Archives March 2024

PvP Patch v4.0 Focused: Status Effects

This article is focused on going over the plethora of status effect changes you will encounter in PvP Patch v4.0 Beta. Although status effect changes are considered Quality of Life, because there are some major changes, in particular, Protect and Shell, these deserve their segment, especially considering Standard and Premades set the minimum need of both buffs as a part of the damage balance.

This is a must-read especially for those currently familiar with PvP Patch version 3.0!

Protect and Shell

As Protect and Shell set the damage mitigation standard for Tactics PvP, there has been community feedback on mostly the interaction and need of either playing it safe and using gear-sourced (or Equip) versus using ability-sourced (such as Kiyomori or Barrier). There are several areas of improvement needed for the ability-sourced versions to make it viable and ultimately a better choice when considering the action spent to cast.

In version 4, to better balance both sides of gear-sourced and ability-sourced Protect and Shell, the following key changes will occur:

  • Gear-sourced Protect and Shell will now use <Initial> instead of <Equip>. This means that Protect and Shell are no longer permanent unless the gear is broken or stolen and now exist on a duration like Kiyomori or Barrier currently does. Because you are granting these buffs via gear, the cost is now a shorter duration versus being ability-sourced, and depending on how long a game goes, you may need to reapply it mid-game.
  • Protect and Shell’s duration has been increased from 15 to 22 game clockticks. Gear-sourced Protect and Shell will expire around the 24th Act and ability-sourced around the 34th Act.
    Note that the more units that are KO’d the faster the ticks speed up just like any other status effect with a duration so the Act in which they expire is ultimately variable.
  • Protect and Shell now persist while KO’d – This change is because, in version 3, ability-sourced versions are removed when a unit dies in battle, making it even more perilous than its gear-sourced equivalent. Sourcing it either through gear or an ability, you now have one less worry to contend with but keep in mind that Protect and Shell can “fall off” since its duration runs even while dead.
  • Because of the <Initial> change to gear-sourced Protect and Shell, Protect and Shell is now interactable the same you currently can with ability-sourced. That means you can now use abilities like Rapha’s Heaven’s Wrath, Luso’s Dischord, Arts of War’s War Cry, Mystic Arts’s Harmony, and Giant’s Axe attacks to properly remove these buffs from a target. This change is to set better expectations with how these interactions work instead of “Well I can’t use these since they are using <Equip>.”
  • Additionally, Arts of War’s Bulwark now grants Protect and Shell with Defending as a new ability option, but in a “t-shape” AoE and the Sortilege accessory now grants extended Protect and Shell duration from 22 to 36 ticks (lasting 40+ Acts), as a part of a new status extension system that will come with version 4.
The updated Arts of War’s Bulwark – Now the 3rd generic ability to provide Protect and Shell.
With the changes to Initial: Protect and Shell – Sortilege now guarantees you’re mitigated for much longer.

Atheist, Charm, and Sleep Uptime Reduction

These three status effects have had their duration reduced in version 4. The changes were ultimately because they create high-impact/effect scenarios:

  • Atheist’s duration has been reduced from 20 to 16. This change was due to the fact that there isn’t a ton of sources that can directly remove it, though the Eight-Fluted Pole can now do so with a single attack on an affected target. The status duration also needs to be plentiful for builds that benefit versus Atheist, such as Marach’s Nether Mantra.
  • Sleep’s duration has also been reduced from 20 to 16 to give a bit more leniency on a well-slept target, though you are still going to want to hit them with HP damage or cleanse it as they do take 1.5x more physical damage.
  • Charm’s duration has been reduced from 18 to 12. Because of the potential that Charm has in swaying an outcome, an affected unit will now be freed from it in roughly 2 unit turns, the same as Haste. Once more, it is still usually better to HP damage or cleanse Charm to avoid a bad time!

Invisible

A few changes has happened with Invisible status, notably that NPCs can now target you whereas before they could not until you took an action. This change is mostly due to community feedback regarding “de-aggroing” enemy NPCs in Rendezvous and allowing them to position in an advantageous spot for AoE damage. Here are the gist of the changes:

  • Doubles your evasion rates while active – this functions similarly to the Defending status and Invisible and Defending can both stack on each other creating low hit windows against incoming physical damage. Invisible still ignores the evasion rates of a target both physically and magically.
  • NPCs can target you but you are de-prioritized while Invisible. With doubled evasiveness, NPCs may consider not engaging an Invisible unit in the future, but that doesn’t mean that they won’t alright if the conditions dictate you are still the best target/in range/taken prior damage.

Veil (formerly Invulnerable)

By request and as an effort to improve interactions in the game state, Veil (which was formerly Invulnerable and sourced only via Steadfast Ring) has been renamed to fit the naming convention better from other Final Fantasy games and now has a proper status pop-up when it has expired! Note that Veil will typically expire shortly after its bearer has taken an action/turn so make sure to take advantage of its short window of opportunity!

The Veil status (formerly Invulnerable) now properly displays its expiration.

PvP Patch v4.0 Beta will be released on March 12, 2024. Be sure to join the Tactics League Discord for a heads start on the update and be a part of our growing community!

