• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

The Final Fantasy Tactics Autobattle Tournament thread

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 >
  #301  
Old 06-21-2013, 01:01 PM
Mommi Mommi is offline
Even falling is flying
 
Join Date: Jun 2007
Location: Twin Cities
Pronouns: She/Her/Hers
Posts: 8,062
Default

Hey my team lost to the ninja, which I wasn't all that worried about, while the lancer I was afraid of did nothing. I appreciated the commentary on why you formed the team. Basically making it as unlikely as possible that you ninja would be dead at the same time as the lancer by making her tanky and slow(spending most of her time in the air).

Cool!

Anyway, I'm not making any changes for the loser bracket. Let it ride!
  #302  
Old 06-21-2013, 01:21 PM
dtsund dtsund is offline
Set phasers to hug
 
Join Date: Aug 2009
Posts: 5,093
Default

Quote:
Originally Posted by Destil View Post
once Toast gets into range and starts jumping she's going to be hard to stop.
I think that's only going to be an issue when my Knight gets Stopped or Paralyzed; otherwise, my units are too fast for Jump to work most of the time.
  #303  
Old 06-21-2013, 01:34 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

I didn't get to finish my line of reasoning, but Setiemson for Always:Haste allows the Lancer to spend 2/3 of the battle airborne. I'm kind of thinking now that I should've put Speed Save on the Lancer instead of the Ninja, but that's a concern for later rounds at this point.

I have changelists from these people:
Torgo
reinoe (team)
Traumadore (no change)
PrivateJoker

Still need DeeMer, Solitayre, and Regulus. Well, I also need SPOILERS and REDACTED, but they don't know who they are yet.
  #304  
Old 06-21-2013, 01:40 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Torgo did want to revise that Abandon unit; you may want to make sure he's done.
  #305  
Old 06-21-2013, 01:44 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

It's fine; we're not near cutoff or anything. I'm just trying to stay organized.
  #306  
Old 06-21-2013, 02:37 PM
Mommi Mommi is offline
Even falling is flying
 
Join Date: Jun 2007
Location: Twin Cities
Pronouns: She/Her/Hers
Posts: 8,062
Default

Quote:
Originally Posted by Mogri View Post
I didn't get to finish my line of reasoning, but Setiemson for Always:Haste allows the Lancer to spend 2/3 of the battle airborne. I'm kind of thinking now that I should've put Speed Save on the Lancer instead of the Ninja, but that's a concern for later rounds at this point.
Well it's pretty clever because your strategy has relatively few moving parts and kind of exists in a blind spot of the game's AI. I think if someone is able to beat you it will be some really fun, improbable occurance.

These matches have been great fun so far!
  #307  
Old 06-21-2013, 03:24 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Quote:
Originally Posted by Traumadore View Post
I think if someone is able to beat you it will be some really fun, improbable occurance.
I'll be surprised if his lancer jumps as much as he wants it to. I had that problem (not really much of a problem) last time.

Is there any possible explanation for why everybody else's All Math units just mess with faith but mine chooses the best possible spells with pinpoint accuracy?
  #308  
Old 06-21-2013, 03:34 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

I'd argue that Death is rarely a Best Possible Spell, and that you got stupidly lucky in landing it where Sol failed to connect with Raise 2.

But no, no reason aside from, again, stupidly lucky.
  #309  
Old 06-21-2013, 03:37 PM
PrivateJoker PrivateJoker is offline
Banned
 
Join Date: Apr 2013
Location: Michigan
Posts: 1,992
Default

because it's impossible to defend against Faith/Innocence effects. Everyone else is protected from instant death, be it status protection or Escutcheon II + Abandon. Soli's monk has no such protection, other than from petrification. Your unit exploited an opportunity, because it was there + a little bit of luck.
  #310  
Old 06-21-2013, 03:42 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Quote:
Originally Posted by Mogri View Post
I'd argue that Death is rarely a Best Possible Spell, and that you got stupidly lucky in landing it where Sol failed to connect with Raise 2.

But no, no reason aside from, again, stupidly lucky.
Well, sure, but on two units with ~57% on each, it's a pretty dang solid option.

The Raise 2 was all stupid luck. That could very easily have gone the other way: damage split on Cersei -> missed Raise 2 -> Holy+Earth Slash, loss.

PrivateJoker's explanation makes sense. Those other guys weren't protected from Holy, though, were they?
  #311  
Old 06-21-2013, 03:52 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Oh wow, Soli's team has zero M-Ev. Yeah, that makes Death a bit more attractive.
  #312  
Old 06-21-2013, 03:52 PM
PrivateJoker PrivateJoker is offline
Banned
 
Join Date: Apr 2013
Location: Michigan
Posts: 1,992
Default

You'll also notice that units without much status protection (i.e. Batman) Also don't have very high Faith, or even very high HP. Stuff like status effects don't have a super high chance of hitting him, but his health is low enough that they can take him out with a handful of calculated holys, so they don't bother with status effects.

