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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #15 on: June 07, 2008, 08:36:39 PM »
Yes, I get it. Even at max damage, the drop in defense for the weapon being two-handed is too great to be worth it. I believe you on that.

The solution, however, in my opinion, is still not to give the weapon a defense bonus. That makes no sense. Maybe if there were a weapon called "Protect Blade" it could do that or something, but as a general rule I think giving two-handed weapons a defensive bonus would be very kludgy. If defense is that important, why have two-handed weapons at all? Simply make all the weapons one-handed and balance them accordingly. Promlem solved; simple, elegant, and in flavor.

Alternatively, if you don't want to make all weapons one-handed, I think the solution should be to scale back the attack power of the monsters so that you can afford to not wear a shield and not get totally creamed, and/or decrease the defense given by shields to narrow the gap if it needs to be narrowed. Perhaps you can make it so body armor makes a larger difference defensively than shields. That way losing the shield wouldn't be as crippling a sacrifice.
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Deathlike2

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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #16 on: June 07, 2008, 08:56:56 PM »
The attack power usually isn't an issue, since issuing a 1x255 attack can be evaded fairly often. It's usually the attack multiplier that has more of an impact, in conjuction with the attack power (well, a high 99x multiplier with a weak attack power doesn't have as much impact either, but will ensure some stable  damage if you do the math right).

The game is designed that defense has more of an impact early game, and evasion+defense multiplier will protect you the most late game. Cid (particularly in FF4A) is the usually the physical damage taker. Yang on the other hand (particularly in FF4A) doesn't suffer as much because of high evasion options (though suffers from low magic defense, but that's a different detail). Both are high HP fighters put in the front row. The damage intake between the two is night and day late game.

A defense bonus (at least just defense, because the multipliers and evade have a far greater impact) can at least make the situation reasonably saner since damage will still be taken, but at a much more reasonable rate. If we just simply have better armor that increases defense, you combine this with an already high evasion+bonus defense multiplier from the shield, why bother even trying a 2-handed weapon, even if it were stronger?

I still like the idea of two handed weapons in a late game scenario, getting rid of them makes it more FF5/FF6-ish, where two handed is kinda cool early on, but sucks ass late game.
« Last Edit: June 07, 2008, 09:03:32 PM by Deathlike2 »
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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #17 on: June 07, 2008, 09:07:51 PM »
"Never let logic get in the way of good gameplay." - My philosophy for Pandora's Box

Two-handed weapons giving a defense bonus doesn't have to make sense, it just has to improve the gameplay in a way that exceeds what could be done without them giving a defense bonus. Making them give a direct defense bonus would require changing the way equipment works entirely, either hard coding it to add a bonus if the two-handed bit is enabled or expanding the stats weapons can modify. Without doing that the best one could do would be adding a vitality boost to any two-handed weapon, precisely what axes already do in my hack. Will that make enough of a difference to compensate for the lack of evasion from a shield? I doubt it, but axes are overpowered in my hack for that reason.

We also need to remember that only the game's tanks can equip two-handed weapons, this is especially true of Cid. Sure, you may need to heal more often with them equipped, but is that really a big deal? I don't think it is so much as the weapons just suck, if the poison axe had any redeeming qualities I'd gladly trade the light sword or Defender for it, but it simply doesn't. The Avenger is the complete opposite, no one can deny Cecil or Kain equipped with the Avenger in the SNES, PSX, or DS versions is a killing machine, that small issue of less evasion isn't even worth worrying about when you're tearing through enemies like they're not even there.

Deathlike, for fun make the Ragnarok have 255 attack power: Its damage will overflow and Cecil will end up doing 1 damage to enemies in the Lunar Subterrain. :tongue:
« Last Edit: June 07, 2008, 09:16:03 PM by Dragonsbrethren »

Deathlike2

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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #18 on: June 07, 2008, 09:19:31 PM »
"Never let logic get in the way of good gameplay." - My philosophy for Pandora's Box

Two-handed weapons giving a defense bonus doesn't have to make sense, it just has to improve the gameplay in a way that exceeds what could be done without them giving a defense bonus. Making them give a direct defense bonus would require changing the way equipment works entirely, either hard coding it to add a bonus if the two-handed bit is enabled or expanding the stats weapons can modify. Without doing that the best one could do would be adding a vitality boost to any two-handed weapon, precisely what axes already do in my hack. Will that make enough of a difference to compensate for the lack of evasion from a shield? I doubt it, but axes are overpowered in my hack for that reason.

