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More Final Fantasy

Next update, kinda short because I'm stuck on the current fight.

Goland Coal City-1 reset
47 - Summoner (from Hell)(Oh you gotta be kidding me.)
2B - Dragon(I don't remember what this is. Reis's skill?)
1C0 - Finger Guard(Wow, rolled Finger Guard on one of the few fights it might actually be useful on. But probably not. Waste of a slot)
1C9 - Equip Katana(Sigh...ah well, might have better use here.)
1FD - Move-Find Item(Eh....could be better.)

1st reset was from Olan being suicidal. 2nd run went much smoother, plenty of Galaxy Stops landed, Ifrit wrecked things, with a Flame Rod to boos his damage, and the Dragon skillset I believe is in fact Reis's class skills.

Lesalia Capital City

4E - Monk(Just normal Monk)
46 - Sword Skill (Dycedarg)(Dycedarg's Swordskills. Basically Orlandu's without the Dark Knight ones.
1C2 - Catch(Catches thrown items. Handy, but not here.)
1CF - Gained Jp UP(Useless)
1EE - Move-MP Up(No casting skills or MP Switch, useless)

I never have problems with Zalmo. Earth Slash wrecked his own Monks and a Knight, then I Earth Slashed him, he charged a Cure2 on himself and...ran next to me...ok? A midcharge Wave Fist ended him.

Orbonne Underground Part 1
-4 resets and counting....
51 - Time Mage(Normal Time Mage)
29 - Limit(Cloud's class skills. Useless to me.)
1B9 - Auto Potion(Very handy)
1DE - Monster Skill(Useless)
1F0 - Move-Get Jp(Useless)

Unfortunately, the Time Mage is not a very strong class physically, can only equip weak-ish Staves, and Meteor takes too long to charge to be of real use(although anytime I DO manage to get it off, it's strong enough to OHKO anyone in it's path). Enemy Time Mages make Slowing enemies pointless, the Chemist outheals any piddly damage I do(and trying to charge a Meteor on him ends with me eating midcharged Lancer attacks), and enemy Time Mages Hasting everyone means my own hastes are simply to catch up instead of being a tool to even the fight. I'll give it some more tries, but I'm not overly optimistic.

EDIT:Success. Took about 10 resets and some leveling, but pulled it off. After everyone gets their turn, I charge a Meteor on the stairs and move back one space. Enemie smove up, Meteor OHKOs all theee Lancers and criticals the Chemist. I tag th Chemist with another Meteor and run back. Chemist runs over to the Time Mage and gets them both killed. I then tag the last Time Mage with a third Meteor(with 9 MP to spare, whew) for the win.

I am now, unfortunately stuck on the Izlude fight. I rolled the following.

38 - Oracle (???)(This is part of what's nicknamed the "Omni" classes. Omni classes are exactly the same as the base class, but can equip any item in the game. This is obviously a pretty amazing ability.)
12 - Jump(Base Lancer class Jump. Nothing special. Im not foreseeing a lot of use for it here.
1C4 - Arrow Guard(Not bad, there's 2 Archers here, so 2 enemies are no threat.
1DD - Two Swords(Not bad either. I think I might go with Sword and Shield for the extra Evade vs Knights however)
1ED - Move-HP Up(Extra HP when I move., Always nice)

Lack of speed is the main problem, the Summoner hurting like crazy is another. I can always use Doubt Faith on myself to null him for a while, but...eh... Oracle's not too fast either, and Izlude has his own Jump skill for pretty heavy damage.
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Is there anyway to jump on Izlude? I can't remember what level of weapons you have available, but you can equip everything wih that Omni class, so maybe an axe or something else with high weapon power?

Or get really lucky with petrify...
Suffer Game Sicko
Dodo Tier Player
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(June 29th, 2013, 23:40)pindicator Wrote: Is there anyway to jump on Izlude? I can't remember what level of weapons you have available, but you can equip everything wih that Omni class, so maybe an axe or something else with high weapon power?

Or get really lucky with petrify...

Yeah, I'm looking into a number of things I cna do. I might end up having to settle for simply boosting my hit points to survive jumps since Jump has 100% accuracy.

And Petrify might help, but doubt against Izlude since boss enemies are usually immune to Petrify.

I should also look into boosting my speed, maybe if I'm fast enough, Izlude won't be able to land a Jump on me.

I should see if I can get any spears actually, since Jump 's damage formula is determined by (damage = [PA * K] * WP ). With a Spear, K=3/2, Non-Spear weapons make K=1, so Spears deal slightly more damage. My biggest problem is landing Jump, since it has a fairly....lengthy hang time....hmm, I wonder if any spot lets me start within 8 squares of Izlude....