Soli's units have max Faith to prevent situations like the one that went ahead and happened to him anyway (i.e. Raise missing). His units are also well protected enough from damage that your guys opted for the non damage option that was available.
  #313  
Old 06-21-2013, 03:56 PM
Torgo Torgo is offline
We Hardly Knew Ye
 
Join Date: Jun 2007
Location: The Valley Isle
Posts: 9,718
Default

I went and amended my revision again. Much more modest changes this time. In retrospect, while the whole "role reversal" theme was fun, it would have been much better to have the Chemist to be the female with Chantage and the Knight to be male for the extra damage. Oh well!
  #314  
Old 06-21-2013, 04:04 PM
Solitayre Solitayre is offline
Penalty for being bard
 
Join Date: Mar 2011
Location: Michigan
Pronouns: He/Him
Posts: 9,236
Default

My team changes:

Iris: Remove all cure spells

Change Robe of Lords to Chameleon Robe

Jepac: Remove Earth Slash
  #315  
Old 06-21-2013, 04:05 PM
PrivateJoker PrivateJoker is offline
Banned
 
Join Date: Apr 2013
Location: Michigan
Posts: 1,992
Default

The Knight should probably have Abandon with that Escutcheon for 100% evasion from all things. Blade Grasp is good, but it's still less evasion, unless you're particularly worried about getting your shield broken.

Glen's Faith also doesn't need to be upped to 70. All that serves to do is make spells more effective against him. Punch Arts aren't dependent on Faith, so the chance for Opal to revive him isn't affected by Faith. The only thign that affects Punch Arts, to my knowledge, is the user's PA. I could be wrong on this point, so someone feel free to correct me.
  #316  
Old 06-21-2013, 04:07 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Quote:
Originally Posted by PrivateJoker View Post
The only thign that affects Punch Arts, to my knowledge, is the user's PA.
Secret Fist is MA, but you're right otherwise.
  #317  
Old 06-21-2013, 04:13 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Quote:
Originally Posted by PrivateJoker View Post
The only thign that affects Punch Arts, to my knowledge, is the user's PA. I could be wrong on this point, so someone feel free to correct me.
Quote:
Originally Posted by Gerad View Post
Secret Fist is MA, but you're right otherwise.
Also Martial Arts, but that's implicit on a Monk.
  #318  
Old 06-21-2013, 05:27 PM
Elfir Elfir is offline
Senior Member
 
Join Date: May 2008
Location: Northern Virginia
Posts: 3,661
Default

I really look forward to a map change...
  #319  
Old 06-21-2013, 05:43 PM
Jikkuryuu Jikkuryuu is offline
*Hero of Lore - 20XX*
 
Join Date: Jan 2010
Location: Canada
Posts: 1,170
Default

I'm more than a little late commenting on my own battle here, thanks for catching the lack of Math Skill in the first go guys!
You might be amused to know that I chose "run like a rabbit" for my Chemists AI as a direct result of that AI always sending the unit charging into the front lines during the previous tournament. Her job is to make herself the first target of any Throws, and Hamedo them.
The AI definitely favours Holy too much. No matter how low the odds were, Death would have landed long before the way the match ended via Holy spam.
I would be delighted if my secret Zombie strategy worked just one time, but it's a pretty unlikely combination of events.

This tournament is doing a great job of showing what the AI thinks, it's really interesting to watch.
  #320  
Old 06-21-2013, 07:43 PM
PrivateJoker PrivateJoker is offline
Banned
 
Join Date: Apr 2013
Location: Michigan
Posts: 1,992
Default

Death wasn't an option, because that spell can be blocked, and Robin has a 100% block rate against magic. So no, no matter how low the odds were, it wouldn't have ended the fight any faster. The odds were 0%, she spammed Holy because it's the only spell that's unblockable. Robin seems like he's vulnerable to status effects, but he's really not, not from Math Skill anyway. Ironically, Batman is kind of the weak link in the Dynamic Duo. Robin is really gonna have to support the crap out of him if my team is gonna get anywhere.

Last edited by PrivateJoker; 06-21-2013 at 08:01 PM.
  #321  
Old 06-21-2013, 07:49 PM
Torzelbaum Torzelbaum is offline
????? LV 13 HP 292/
 
Join Date: Feb 2011
Location: Central Illinois
Pronouns: he, him, his
Posts: 14,974
Default

Quote:
Originally Posted by Jikkuryuu View Post
I would be delighted if my secret Zombie strategy worked just one time, but it's a pretty unlikely combination of events.