That will be the day when Axes (or 2 handed weapons in general get the proper attention).  :tongue:

Quote
We also need to remember that only the game's tanks can equip two-handed weapons, this is especially true of Cid. Sure, you may need to heal more often with them equipped, but is that really a big deal? I don't think it is so much as the weapons just suck, if the poison axe had any redeeming qualities I'd gladly trade the light sword or Defender for it, but it simply doesn't. The Avenger is the complete opposite, no one can deny Cecil or Kain equipped with the Avenger in the SNES, PSX, or DS versions is a killing machine, that small issue of less evasion isn't even worth worrying about when you're tearing through enemies like they're not even there.

I guess it bothers me a bit because I like maxing stats, and it's always been worth it for me to attempt to make them great overall (although FF6 is a terrible demonstration of these ideals because the whole system is maddening IMO). The Avenger is perfectly slotted where it is, but that's mostly because of the additional attack power bonus via Berserk. I don't like that weapon on Cecil late game (when you first get it, it's the weapon of choice vs Trapdoors), but for Kain I can live with given his other weapon options. The tradeoff balance has never been there for 2-handed weapons, and for me that's been annoying by far. To be honest, I still use the Crystal Sword over the Ragnarok in JCE's hack for that very reason alone.

Quote
Deathlike, for fun make the Ragnarok have 255 attack power: It's damage will overflow and Cecil will end up doing 1 damage to enemies in the Lunar Subterrain. :tongue:

Cure4 is an example of sheer  :wtf:
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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #19 on: June 08, 2008, 05:14:15 AM »
The attack power usually isn't an issue, since issuing a 1x255 attack can be evaded fairly often. It's usually the attack multiplier that has more of an impact, in conjuction with the attack power (well, a high 99x multiplier with a weak attack power doesn't have as much impact either, but will ensure some stable  damage if you do the math right).

The game is designed that defense has more of an impact early game, and evasion+defense multiplier will protect you the most late game. Cid (particularly in FF4A) is the usually the physical damage taker. Yang on the other hand (particularly in FF4A) doesn't suffer as much because of high evasion options (though suffers from low magic defense, but that's a different detail). Both are high HP fighters put in the front row. The damage intake between the two is night and day late game.

A defense bonus (at least just defense, because the multipliers and evade have a far greater impact) can at least make the situation reasonably saner since damage will still be taken, but at a much more reasonable rate.

You keep telling me over and over in different ways something I already take your word for: that the extra damage your characters take when they are not using a shield is too much in relation to any extra attack bonus a two-handed weapon can give you above a one-handed one. I get it. I believe you.

It seems to me as though you think that the only way to remedy this problem is to have it so that two-handed weapons give the user some kind of defensive bonus. That is not true. There are other ways and I have suggested several of them in my previous post that you still haven't addressed, such as:

* Making shields weaker
* Making monsters do less damage

Another thing you could do to have the same relative result as making two-handed weapons stronger is to make one-handed weapons weaker.

If we just simply have better armor that increases defense, you combine this with an already high evasion+bonus defense multiplier from the shield, why bother even trying a 2-handed weapon, even if it were stronger?

I highlighted the key phrase above.

When you go through all the armors and increase their defensive abilities, you would also go through all the sheilds and decrease theirs. The idea is to make it so that most of the defense of the tank characters will come from their armor, not their shield. That way the shield will simply be a bit of an extra defense boost that in certain circumstances will be worth sacrificing for a bit of extra attack power.

I still like the idea of two handed weapons in a late game scenario, getting rid of them makes it more FF5/FF6-ish, where two handed is kinda cool early on, but sucks ass late game.

Ok that's fine. But there are many ways to make two-handed weapons useful. They don't have to give a defensive bonus.

Quote from: Dragonsbrethren
Two-handed weapons giving a defense bonus doesn't have to make sense, it just has to improve the gameplay in a way that exceeds what could be done without them giving a defense bonus.

Ok I'll be the first to admit that game balance is more important than something making sense. However, I still think that if there are solutions that preserve game balance yet do make sense, then those solutions are superior to solutions which preserve game balance yet do not make sense. That's why helmets don't normally give people attack bonuses.

Do you agree? If so, what is wrong with the solutions I suggested earlier?
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Deathlike2

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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #20 on: June 08, 2008, 09:36:32 AM »
The attack power usually isn't an issue, since issuing a 1x255 attack can be evaded fairly often. It's usually the attack multiplier that has more of an impact, in conjuction with the attack power (well, a high 99x multiplier with a weak attack power doesn't have as much impact either, but will ensure some stable  damage if you do the math right).

The game is designed that defense has more of an impact early game, and evasion+defense multiplier will protect you the most late game. Cid (particularly in FF4A) is the usually the physical damage taker. Yang on the other hand (particularly in FF4A) doesn't suffer as much because of high evasion options (though suffers from low magic defense, but that's a different detail). Both are high HP fighters put in the front row. The damage intake between the two is night and day late game.

A defense bonus (at least just defense, because the multipliers and evade have a far greater impact) can at least make the situation reasonably saner since damage will still be taken, but at a much more reasonable rate.

