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« on: March 19, 2008, 09:05:48 AM »
Although this is strictly my opinion, I hope to give some insight into retweaking aspects of FF4 that seem horribly broken and unbalanced/useless.
I'll focus on specific aspects and work my way to others as I come up with ideas.
Bows+Arrows need the most restructuring.
Bows should focus more on tweaking the attack power.. the Arrows should be used to exploit weaknesses.
I haven't thought too much on the Bows.. but each upgrade should be like this.. a new bow should improve the attack power at least by 10 (internally, 20 points have to be increased) and the hit rate increases by 10% (this should be semi-viable for those not named Rosa).
Arrows need to be retweaked.. something along the lines like this (monsters probably have to be retweaked):
"Cursed" Arrows, 20 attack power, inflicts Curse (a tweak for Iron arrows specifically)
Holy Arrows, 10 attack power, Holy elemental, effective vs Spirits/Ghouls (most spirits are weak vs holy)
Fire Arrows, 10 attack power, Fire elemental, effective vs Undead (it would also work against the Milon Z/elemental version)
Ice Arrows, 10 attack power, Ice elemental, effective vs Insects/Reptiles (this is based on the Ice Rod)
Lightning Arrows, 10 attack power, Lightning elemental, effective vs Mechs
Darkness Arrows, 15 attack power, Darkness elemental, inflicts Darkness (this is part of a greater game tweak that would be necessary)
Mute/Silence Arrows, 15 attack power, effective vs Mages, inflicts Mute/Silence
Charm Arrows, 15 attack power, effective vs Giants, inflicts Charm
Artemis Arrows, 18 attack power, effective vs Dragons, inflicts Poison
Drain Arrows, 15 attack power, Drain elemental, effective vs "Undead" and Flan/Pudding (replacement for Poison Arrows)
Beast/Beastkiller Arrows, 8 attack power, effective vs all races except Flan/Pudding (replacement for Genji/Samurai/Yoichi Arrows)
Medusa arrows, 5 attack power, inflicts Stone
Edit: Arrow values retweaked and posting Bow stats...
Short Bow, 20 attack power (10 effective), 99% hit rate, Air elemental
CrossBow, 40 attack power (20 effective), 50% hit rate, Air elemental
Great Bow, 60 attack power (30 effective), 60% hit rate, Air elemental, +3 Str
Archer/Killer Bow, 90 attack power (45 effective), 65% hit rate, Air elemental, +5 Str
Elven Bow, 130 attack power (65 effective), 75% hit rate, Air elemental, effective vs mages, +5 Wis, +5 Str, casts Shell when used as an item
Samurai/Yoichi Bow, 180 attack power (90 effective), 70% hit rate, Air elemental, +10 Str, +10 Will, effective vs giants
Artemis Bow, 250 attack power (125 effective), 80% hit rate, Air elemental, effective vs dragons, +15 Str, +15 Agi, -15 Vit, +15 Wis, -15 Will
Thoughts and comments welcome.
Another Edit: The focus of the power goes to the bows.. the arrows have a lesser role although they have more impact early on.
The Short Bow is to be used early on.. for characters like Palom+Porom for Mt. Ordeals... while Rosa benefits from the CrossBow early on. The Great Bow will be handy during the Magnetic Cave run.. and the later Bows will become very viable for other characters.. particularly Rydia (and FuSoYa to a lesser extent) so they aren't doing as poorly.
The Artemis Bow gets the greatest boost, and gives Rosa competitive stats so she can keep the White Robe instead of having to use the Minerva Robe to be even remotely speedy.