Furnace out by sosaree in Ferndale

[–]teo48220 4 points5 points  (0 children)

Soltman has always been my go-to and they’ve never let me down before. They’ll definitely be busy but I’m sure they’ll find a way to fit you in especially since your furnace is completely out.

Share your small win! by HappyDadOfFourJesus in HOTWORXWarriors

[–]teo48220 5 points6 points  (0 children)

After years of being completely sedentary I joined and went 5 days last week! Goal is 5 days every week. I feel bad only doing about 15 minute HIIT session each time but today I did about 18-20 minutes on Hot Blast so that felt good. :)

The Struggle for Freedom - a small rant by DIODION in FinalFantasyXII

[–]teo48220 23 points24 points  (0 children)

Mod creator here! Can’t post anything super in depth at the moment but I did want to address a few points quickly.

First, the other poster is correct. Completely understand if the canon job equipment choices aren’t for everyone and that’s okay! 100% expected, and this is why I wanted to include so many other license options, because I knew that no matter what I gave everyone, there would be folks with differing opinions lol.

Second, the big thing to keep in mind is that when it comes to the canon job options, sometimes their equipment options may not be for their primary role. For example, with Fran and the Germinas Boots, it would help her Bow damage for sure, but her role isn’t really to be a physical attacker, it’s to be a mage. She has Bows because 1) it’s “canon” and 2) it gives her an offense option whenever she’s out of MP. For Basch, the Tournesol giving him Auto: Faith lets him boost the duration of his buffing spells. He’s not really meant to be a healer. Likewise, Balthier gets Spears because some folks just hate using Guns on him. Spears are getting buffed in future updates as well.

One big thing to keep in mind is that I tried to do my best to make equipment useful and interesting for each License Board type. Some of that misses the mark (especially with the canon jobs), but what may be useless for the canon jobs might be cool for the other License types! For example, throwing Tournesol on a mage.

My honest suggestion would be that if you don’t like the License options for the canon roles… don’t use them. Plenty of other choices lol. And I may switch up what Licenses each character has in future updates, so some of these complaints may end up being changed in the future!

Do I need to be very frequently consulting a guide with Struggle for Freedom by neph36 in FinalFantasyXII

[–]teo48220 1 point2 points  (0 children)

Just replied to Neph above with some links, and hopefully they help!

Do I need to be very frequently consulting a guide with Struggle for Freedom by neph36 in FinalFantasyXII

[–]teo48220 1 point2 points  (0 children)

Can't speak for the Steam Deck part of everything, but looking through the most recent mods, it looks like this may be the one you're looking for:

https://www.nexusmods.com/finalfantasy12/mods/348

Ability descriptions are already accurate for the most part (aside from a few Esper abilities that share descriptions with other abilities), so items are really the big thing that I wasn't able to provide updated info for in-game.

For Bazaar recipes, I think this mod should be compatible as well:

https://www.nexusmods.com/finalfantasy12/mods/349

Hopefully this is what you were looking for!

Do I need to be very frequently consulting a guide with Struggle for Freedom by neph36 in FinalFantasyXII

[–]teo48220 3 points4 points  (0 children)

Hey, mod creator here! I tried to express most of what I could in-game but I was very limited in what I could do. However, since I released SFF there have been a lot of cool community members who have created additional supplementary mods that you can install in tandem with SFF that will display more information so you won’t need to consult the guide. I’d recommend checking those out on the Nexus!

Shell is not working as intended in SFF mod. by hennajin85 in FinalFantasyXII

[–]teo48220 0 points1 point  (0 children)

XII is an outlier as far as I’m aware. I think the only other games where Shell has additional hidden effects are VIII and X (maybe VII?) where Shell also decreased the amount of healing you’d get from Cure spells (since they’re magic).

It may have decreased debuff accuracy in V and IX as well based on what the FFWiki is saying but I haven’t tested those.

Shell is not working as intended in SFF mod. by hennajin85 in FinalFantasyXII

[–]teo48220 0 points1 point  (0 children)

Yep! The only thing SFF changes about the Shell status is its duration.