You keep telling me over and over in different ways something I already take your word for: that the extra damage your characters take when they are not using a shield is too much in relation to any extra attack bonus a two-handed weapon can give you above a one-handed one. I get it. I believe you.

It seems to me as though you think that the only way to remedy this problem is to have it so that two-handed weapons give the user some kind of defensive bonus. That is not true. There are other ways and I have suggested several of them in my previous post that you still haven't addressed, such as:

* Making shields weaker

Shields are perfectly slotted where they are at. The provide negligible defense power but have the major source of evade. Arguably the whole shield evasion could be scaled back a bit (at max 10% of all shield evasion is removed) and with some axe attack power rebalancing (increases), that might help, but it simply doesn't help enough IMO (I'd have to churn some numbers out to be sure).

Quote
* Making monsters do less damage

I complained about the Edge taking more damage part. I could've argued about having two weapons wielding should have a defensive bonus too, but Edge gets an "attack power bonus" for equipping both hands, so that's out of the question (I mean, he gets compensation). I never wanted the monster difficulty to change there. Monster difficulty should almost never be tweaked for this reason.

Quote
Another thing you could do to have the same relative result as making two-handed weapons stronger is to make one-handed weapons weaker.

Ultimately, I believe a 2-handed weapon should compete just as well as a 1-handed weapon at the same strength, with equal opportunity/option to be just as good for the most part. Obviously they could be rebalanced with everything else w/o changing the game fundamentally, but that isn't my argument.

Quote
If we just simply have better armor that increases defense, you combine this with an already high evasion+bonus defense multiplier from the shield, why bother even trying a 2-handed weapon, even if it were stronger?

I highlighted the key phrase above.

When you go through all the armors and increase their defensive abilities, you would also go through all the sheilds and decrease theirs. The idea is to make it so that most of the defense of the tank characters will come from their armor, not their shield. That way the shield will simply be a bit of an extra defense boost that in certain circumstances will be worth sacrificing for a bit of extra attack power.

Ironically, I actually like the original system on classifying equipment. Shields provide evade (primarily) and a defensive multiplier. Heavy armor provides defense. Wizard Robes provide magical stat boosts, Fighter/Monk Robes provide power boosts and evasion. Rings provide evade and gauntlets do not. Most of their overall defense for a fighter such as Cecil or Kain comes from the shield (other than Agility, since that derives the stat), unless we're talking early game. The defensive tradeoffs early game is less impactful. In the late game, shield dependence is at an all-time high.

Quote
I still like the idea of two handed weapons in a late game scenario, getting rid of them makes it more FF5/FF6-ish, where two handed is kinda cool early on, but sucks ass late game.

Ok that's fine. But there are many ways to make two-handed weapons useful. They don't have to give a defensive bonus.

Do you have a more creative way? Other than rebalancing weapons in general (because it doesn't really solve the problem, it just changes its role) or removing 2-handed weapons altogether. I'd love to hear it.

Quote
Quote from: Dragonsbrethren
Two-handed weapons giving a defense bonus doesn't have to make sense, it just has to improve the gameplay in a way that exceeds what could be done without them giving a defense bonus.

Ok I'll be the first to admit that game balance is more important than something making sense. However, I still think that if there are solutions that preserve game balance yet do make sense, then those solutions are superior to solutions which preserve game balance yet do not make sense. That's why helmets don't normally give people attack bonuses.

Do you agree? If so, what is wrong with the solutions I suggested earlier?

Actually, the helmet set of Headband/Bandanna/Ninja does boost attack power, though mostly in the form of the attack multiplier.. in trading off magic defense. The evasion is relatively beneficial and the difference between that an a warrior/heavy helmet is moot. Though, this says a lot more about how sucky the warrior helmets are (until you get to the Samurai/Genji Helmet, they all suck in magic defense until you reach this point).

Comparitively speaking, those are far easier to rebalance given their impact vs other helmets and their role in contributing to the defense. The same cannot be said for a weapon+shield combo vs a two-handed weapon. The primary issue is how a shield works fundamentally, regardless of the monster or other weapons in question. Even if a shield provides 0 defense, 0 magic defense, 0% magic evasion, the evasion, plus the additional defensive multiplier bonus is enough to keep them useful. Then again, the shields in this game (other than the Samurai/Genji shield and the shields before the Paladin/Light Shield) provide nifty bonus defensive properties, upping their overall impact.
« Last Edit: June 08, 2008, 09:54:45 AM by Deathlike2 »
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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #21 on: June 08, 2008, 04:24:03 PM »
Quote
Do you have a more creative way? Other than rebalancing weapons in general (because it doesn't really solve the problem, it just changes its role) or removing 2-handed weapons altogether. I'd love to hear it.

