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Focus (not the kind that turns you into C'ieth)
- WCouillard
- 11/02/2014 08:56 PM
- 2827 views
We're adding a new type of equippable item to the game, called a Focus. Like the FXIII Focus, our version of Focus sets your characters on an objective path, with regards to stat progression.
We've tinkered with how level gains affect your party members. HP, MP, Attack Power, Defense, and Magic Defense will all rise with level gains, while other stats like Magic Power, Speed and Strength require the use of a Focus. Stats that raise naturally with levels can also be supplemented with the use of a Focus, as well. Now, it's important to remember that every damage formula in the game factors your level into it, so using Focus items are completely optional to the player, and you'll still grow stronger with each level in regards to the damage you deal to enemies. Players who like more challenge can forego Focus items altogether to complete the hardest battles at the lowest possible stats.
Each Focus follows a little set of rules I made. Each Focus raises up to four different stats, with some restrictions. If a Focus raises a stat by +2 on a level up, then that Focus has used 2/4 points. Each Focus uses all four points, and each type of gain is worth a certain number of points. This isn't something you'll see in the game, it's just a guideline on how I created each Focus, to avoid Focus items from becoming outclassed by newer ones you'll obtain later.
+10% HP or MP: 1 Point
+30% HP or MP: 2 Points
+50% HP or MP: 4 Points
+1 to a stat: 1 Point
+2 to a stat: 2 Points
+3 to a stat: 4 Points
+1 Speed: 2 Points
+2 Speed: 3 Points
So, by this guideline, a Focus with +50% HP at level gain cannot have any other stat bonus growth, but a Focus with +1 Attack, +2 Defense still has room for another +1 to a stat or +10% HP or MP. Get it?
Each Focus is named after a classic Final Fantasy job class, and in-game, the items act as magick items that house the soul of a famous Final Fantasy personality from that job class. It's mostly just another way to toss Easter eggs your way. For example...
The Focus called "Blue Mage's Insight" raises HP +10%, Attack Power +1 and Magic Power +1 at level up. I'd wager that Strago is the most famous of Final Fantasy series Blue Mages, so you'll see his name in the item's description.
Here's the good part, for you min-maxers out there: you have access to Focus items before leaving the game's first dungeon (which has been expanded a bit to allow for a few new tutorials). Unlike Espers in FFVI, which utilized a similar way of raising stats, you won't have to wait until your party members are level 20+ to start using it.
Obtaining new Focus items will come as normal as any other item: finding them, rewards for missions, etc. Focus items aren't unique, either; you can get more than one of the same Focus, to train multiple characters in the same stat gains at the same time.
BUT WAIT, there's more! You might be thinking, these items become completely useless at max level (99). Wrong! If you equip a Focus when you're maxed out, it will apply a small bonus appropriate to the job class it's based on, almost like a third relic.
The Focus item "Thief's Swiftness" awards a +5 to Speed when equipped on a level 99 party member.
On the boring development end of things, I freed up a TON of space in the skills database by getting a little smarter with the damage formula methods. Party members and enemies use different formula for attacks and magic damage, so I had made copies of spells and other attacks to allow them to use the right formula. The thought then occurred to me, "hey, why not have the game ask itself who is using it before it calculates damage and adjust it accordingly?" Now, all of those clone skills are gone, and it's freed up well over 100 slots in the database for new skills for enemies. =)
We've tinkered with how level gains affect your party members. HP, MP, Attack Power, Defense, and Magic Defense will all rise with level gains, while other stats like Magic Power, Speed and Strength require the use of a Focus. Stats that raise naturally with levels can also be supplemented with the use of a Focus, as well. Now, it's important to remember that every damage formula in the game factors your level into it, so using Focus items are completely optional to the player, and you'll still grow stronger with each level in regards to the damage you deal to enemies. Players who like more challenge can forego Focus items altogether to complete the hardest battles at the lowest possible stats.
Each Focus follows a little set of rules I made. Each Focus raises up to four different stats, with some restrictions. If a Focus raises a stat by +2 on a level up, then that Focus has used 2/4 points. Each Focus uses all four points, and each type of gain is worth a certain number of points. This isn't something you'll see in the game, it's just a guideline on how I created each Focus, to avoid Focus items from becoming outclassed by newer ones you'll obtain later.
+10% HP or MP: 1 Point
+30% HP or MP: 2 Points
+50% HP or MP: 4 Points
+1 to a stat: 1 Point
+2 to a stat: 2 Points
+3 to a stat: 4 Points
+1 Speed: 2 Points
+2 Speed: 3 Points
So, by this guideline, a Focus with +50% HP at level gain cannot have any other stat bonus growth, but a Focus with +1 Attack, +2 Defense still has room for another +1 to a stat or +10% HP or MP. Get it?
