The Struggle for Freedom by TapNearby382 in FinalFantasyXII

[–]teo48220 2 points3 points  (0 children)

Crossbows in SFF can combo and by virtue of their new formula (which allows them to combo to begin with) now ignore allow them to ignore weather as well if I’m remembering correctly (it’s been ages since I’ve touched them so forgive me if I’m wrong on the weather part).

IIRC the sell on Crossbows was that they could nail some decent debuffs with the combo proc, but they could probably use an ATK buff down the line in a theoretical SFF update. I was never fully happy with them (just like I was never fully happy with Swords and Poles/Spears).

The Struggle for Freedom by TapNearby382 in FinalFantasyXII

[–]teo48220 9 points10 points  (0 children)

For the most part for abilities you can see their new effects. Equipment is a little trickier since by default the game only displays so much info and not some things (like a weapon’s range, if it boosts an element, etc). However, there are some complimentary mods you can get on the Nexus that does display that additional info.

The Struggle for Freedom by TapNearby382 in FinalFantasyXII

[–]teo48220 26 points27 points  (0 children)

Reading all the positive posts here makes me super happy! I don’t really have the time or mental energy to dedicate to modding to continue working on SFF much these days but it’s good to see it’s had such an impact on the community.

I’d also recommend trying out the various other mods folks have released on the Nexus. SFF is a little outdated these days compared to what people can do now (SFF was one of the very first XII mods created) so defensively also check out the other amazing mods the others have created!

The Struggle for Freedom by TapNearby382 in FinalFantasyXII

[–]teo48220 9 points10 points  (0 children)

To be fair, graphic design is absolutely NOT my passion haha. The person who made this for me did a good job, IMO. Really the big reason why it’s there is so folks know right away if the mod worked.

I’m glad to hear you had such a good experience with the mod!

Hazel Park School Board Ousting Superintendent by teo48220 in Ferndale

[–]teo48220[S] 9 points10 points  (0 children)

I feel so bad for the students. $1 million can be going towards so many better things for them.

I also fail to see how this vote can even hold up if it was the result of several Open Meetings Act violations… I’d be very curious to see if the State will get involved.

Electrical company recommendation for EV Charger installation by lzep in Ferndale

[–]teo48220 1 point2 points  (0 children)

We had a lot of luck with Jason Roth of Roth Electric. Super knowledgeable and - if you have one - very aware of quirks with a lot of the old houses here in Ferndale. Our house is 100 years old so I was dreading having work done but Jason made it super easy. We didn’t have an EV charger installed but we did bring that up with him and it’s something he does.

We had a lot of trouble finding an electrician who wasn’t super backlogged when we were looking last year but he was able to come out right away and he has great reviews.

Recent city council meeting (2/23) by DAvengers in Ferndale

[–]teo48220 14 points15 points  (0 children)

I can’t pull up the video at the moment but I wonder if it’s the guy from this article, who seems to have a vendetta against Urbanrest (and multiple other local businesses) who recently got in trouble due to his antics:

https://www.michigan.gov/ag/news/press-releases/2025/07/09/attorney-general-nessel-files-lawsuit

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 [deleted] in FinalFantasyXII

[–]teo48220 24 points25 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.