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Author Topic: The Official "How to fix Quick" topic  (Read 3428 times)

Imzogelmo

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The Official "How to fix Quick" topic
« on: January 09, 2010, 05:16:46 PM »
Looking at all the bugs in this game, and all the corresponding fixes, it occurs to me that there are some major things that are still unattended. One of those is the Quick spell. And, from past discussions, I know why that is: Quick is very very broken and the battle time code is not fully understood.

So...

With a renewed interest in fixing bugs for this game, I'm starting this topic for all interested to see if we can't find a comprehensive fix for this spell and all its ill effects. I think it will probably end up something like assassin's Jump megafix; there are just too many interrelated issues to tackle them individually.
« Last Edit: January 09, 2010, 07:07:47 PM by Imzogelmo »
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Dragonsbrethren

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Re: The Official "How to fix Quick" topic
« Reply #1 on: January 09, 2010, 06:51:33 PM »
Well, not commenting on any of the real problems the spell causes, I think it would be much better balanced if it could only be used to give one extra turn. Simply prevent someone using X-Magic/Dualcast from selecting it.

Imzogelmo

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Re: The Official "How to fix Quick" topic
« Reply #2 on: January 27, 2010, 08:01:59 AM »
I won't argue that it is in any way balanced, because it's not, but my thought here is to attempt to fix the multitude of problems that it has, most of which are the result of the fact that time doesn't (consistently) stand still while a Quick turn is in effect.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

Lenophis

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Re: The Official "How to fix Quick" topic
« Reply #3 on: January 27, 2010, 03:08:33 PM »
I can only imagine it's just as broken in FF5, but that doesn't get nearly the cover FF6 does for some reason.

I'm not sure how I would fix it, so that probably isn't helping any. Perhaps we should look at what is broken because of Quick?

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Deathlike2

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Re: The Official "How to fix Quick" topic
« Reply #4 on: January 27, 2010, 03:26:20 PM »
I can only imagine it's just as broken in FF5, but that doesn't get nearly the cover FF6 does for some reason.

It's not as broken... you would have to sacrifice something by doing it, unlike FF6.

There is no Economizer. The next best option is the Gold Hairpin, but that produces a loss of defense that would have normally gone to the helmet, which would prevent the use of a Ribbon... though it allows you to use the Mime class w/o much of a penalty.

Everyone has the Magic command in FF6 (well, with the obvious exception), but FF5 requires you slot the individual spell commands... and if you even attempt to slot in the !Red + !Time commands for the Quick dualcast, you'll have one more slot left as a Mime for another spell slot (probably !Summon or !White or !Black) and if you go all out offensive, you will have to spend a turn just healing up the MPs... which makes Quick less impactful than it normally would. It would take two turns of massive magic usage if you use the Gold Hairpin...
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TheNattak

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Re: The Official "How to fix Quick" topic
« Reply #5 on: January 19, 2011, 04:44:38 PM »
I, would also really like something to be done with Quick. Quite possibly something like the without interruption part being taken out. I have been trying to achieve this, but have not succeeded yet.

Odbarc

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Re: The Official "How to fix Quick" topic
« Reply #6 on: January 20, 2011, 12:45:32 PM »
Couldn't you just rewrite Quick to work like a Gem Box non-magic skills? Double-tools/Blitz/SwordTech ect.

Djibriel

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Re: The Official "How to fix Quick" topic
« Reply #7 on: March 08, 2011, 01:07:22 PM »
A lot of problems can be avoided by having Quick do what it does in FFT and FFTA; it instantly fills the target's (equivalent of an) ATB gauge and the caster cannot be the target. This way, no 'time freeze' effect needs to be maintained, a lot of bugs are not so much fixed but their possibility is removed and Quick no longer functions as an anti-counter bubble like it does in vanilla FFVI.

The balance issue that arises is that your most potent character can now act on everybody's turn, more or less, but you could restrict Quick to a one-time spell for every fight, or make it share Northern Cross' hit rate gimmick.
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