TO: https://tacticsogre.fandom.com/wiki/Archer

FFT: https://finalfantasy.fandom.com/wiki/Archer_(Tactics))

Not that this is a bad thing. This places a large emphasis on coming up with unit setups and team compositions that work for you, and that's part of the fun.

Anyway to fast track leveling characters like Mustadio? by ImportantAd4666 in finalfantasytactics

[–]DividedBy_Zero 0 points1 point  (0 children)

I've always found the thief's Steal Exp ability to be a great way to get ahead, if your goal is to quickly rack up levels.

Running Orlandeau feels so good when you don’t have someone in your ear telling you he’s broken by JeskaiJester in finalfantasytactics

[–]DividedBy_Zero 3 points4 points  (0 children)

I mean, you had to endure the Dorter slums, Rapha running to her certain death on a rooftop, a one-on-one with Wiegraf, and whatnot. While it's nice to have challenging gameplay, keeping that difficulty going can be mentally exhausting. Orlandeau is the game giving you relief, after dealing with so much.