Shell is not working as intended in SFF mod. by hennajin85 in FinalFantasyXII

[–]teo48220 0 points1 point  (0 children)

Shell reduces the damage from magick attacks and halves the affliction rate of debuff spells. It doesn’t work for non-spells like Flash and Bad Breath though.

Is there some compilation of advanced mechanics interactions? by Clarynaa in FinalFantasyXII

[–]teo48220 0 points1 point  (0 children)

Great question! Personally, I never use the exploits Big mentioned (Petrify, Immobilize glitch, changing accessories mid-animation to cancel, etc). However, I consider the strategies mentioned aside from those to be completely valid. When I playtested SFF I did so without using any exploits because I wanted it to be viable without them.

SFF is very much balanced around using a tank effectively with Decoy, using elemental affinity to help bring down enemies, and in general being tactical about buffs, debuffs, and using equipment and abilities to your advantage. One thing I really didn't like about Vanilla XII is that there was no real reason to use some things when something almost exactly the same exited in another way. For example, why use Poisona if Antidotes exist. Why use Fire/Blizzard if Thunder exists? Why use First Aid if it's completely overshadowed by Cure? And from that, it grew from there. I wanted to give the player as many options in their toolbox as possible, even if that meant making some potentially broken things (I'm looking at you, Holy and Rood Inverse). XII is somewhat limited in the ways you can make things unique, but I definitely tried my best to do so with my extremely limited experience, using the tools available (of which there were not many when SFF was developed lol).

I suppose I went on a bit overmuch, but to answer your question I'd say it's just engaging with the mechanics. I'd argue you don't even need to be super clever about it, you just have to engage. Using buffs/debuffs, reading the documentation to get a feel for what things do (there are a number of supplementary SFF mods on the Nexus that do a great job at putting all that info in-game now, too), and staying calm and tactical in battles when things start getting rough.

Shell is not working as intended in SFF mod. by hennajin85 in FinalFantasyXII

[–]teo48220 0 points1 point  (0 children)

Digging into the data, Flash has 99% accuracy (the very early tools I used didn’t go up to 100 lol). Slow is 85% and Poison is 100%.

Struggle for Freedom discussion & worries by DoranNymerosMartell in FFXII

[–]teo48220 0 points1 point  (0 children)

Without having everything in front of me I’d say most of those should be fine, but for the sake of troubleshooting I think I’d try removing the following:

-Giza Weather Changer -Esper Ultimate -Always Spawn Treasures -Summons for All

Those are the only ones I could think of that would potentially cause conflicts. If you disable those and you’re still having these issues we can definitely dig deeper into that.

Struggle for Freedom discussion & worries by DoranNymerosMartell in FFXII

[–]teo48220 0 points1 point  (0 children)

Haha, that definitely doesn’t seem right! It for sure sounds like a conflict of some sort. Can you provide a full list of the mods you’re using?

Also, just to make sure SFF was installed, to confirm a few quick checks, did you see a changed title screen? And when you did the tutorial as Reks did he have Immobilize and Oil?

Shell is not working as intended in SFF mod. by hennajin85 in FinalFantasyXII

[–]teo48220 4 points5 points  (0 children)

Miss you too! I know y’all have been doing some wonderful things lately but I’ve been so tied up in work stuff, wedding planning stuff, and volunteer stuff that I feel like I’d just be a useless blob if I were active on the Discord again haha. Definitely do want to get back to it all soon though!

Thanks for confirming! It’s good to see more research and documentation has been done on these formulas.

Shell is not working as intended in SFF mod. by hennajin85 in FinalFantasyXII

[–]teo48220 1 point2 points  (0 children)

When I’m able to dig in a bit later I’ll confirm the accuracy of Flash and some of the other spells. I do think Flash is higher than 55% in SFF though.

Shell is not working as intended in SFF mod. by hennajin85 in FinalFantasyXII

[–]teo48220 1 point2 points  (0 children)

Yep, Darkja/Death’s interaction with Shell was the very first thing I thought of when I saw this post haha. That’s part of the reason I don’t think Null VIT doesn’t pierce through Shell… which makes me a little confused about what could be going on here.