Also thought I should share one humorous attempt. Normally enemies act off if Ramza is confused(like ignoring him or doing random stuff). I tried this by using my Oracle powers to Confuse myself. Izlude responded by jumping on me, following by a Knight killing me immediately after.

(also, for anyone interested in FFT's mechanics and formulas for abilities, here's a fairly lengthy guide someone put together a while back.)
http://www.gamefaqs.com/ps/197339-final-.../faqs/3876
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Think I have it. Lack of speed was indeed the biggest problem. Putting on a Green Beret for the speed point makes me too fast for Izlude to be able to land Jump on. I believe this run would have succeeded, except one of the Knights knew Item and kept Potioning Izlude. Will try this a few more times.

EDIT:

Success.

Orbonne Battles: vs Izlude-I give it a ballpark of about 40 or so resets.
38 - Oracle (???)(This is part of what's nicknamed the "Omni" classes. Omni classes are exactly the same as the base class, but can equip any item in the game. This is obviously a pretty amazing ability.)
12 - Jump(Base Lancer class Jump. Nothing special. Im not foreseeing a lot of use for it here.
1C4 - Arrow Guard(Not bad, there's 2 Archers here, so 2 enemies are no threat.
1DD - Two Swords(Not bad either. I think I might go with Sword and Shield for the extra Evade vs Knights however)
1ED - Move-HP Up(Extra HP when I move., Always nice)[/quote]

A few things were key to this fight.

1. Arrow Guard completely neutralized the Archers. Without it, this fight would have been way more difficult.
2. Knights could not have Item. One run I would have won, had a Knight not kept throwing Potions on him.
3. Green Beret. I must have 7 speed. At 7, the enemies all go first(except the Summoner), but I'm too fast for Izlude to use Jump on.
4. Germinas Boots for the +1 to Move and Jump. This elt me get within castign range on my first turn.

Evade was not very important since Izlude has Concentrate, but I kept a shield on just in case the Knights got a hit in. The Archers couldn't do anything because of Arrow Guard, and the Summoner was too far away to affect the battle much, so Izlude and his two Knights were my main concerns.

Goal here=Run as close as possible to Izlude on the first turn, hit him with Life Drain. Life Drain will always hit for about 1/4th of the enemy's HP, regardless of MA or Zodiac Compatibility(they just affect to hit chance). As soon as my next turn comes up(Izlude will likely hit me), target Life Drain, run away(but stll within range for Izlude to chase) for the Move-HP up heal, then Life Drain heal. Repeat until dead. So I needed 4 73% Life Drains in a row to hit(even one missing was an instant reset, Izlude would instantly kill me if it missed), no Kngiths to have Item, and must have a Green Beret.

Orbonne Battles: vs Wiegraf
25 - Divine Knight (Rofel)(100% Equip Breakers? Against an enemy who's utterly helpless without his sword? Yes please!)
43 - Mighty Sword (Meliadoul as ally)(Eh...same skills Divine Knight(Rofel) has, with a few extras)
1A6 - A Save(Not bad)
1CF - Gained Jp UP(Uuusleeeeess)
1F3 - Teleport 2(Dohoho. Free reign of the map. Unfortunately, this is one of the maps the skill is the least helpful on since it's so small.)

Turn 1-Broke Sword. Ate attacks
Turn 2-Broke Helmet. Ate more attacks.
Turn 3-Broke Armor. Wiegraf dies.
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Oh yes, speed kills, especially in FFT
Suffer Game Sicko
Dodo Tier Player
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With Two Swords and Clothes it should be pretty easy, just figure out the movement needed to reach him on after his first turn, usually he'll go up on the bookcases. From there it's just getting past his sizeable defenses, so some resets there, I'm not sure how much damage to expect there, but worst case you'll take a Knight and Izlude shot, and then finish him off.
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(June 30th, 2013, 20:52)VSarius Wrote: With Two Swords and Clothes it should be pretty easy, just figure out the movement needed to reach him on after his first turn, usually he'll go up on the bookcases. From there it's just getting past his sizeable defenses, so some resets there, I'm not sure how much damage to expect there, but worst case you'll take a Knight and Izlude shot, and then finish him off.

Updated post, he died from Life Steals. Was still tough, but much more doable with the higher speed.