PvP Patch v4.0 Focused: Practice Mode and Quality of Life Updates

The 4th version of the PvP Patch has a ton of new features and enhancements that ultimately strive to improve your Final Fantasy Tactics multiplayer and single-player experience. This focused article and future ones will hone in on certain major changes so that you can be better informed before the massive changelog is released on patch day.

Practice Mode

The new Practice Mode feature is a rewrite of all the random encounters in Araguay Woods to serve as the best place to practice your new team against NPC teams that are built in mind of the Standard format (previously known as Starter). You can encounter 8 different teams, each led by a unique character that follows the same ruleset convention used in Standard – these fights are a challenge and can down your team if you aren’t careful!

Let’s take a look at each enemy team and how you can encounter them:

  • West (from Dorter)
    • Rapha – Chemist, Archer, Thief, Geomancer
    • Delita – Dragoon, Onion Knight, Chemist, Archer
    • Agrias – Time Mage, Knight, Dragoon, Summoner
    • Mustadio – Dark Knight, Samurai, White Mage, Mime
  • East (from Fort Besselat)
    • Construct 8 – Bard, Dancer, Dragoon, Monk
    • Cloud – Geomancer, Squire, Archer, Black Mage
    • Valmafra – Orator, Dark Knight, Mystic, Thief
    • Meliadoul – Archer, Geomancer, Ninja, Bard
  • Special Encounter (regardless of direction)
    • Alma, Marach, Reis, Beowulf, and Luso
Araguay Woods is the new home of Practice Mode, 8 different, guaranteed encounters based on Standard

Quality of Life Updates

There are several new additions to the game systems and combat improvements to help with the general “feel” and interaction of Final Fantasy Tactics. A huge shout-out to Tzepish for many of these new changes being integrated into the PvP Patch! Let’s take a deeper dive into each key change:

Unique Characters can now be Renamed at the Warrior’s Guild

In PvP Patch version 3, the feature of being able to rename your generic characters, Ramza, and Construct 8 was well received and added an extra uniqueness to your team. This is being expanded in version 4, where you can now rename any character, including unique characters. Let your imagination run wild, but keep in mind to not be offensive!

Iaido Abilities and Unholy Sacrifice Now Display Their Damage and Status in the Damage Preview

One new addition is that Iaido’s damaging abilities and Darkness’s Unholy Sacrifice will now display their damage and status infliction instead of previously displaying a “00%” hit rate. Note that while this now does show the damage dealt, this value is based on the caster’s mitigation sources and modifiers and their status immunities, so this isn’t 100% reflective of what type of damage or status that can be dealt. As a reminder, always use the Help menu and the “Calc” field to properly figure out how much damage your unit can deal for accuracy.

Muramasa now has a 19% chance to inflict Confuse where it previously had a chance to inflict Doom.

Midlight’s Deep’s Maps Brightness Improved!

Yes, you can venture forth into the Midlight’s Deep maps (also known as Deep Dungeon from PSX FFT) against another player with some lighting! This is still a work in progress, and one of the hopeful goals in the future is to have the brightness at maximum or near it. For now, these maps are now playable in Melee mode. Note, that this change does not affect the campaign’s Midlight’s Deep maps – this solely affects Melee currently.

You can now see Midlight’s Deep’s multiplayer maps – though this is still a WIP

Campaign’s First Encounter, Orbonne Monastery – Improved

Though the Tactics League PvP Patch is designed in mind for multiplayer content, the enemies in the first story battle now have their equipment set to Random, meaning that the game will now decide the best options based on the gear’s “level.” This change was made because of feedback where people were interested in the PvP Patch but wanted to try it in the campaign, but came across the first battle’s enemies with endgame gear! As a reminder, this change is to help the prospect of playing with the PvP Patch in the story, but the patch is still not balanced for campaign, so progress at your own risk.

PvP Patch v4.0 Beta will be released on March 12, 2024. Be sure to join the Tactics League Discord for a heads start on the update and be a part of our growing community!

Update 4 Exhibition and Public Beta

This month, we have two major, upcoming events: the Update 4 Exhibition live stream featuring WngMan vs. Pista, the 1st and 2nd runner-up of the 2024 Starter – Winter Cup #1, and the public release of PvP Patch v4.0 Beta!

Update 4 Exhibition – March 11, 2024 @ 9 PM EST

The date is set and locked in. WngMan and Pista’s prize from the 2024 Starter – Winter Cup #1 competition is early access to the PvP Patch v4.0 Beta one day before the public release. Additionally, they will live stream a best-of-3 series at both the Tactics League Discord and https://www.twitch.tv/tacticsleague

This isn’t a sanctioned competition, but a friendly, chat-and-hangout session, while we go over some of the new changes coming in the 4th version of the PvP Patch.

PvP Patch v4.0 Beta – Public Release – March 12, 2024

The longly anticipated version 4 update is scheduled to be released the next day after the Update 4 Exhibition, with patch notes going live first on the Tactics League Discord starting at 1 PM EST and the PvP Patch + save data bundle becoming available to download shortly after the changelog.

This update is massive in scope; by far the biggest update that has been worked on, with many quality-of-life enhancements, new gear, new abilities, new characters, and more! To view the high-level overview, visit PvP Patch v4.0 Beta – Overview.