This tournament is doing a great job of showing what the AI thinks, it's really interesting to watch.
It's not a secret if you tell everyone. And it almost worked for a little bit against my team. (I still wonder why my Knight didn't try to revive the mage.)

I wouldn't necessarily call what the AI does thinking.
  #322  
Old 06-21-2013, 07:50 PM
Destil Destil is offline
Rogue Robot
 
Join Date: Jul 2007
Location: Tucson, AZ
Pronouns: he / him
Posts: 24,749
Default

So I bet I've played FFT like 10 times before, and I've never see the AI mistime a jump until now. Is that just because the speed values are so high with these levels/gear/haste that it starts making bad assumptions?
  #323  
Old 06-21-2013, 07:59 PM
PrivateJoker PrivateJoker is offline
Banned
 
Join Date: Apr 2013
Location: Michigan
Posts: 1,992
Default

It's not that he missed a jump. The Lancer made the decision to jump because it was the best option at the time, and it was guaranteed. The only reason it missed is because the target died before the jump landed, which was just the result of the other unit making a decision that ended the target's life sooner. They don't plan 10 moves ahead like they're playing chess. Each unit just makes the best decision it can with the situation at hand. Things like it knowing how to time Jumps, and being really efficient with Math Skill may look like a well calculated master plan, but it's actually just a computer processing information faster than you, and making correct choices.
  #324  
Old 06-21-2013, 08:04 PM
Destil Destil is offline
Rogue Robot
 
Join Date: Jul 2007
Location: Tucson, AZ
Pronouns: he / him
Posts: 24,749
Default

Right, I know the AI doesn't plan ahead, just missed that it was a valid jump at the time (I didn't realize the state of the target changed).
  #325  
Old 06-21-2013, 08:17 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Quote:
Originally Posted by Destil View Post
Right, I know the AI doesn't plan ahead, just missed that it was a valid jump at the time (I didn't realize the state of the target changed).
He did miss a jump at about 1:38 in Mogri v. Traumadore. Mogri's lancer jumps at Traumadore's wizard, who has time to Muramasa a dude in the face and move out from under the jump before it lands.
  #326  
Old 06-21-2013, 08:24 PM
Destil Destil is offline
Rogue Robot
 
Join Date: Jul 2007
Location: Tucson, AZ
Pronouns: he / him
Posts: 24,749
Default

Right, that's the one I was thinking of, then.

What's up with that?
  #327  
Old 06-21-2013, 08:28 PM
PrivateJoker PrivateJoker is offline
Banned
 
Join Date: Apr 2013
Location: Michigan
Posts: 1,992
Default

Huh, I guess I didn't notice that one. Just went back and saw it. Not sure what the deal is there, maybe the computer doesn't properly take Haste into account when it checks for that stuff?
  #328  
Old 06-21-2013, 08:29 PM
Destil Destil is offline
Rogue Robot
 
Join Date: Jul 2007
Location: Tucson, AZ
Pronouns: he / him
Posts: 24,749
Default

That was my thought, but I think I'd have seen one missed jump at least if that were the case over the years, given that I love Time Magic (lancers are pretty uncommon in the campaign, though).
  #329  
Old 06-21-2013, 08:34 PM
PrivateJoker PrivateJoker is offline
Banned
 
Join Date: Apr 2013
Location: Michigan
Posts: 1,992
Default

There's only like, one place in the storyline where I recall Lancers showing up. You really spend the entire game fighting Knights, and various mages, with the occasional Thief or Monk thrown in. Stuff like Samurai, Lancers and Ninjas only show up in a specific area, and then they never show up again.
  #330  
Old 06-21-2013, 09:16 PM
reinoe reinoe is offline
Junior Member
 
Join Date: Jun 2013
Posts: 28
Default

The A.I. is completely bonkers when it comes to jump. You ever do an FFT run using just AUTOBATTLE? Yeah, you learn some stuff about the A.I.

Lancers will jump on their own their own teammates with if the fall asleep with no regard to the loss of life caused: Oh no my buddy with 200 HP fell asleep, better use a 550 damage jump to wake 'em up! A lancer will jump on a unit with a spell cast on it that will kill it. The A.I. will jump on an enemy unit that's going to die from another unit jumping on it. And of course if an enemy is about to die from jump the A.I. will kill a unit anyway, wasting ct.

The only way to get the A.I. to use Jump consistently is to go 1v1.
< 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 >
Top