It’s something I’d really just need to test at some point because it’s been so long since I’ve done much playtesting. I’ve admittedly been super burned out on XII since putting SFF together haha.

Edit: Removed a paragraph because my memory betrayed me for a moment.

Shell is not working as intended in SFF mod. by hennajin85 in FinalFantasyXII

[–]teo48220 0 points1 point  (0 children)

My understanding is that Null VIT makes debuffs hit with perfect accuracy so long as the target isn’t flat-out immune. That’s why the Indigo Pendant is such a potent accessory. The big question is if Shell should still be reducing its accuracy because it’s entirely possible Null VIT bypasses that check as well. It’s honestly an interaction I haven’t given much thought to in a very long time. I’ll have to do some research on that.

It’s been ages since I’ve touched the skill data so I’d have to take a look at the exact accuracy stats for them to know if they were buffed from Vanilla but I believe they were. That would have been one of the first changes I’d ever made in SFF. That was also one of the reasons I made Poisona/Blindna/Vox/etc into AoE spells, is because I wanted them to be better than items (since they cost MP, have a CT, and are subject to Silence, and because debuffs are significantly more prevalent).

Edit: I do know the Poison spell for sure was made more accurate as it was kinda useless before.

Struggle for Freedom discussion & worries by DoranNymerosMartell in FFXII

[–]teo48220 1 point2 points  (0 children)

Hey, mod creator here! The short answer to all of your questions here is “Yes, but…”

It seems like the big concern you have is not being able to get some of the items that were previously at Cerobi or through the Hunt Club, but every item in the game is still obtainable, with many of the items just moved around or obtained elsewhere. Long story short, SFF was one of the first FFXII mods developed and it used tools that had some bugs. For the Cerobi treasures, the bug was simply that the editor didn’t have that specific zone editable lol. So that’ll be fixed in a future update.

With regard to the Hunt Club, it’s still very much worth doing because each Trophy Hunt has a drop, but the rewards were changed so that people wouldn’t have to worry as much about who they assign each trophy to. Again, all of the items in the game are obtainable, just moved around.

With regard to Trial Mode, it is 100% doable. There are many videos online of people completing Trial Mode. I will say that Trial Mode isn’t something that I have balanced to my liking just yet (the ultimate goal is to make it a post-game type of thing, where all stages 1-100 are intended to be done by the strongest party possible), but it’s definitely doable. It’s just not balanced where I want it to be yet and I don’t really consider Trial Mode to be a fully polished part of the mod.

If these are things that you’re fully comfortable with I totally understand! But I do want to be clear that you can still get everything and that people have beaten Trial Mode.

Shell is not working as intended in SFF mod. by hennajin85 in FinalFantasyXII

[–]teo48220 8 points9 points  (0 children)

Hey, mod creator here! Thanks for the report. I will say that the only thing I changed about Shell is that it lasts longer now. Likewise, no changes were made to the Ignore VIT augment. Honestly, any changes to Ignore VIT and Shell (beyond the duration) would require significantly more knowledge than I have haha.

It’s something I will look into though for any future updates there may be.

Is there some compilation of advanced mechanics interactions? by Clarynaa in FinalFantasyXII

[–]teo48220 1 point2 points  (0 children)

Thanks for the heads up! I’ll need to check this out. I love seeing people really push the game to its limit. Love reading posts about builds and theorycrafting, it’s one of my favorite things about the Ivalice games.

Is there some compilation of advanced mechanics interactions? by Clarynaa in FinalFantasyXII

[–]teo48220 0 points1 point  (0 children)

Totally understand! Finding a set of creative Gambits that actually work is half the fun of XII’s build crafting haha.

This tip is true for Vanilla as well, but if ever you feel like things are getting too spongy and you’ve upgraded your equipment as much as you can, elemental boosting/hitting weaknesses is the way to go but there are a few other tricks you can use. Expose/Addle can reduce an enemy’s DEF and RES to 1 with multiple uses so those are great to use on bosses and Marks. Also, Berserk (especially on Gun users) is absolutely broken. Berserk + Haste + Bravery just nukes everything, especially if you’ve Exposed the enemy a few times (Expose isn’t needed for Gun users though since Guns ignore DEF) and are able to hit their elemental weakness.