I don't see how rebalancing the weapons doesn't solve the problem. Isn't giving two-handed weapons defensive bonuses effectively rebalancing the weapons? Then again, I'm not entirely sure what you mean by "changing the role" of the problem...
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Deathlike2

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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #22 on: June 08, 2008, 04:31:17 PM »
Quote
Do you have a more creative way? Other than rebalancing weapons in general (because it doesn't really solve the problem, it just changes its role) or removing 2-handed weapons altogether. I'd love to hear it.

I don't see how rebalancing the weapons doesn't solve the problem. Isn't giving two-handed weapons defensive bonuses effectively rebalancing the weapons? Then again, I'm not entirely sure what you mean by "changing the role" of the problem...

Under the standard scenario, it becomes "2-handed weapons are for uber power only", which may be fine for some people. My problem is wanting 2-handed weapons being equally useful as a weapon+shield combo. With my proposed ideas to tweak that, I don't literally want a two handed weapon to have total shield bonuses, making 2-handed weapons good, if not better defensively than a sword+shield combo (though one could argue that a sword+shield combo allows for greater stat bonuses), but rather a fair option w/o totally punishing people for wanting to use a 2-handed weapon.
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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #23 on: June 09, 2008, 05:06:42 PM »
Here's a scenario I hadn't considered, from my own hack no less: Edward's harps are two-handed, they inflict status effects on the enemy. Is it worth trading those status effects for a shield? Edward can equip the buckler (and several other "light" shields that he doesn't actually have access to but I made available to him in the spirit of the original) and dagger, his damage output will be a little less but he'll certainly benefit from that evasion bonus...

Deathlike2

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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #24 on: June 09, 2008, 05:26:29 PM »
Here's a scenario I hadn't considered, from my own hack no less: Edward's harps are two-handed, they inflict status effects on the enemy. Is it worth trading those status effects for a shield? Edward can equip the buckler (and several other "light" shields that he doesn't actually have access to but I made available to him in the spirit of the original) and dagger, his damage output will be a little less but he'll certainly benefit from that evasion bonus...

I think that issue is primarily negated because of two things:

1) Back row - though the harps naturally aren't back row compatible (unless it's FF2), he will be placed there due to low HP growth... (which is worse than Rydia or Porom's, but better than FuSoYa and Tellah).

2) Natural equipment options - robes are his thing, although he has absolutely zero wizard robes accessible (unless you consider his original body armor one of those options) and must eventually rely on Monk robes.

Then again, what you suggest also invokes two other issues...

1) The status effect inflicted by the harp outweighs a lot of offensive demand by the character. If you're talking about FF4A though, he eventually overcomes this post-level 70 with insane stat growth plus the Loki's Lute is back row compatible (plus a vicious monster type mauler). If there were more harps (or 2 handed weapons) with status effects with uncontrolling properties (like paralysis and maybe berserk), it would be interesting.

2) Sing becomes neutered, since it relies on a 2-handed weapon (that's the check). I think it's a nice option, although I think the spells attached to it be completely redone (How? I don't know). That even assumes you even use that command in your hack.

I don't know what kinds of differences/properties you are making though, so I don't have a complete picture of the balance you want. I'm basing my opinion/analysis on the known info.

There should almost never be a character in the back row with a shield (unless the defense is warrented), except under two circumstances.

1) Their special attack doesn't require row selection (see Kain's Jump).

2) You're abusing that steal-shield bug.

As an aside, Edward with a shield in JCE's hack is kinda underwhelming, since I still have to have him in the back row. It was primarily for HP reasons. His Agility growth is obscene enough to have lots of natural defense (I mean, his defense multiplier is upped naturally at like level 16 or 17 without the need for a shield). I tend to think of Edward as a mini-Edge with more magic power (and magic defense) that has no actual spells.

Also remember that the evasion bonus from a shield doesn't really improve things by much until you get a greater defense multiplier.
« Last Edit: June 09, 2008, 06:08:33 PM by Deathlike2 »
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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #25 on: June 09, 2008, 06:19:43 PM »
Edward was probably a bad example, but at the moment it's the only real example in my hack, prior to this thread being created I never really gave much thought to two-handed weapons. Edward gets slightly better equipment selection in my hack, he starts with a bronze plate (Which replaces the bard's tunic, can be bought in Fabul and Baron, Rosa and Yang can equip it too) but I doubt you'd consider him a front-row fighter.

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Re: FF4 - Random Ideas on Improving 2-Handed Weapons
« Reply #26 on: June 09, 2008, 06:34:03 PM »
Well, I'm just saying. I don't believe Edward ultimately doesn't benefit very much from a shield early game.

Don't forget the impact of the back row in terms of overall damage intake. Reducing monster hit rate by half does wonders, so evasion is a less of a factor in the back row under most instances.
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