Each Focus is named after a classic Final Fantasy job class, and in-game, the items act as magick items that house the soul of a famous Final Fantasy personality from that job class. It's mostly just another way to toss Easter eggs your way. For example...
The Focus called "Blue Mage's Insight" raises HP +10%, Attack Power +1 and Magic Power +1 at level up. I'd wager that Strago is the most famous of Final Fantasy series Blue Mages, so you'll see his name in the item's description.
Houses the soul of Strago, the legendary Blue Mage.
ON LEVEL UP: HP +10%, Att.Power +1, Mag.Power +1
Here's the good part, for you min-maxers out there: you have access to Focus items before leaving the game's first dungeon (which has been expanded a bit to allow for a few new tutorials). Unlike Espers in FFVI, which utilized a similar way of raising stats, you won't have to wait until your party members are level 20+ to start using it.
Obtaining new Focus items will come as normal as any other item: finding them, rewards for missions, etc. Focus items aren't unique, either; you can get more than one of the same Focus, to train multiple characters in the same stat gains at the same time.
BUT WAIT, there's more! You might be thinking, these items become completely useless at max level (99). Wrong! If you equip a Focus when you're maxed out, it will apply a small bonus appropriate to the job class it's based on, almost like a third relic.
The Focus item "Thief's Swiftness" awards a +5 to Speed when equipped on a level 99 party member.
On the boring development end of things, I freed up a TON of space in the skills database by getting a little smarter with the damage formula methods. Party members and enemies use different formula for attacks and magic damage, so I had made copies of spells and other attacks to allow them to use the right formula. The thought then occurred to me, "hey, why not have the game ask itself who is using it before it calculates damage and adjust it accordingly?" Now, all of those clone skills are gone, and it's freed up well over 100 slots in the database for new skills for enemies. =)
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BLESS YOU AND YOUR SOUL FOR THINKING ABOUT CHARACTERS WITH MAXED LEVELS! While I didn't complete FFVI (I was close once I think) it always bothered me that Espers were kind of useless in terms of improving party's stats after a member hit level 99, but here awarding a maxed out in level character for equipping a Focus is sooo much worth it!
I hope you'll be able to meet that #DecemberGoal.
I hope you'll be able to meet that #DecemberGoal.
Hurray for Foci. On a side note... the Blue Mage Focus you listed only has a point total of 3 (instead of 4). Maybe add in MP 10% for the last point?
Me too. Things are getting tight. Between real life work and getting bronchitis, I've been pretty strung out the last few weeks.
author=Noel_Kreiss
I hope you'll be able to meet that #DecemberGoal.
Me too. Things are getting tight. Between real life work and getting bronchitis, I've been pretty strung out the last few weeks.
Is there going to be a problem with trying to keep people underleveled for max stat gains with focus, kinda like with the esper leveling in FF6? Or are they available from the getgo
author=SummonOfYuna
Is there going to be a problem with trying to keep people underleveled for max stat gains with focus, kinda like with the esper leveling in FF6? Or are they available from the getgo
In short, no... as stated below from the blog post:
Here's the good part, for you min-maxers out there: you have access to Focus items before leaving the game's first dungeon (which has been expanded a bit to allow for a few new tutorials). Unlike Espers in FFVI, which utilized a similar way of raising stats, you won't have to wait until your party members are level 20+ to start using it.
Granted, you'll only start with a few Foci, but you won't have to suffer through any level ups without the level up bonuses that Foci give you.
Just to add to that, in my extensive testing this week, even with the Focus items that only grant +1 to different stats per level up, I was able to dish out damage into the 30,000 range at level 99 with Cid's normal attack. Following those numbers, his Spinning Edge limit could potentially deal 90,000 damage without scoring any critical hits.
Cid is perhaps the most balanced with Att. Power and Strength, so figure guys like Beclem and Reeve would deal higher damage than that, and other physical fighters without the same power levels like Kelger or Lyra would deal slightly less. Still impressive numbers, if you ask me.
Now I gotta get back to testing this boss battle I've been working on for, oh, about five hours now. I apologize in advance for the rage it will induce later.
Cid is perhaps the most balanced with Att. Power and Strength, so figure guys like Beclem and Reeve would deal higher damage than that, and other physical fighters without the same power levels like Kelger or Lyra would deal slightly less. Still impressive numbers, if you ask me.
Now I gotta get back to testing this boss battle I've been working on for, oh, about five hours now. I apologize in advance for the rage it will induce later.
NO apologies necessary. Gotta have a good tough boss battle to keep the game interesting. Seems like you guys are still moving at a pretty good pace. Did you ever have any luck with the mappers and spriters?
author=rhb84
NO apologies necessary. Gotta have a good tough boss battle to keep the game interesting. Seems like you guys are still moving at a pretty good pace. Did you ever have any luck with the mappers and spriters?
Unfortunately, no... at least, not yet. It's not too much of a problem. It just means we have more to do.
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