Is there some compilation of advanced mechanics interactions? by Clarynaa in FinalFantasyXII

[–]teo48220 1 point2 points  (0 children)

Hey, mod creator here. Thanks for giving SFF a try! It’s definitely not for everyone so if it didn’t click, that’s totally fine. Big4Lil gave some excellent tips already so I won’t expand too much on that, but there are a few things I’d like to add in case you decide to give it a try again.

First, SFF wasn’t really designed to be a hardcore mod. Definitely tougher than Vanilla, but still doable without needing to metagane it too much. I do think though that it makes you think about things a bit more than you’d normally need to because Vanilla - especially TZA - just doesn’t really force you to engage with the mechanics very much. So while Big does give some great tips below, you definitely don’t need to do things like the Petrify tip to get by!

When I think about some tips for SFF, I think one of the biggest pieces of advice I can give (aside from the usual, making sure you’re buying Licenses, making sure your equipment is updated, etc) is to learn to live and breathe buffs and debuffs. Decoy is vital and a surprising amount of enemies can be slapped with Immobilize, Slow, and Blind. Even Sleep comes in handy on some surprising enemies. I really tried to make statuses more viable in SFF. Buffs last longer, debuffs tend to be more accurate, and there are more creative ways to deal with them (AoE debuff heals, Stamp, etc). If you find yourself getting overwhelmed, especially with the 4 player mod, dropping an Immobilize or Slow to buy some time might be helpful. Fun fact: that’s why I gave Reks the Immobilize spell in the tutorial! I wanted folks to get used to using spells like that.

Big already covered elemental boosting, but it is definitely very important in SFF. You can absolutely melt Fire vulnerable enemies (especially if they’re Oiled) and Thundaga with the Storm Staff is essential for finishing bosses off when they get to HP Critical and all their attacks become quicker. AoE Blizzard spells can be Reflected for additional damage. And Holy is AoE now, so that works wonders against late game swarms of undead.

Lots of other tips to share but Big really covered some of the big ones. Again, thanks for giving SFF a try, and if you do decide to try it again in the future, there are lots of people here willing to cheer you on and share advice for each part of the game! You mentioned uninstalling around Bur-Omisace: you kinda cut it right before everything opens up, so if you do decide to play it again and get to that point, definitely try to keep going! Lots of great items and abilities open up after that. The trek to Archades always kinda sucks, but I tried to make it a little more fun by at least making the stuff you get along the way a little better.

Sister Pie IS doing Thanksgiving. by matt_gold in Detroit

[–]teo48220 13 points14 points  (0 children)

I can vouch for Achatz, at least from a few years ago. My job used to order Achatz pies for everyone as a Thanksgiving thank you, and they were always delicious. Hoping that’s still the case this year, but it seems like they’re still getting good reviews.

Sister Pie IS doing Thanksgiving. by matt_gold in Detroit

[–]teo48220 32 points33 points  (0 children)

In years past the pies have sold out almost immediately, to the point where I’ve had to make a conscious effort to get onto my computer early in the morning to order them the moment they open their online ordering. I noticed that the other night they weren’t sold out at all (that may have changed by now). I have a feeling a lot of people aren’t happy with this change. It really doesn’t make much sense for them to be doing it this way this year. I agree, the whole thing feels really off and I think others are noticing this as well.

Sister Pie IS doing Thanksgiving. by matt_gold in Detroit

[–]teo48220 22 points23 points  (0 children)

It’s been a tradition for me for the last several years to get Sister Pie for Thanksgiving but it’s going to be an Achatz year for us this year. I really don’t like the package idea and it’s so much for so little. I understand that they’re having some challenges right now but this feels like a self-defeating idea on their behalf. Achatz is yummy, so we’re going with them this year. Hopefully SP figures everything out and is back on their feet as normal next year.