Wiegraf was cake since I got a skillset that completely counters his.
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(June 30th, 2013, 20:48)pindicator Wrote: Oh yes, speed kills, especially in FFT

Definitely. A harsh lesson I'm ashamed I forgot.
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Grog Hill
10 - Holy Priest (Zalmo)(Has Cure2, Cure3, Raise2, and Esuna. Not bad, but not very useful here)
AE - Dark Magic(Archaic Demon skills. Lifebreak, Dark Holy, and Giga Flare. Very nice)
1A8 - Speed Save(Not bad at all)
1D6 - Train(Useless here)
1ED - Move-HP Up(I can definitely use this.)

Easy, but lengthy fight. 2 CHemists and an Archer with Item let the enemies keep themselves up quite well. I msotly had to let Speed Save build my speed up to the point where I could blitz enemies to death before they could be healed, then chip the healers away while they keep reviving the dead person.

Yardow Fort City-3 resets and counting
55 - Oracle(Not bad I guess.)
9D - Black Magic (Undead Wizard)(Same as base Wizard, but has no Fire, Bolt, or Ice[the level 1 spells, has the level 2 and 3 spells]. Could be handy.)
1AC - Regenerator(Not too bad)
1CA - Equip Crossbow(Er.....doubt I'll get any use out of this)
1FC - Silent Walk(Useless, as I have no idea what it does and I've never seen it do anything)
Eh...mostly having the issues this fight always has with Rafa being dumb/having horrible luck with her Heaven skills, and the enemy Ninjas. Taking a break for a bit then coming back to it.
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Yardow Fort City-~20 resets
55 - Oracle(Not bad I guess.)
9D - Black Magic (Undead Wizard)(Same as base Wizard, but has no Fire, Bolt, or Ice[the level 1 spells, has the level 2 and 3 spells]. Could be handy.)
1AC - Regenerator(Not too bad)
1CA - Equip Crossbow(Er.....doubt I'll get any use out of this)
1FC - Silent Walk(Useless, as I have no idea what it does and I've never seen it do anything)
As said, this was just mostly the usual problems. This could've taken longer, but I got lucky with Rafa nailing most of her Heaven skills, enemies grouping up for easy castings, and managing to kill a Summoner charging a fatal spell on Rafa by whacking her in the face with my weapon.

Yuguo Woods-~6 resets
27 - Sorcerer (Kletian)(Kleitan's Class.
45 - Magic Sword (Beowulf)(Beowulf's sword skills. Not bad from what I recall, but useless to em since I can't equip swords)
1A6 - A Save(Decent)
1D9 - Monster Talk(No Mediator skills, so useless)
1F6 - Move in Water(Eh....not very handy here)
Had this fight won once, but my emulator crashed, so I had to start the fight over again. Was a difficult fight, mostly because the enemies are undead, hit pretty hard, and can self-revive. I was able to kill anything in one hit with MA-focused gear and Holy, but I needed a crystal to keep the MP up, and getting hit mid-charge negates the decent evade I had, which happened often given Holy's decent charge time. Magic Evade and a White Robe to reduce Fire/Ice/Lightning damage helped keep the Wizards from being TOO dangerous. I gave Rafa some decent equipment so she doesn't die right away, and she surprised me by instakilling an enemy that got closer by hitting twice with Asura for ~120 damage a hit. Definitely not bad.

Took some time after to level up to 47 for extra HP, a speed point, and PA point. ALso I'm dumb and don't save in a second file, so I'm in this for the long haul.

Riovanes Castle: Vs Malak+Generics-6 resets and counting
53 - Thief(Regular Thief class. Nothing special about it aside from it's normal plusses)
2F - Starry Heaven(Olan's skillset. Has regular Squire skills, plus Galaxy Stop)
1B8 - Reflect(Adds Reflect on being hit by magic. Don't think this is originally in the game. Malak's the only caster, so this is useless here anyways.)
1D0 - Gained Exp UP(Meh)
1F6 - Move in Water(Meh)

So, I have a plan for this fight, it's mostly a matter of luck at this point.
First, I turn Rafa into a Knight, give her all Diamond Armor for health, an Elven Mantle for Evade, and a P-Bag for Innate: Regen.
I go bare-handed due to high Brave, then go full PA set-up with Twist headband and Power Sleeve(my average damage is 210 with this set-up), with a Dracula Mantle for evasion.
Ideally, enemies would go, Archers all missing Rafa(at 30% chance to hit, odds are decent). I go up, and Galaxy Stop disables as many Knights and Archers as possible. I preferably do NOT want Malak to get hit since he's standing between me and the Archers. I then go up and start punching the Archers to death, then head down and help Rafa beat up the Knights.
Mostly, I want Rafa to stick around to draw enemy fire off me as long as possible, since once Rafa and Malak leave, I'm the only target and even with good Evade, I'll still die eventually.
As I said, it's mostly a matter of luck right now.
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