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Messages - KelogBites

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1
With NOGIAS, your best bet with taking down the Goblins involves 2 characters with High frontal evasion, Talk Skill, a way to cast undead, and lots of Phoenix Downs. The Goblins have quite honestly, I think one of the largest HP amounts in all of DD so it's an Endurance fight. Using AoE attacks against them is surprisingly ineffective due to that HP amount so just focus fire one of them.

Can't you just hit them with death/petrify?  Poison's probably not bad either.

I don't remember them being susceptible to Death/Petrify (though my memory is fuzzy), Poison however is definitely a good move.

2
Figured it out. Stuck Ramza in squire with Excalibur, Save the Queen, Barette (Ramza gets girl gear in lft), Reflect Mail and Sprint Shoes. Ramza spends the first half of the fight running around screaming while the monsters do their thing. Once Adramelk shows up, he casts Undeath and can no longer harm Ramza (his normal attack drains and he has no direct damage). Raise 3 is reflectable, so he can't hit Ramza or my Plague with it. He revives and drains my dark behemoth, but takes ~500 damage from Plague's difference (damage = target's current mp) and another 400ish from my Revnant's drain touch. Then Ramza whacks him with his swords, having like 15 PA by now. Addy critical quicks and charms the plague, but plague is dumb and tries look of devil through the floor. Ramza gets stabby again and the fight ends.

Poked my head into NOGIAS... Why won't these goblins die D:

Not a bad strategy with the Adramelk fight, you didn't even bother to go out of your way to break it (something I admittedly did). With NOGIAS, your best bet with taking down the Goblins involves 2 characters with High frontal evasion, Talk Skill, a way to cast undead, and lots of Phoenix Downs. The Goblins have quite honestly, I think one of the largest HP amounts in all of DD so it's an Endurance fight. Using AoE attacks against them is surprisingly ineffective due to that HP amount so just focus fire one of them.

Smart choice by the way with not trying to steal from Elmedor. It complicates that fight to a very, very absurd level.

3
Discussion / Re: Rank Characters based on In Game Use: Reboot!
« on: January 16, 2011, 10:04:19 PM »
Early on, she's underleveled relative to Cloud and Barret, and those two have among the higher HP scores in the game (well, Barret's #2 at least after Cait Sith; I'm guessing Cloud's is good too, just cause "He's Cloud, he's good at everything!")

Actually, at lvl.99 with a perfect HP progression Barret is the only character that can hit 9999 HP without HP-Plus Materia. Earlier on yes, he lacks behind Cait Sith (not that I have the chart in front of me, going from memory here) but he ramps up past 60 at overtakes him for #1 HP.

I do not care much for monsters, hence only doing an FF7 ranking. Mainly based on end-game since that is where most of the time is spent.
If you can't tell from this thread, everyone hates monsters.
Reasonable. Monsters suck in FFT. The only one that is good for it's period is the Yellow Chocobo early on for instant-multi target healing. Tiamats may be given some bonus for being A) Badass and B)Pretty Decent, but by the time they are available, no monster could be better than a well-built Generic.

4
Discussion / Re: Rank Characters based on In Game Use: Reboot!
« on: January 15, 2011, 04:09:24 PM »
I do not care much for monsters, hence only doing an FF7 ranking. Mainly based on end-game since that is where most of the time is spent.

FF7:
Cloud Strife: 7/10 He's okay. Strong attacks, good magic, amazing limits. Nonetheless, when in this games mechanics it doesn't mean all that much.
Barret Wallace: 6/10. Long range, good HP, decent attacks. Limits suck up to the 3-2, which if properly twinked can be amazing due to it being multi-hit. Gets another point for being the easier of two characters to get into OHKO-Overflow.
Tifa Lockheart: 3/10 I'm not a fan of goddamn slots.
Aeris Gainsborough: 2/10 Just no. She is decent though if you want to BREAK THE GAME by getting the Midgar Zolom's enemy tech very, very early with her final limit.
Nanaki "Red XIII": 6/10. Single best mid-game character but falls off later on.
Vincent: 1/10 You sir, suck.
Yuffie: 6/10 Conformer is awesome.
Cid: 5.5/10 All around decent character, .5 for having a great final limit but requiring a high HP threshold.
The hell with the rest.
.

5
Discussion / Re: Rank Characters based on In Game Use: Reboot!
« on: November 13, 2010, 01:33:58 PM »
Final Fantasy Twilight (8) can burn in an eternal fire.

Final Fantasy Tactics Generics:
Squire:2/10 A few useful abilities, not much else, horrible stat-growth that penalizes you for staying in the class. Squires suck.
Chemist: 9/10 Tied for best generic class in my opinion. Phoenix Down and Auto-Potion alone get it 7/10, together with a great movement ability..yeaaah. Guns add another point for being awesome, elemental guns with high faith could possibly squeeze it to a full 10, but high faith has it's drawbacks so yeah.
Knight: 3/10 They are good in uh...chapter..1? Still better then Squires.
Archer: 3/10 Long-range available early on that isn't constricted by mana is decent. They suck horribly though, but better then Squires.
Wizard: 7/10 Amazing carrier class with very good early game usage. Loses points for sucking later on in it's skill sets.
Priest: 4/10 Point for Holy, Point for Protect, Point for Regen, another Point for Holy. Chemists exist and are this classes pre-req.
Monk: 8/10 I love monks. Mostly for their absolutely amazing flexibility. Offense, Healing, Status Removal, and range in a single class that has access to clothes AND gives the awesomesauce Martial Arts. It's awesome. Also pretty early-game. Loses out to Ninja/Chemist however for lacking hats and for being not that great at damage later on in the game. Still, one of the easiest SSCCs to boot.
Thief: 5/10 Skill set sucks horrendously. But. Steal in this game is goddamn amazing. Also, they have in-game best Speed growth. And seeing as Speed>All for FFT, they have their (masochistic) uses for growth. Also Move+2 is fantastic.
Time Mage: 8/10 Teleport. Meteor. Haste. Demi. That is all.
Oracle: 8/10 Statuses are pretty amazing. Access to a 2-range physical based off a stat they have in abundance (and have decent growth with) is just icing on the cake.
Geomancer: 6/10 Great carrier with a decent back-up skillset, nothing amazing though.
Lancer: 5/10 Slightly skewed opinion since I did a SSCC with this class and I shall explain my reasoning. The ability to avoid Summons to ad nausem with some CT manipulation is amazing, it's really friggin amazing. Jumps and the physical attacks do great damage, and if you can count properly your jumps will never miss, considering they can hit 8 (pretty far for a physical that can't be evaded by anything sans Blade Grasp) spaces away with proper building is amazing. However. The class can't score higher then a 5 for me, because it suffers from the same issues Samurai/Knight suffer. The inability to use clothes. Clothes are by and far the best equipment you can get. The other deduction Lancer gets is for taking an annoyingly long-time to build-up for a Physical class.
Summoner: 6/10 The class sucks. But the skill set rocks.
Mediator: 7/10 Yes, Mediators rank higher then Summoners and Geomancers. Talk Skill is a flexible skill set that allows everything from Sleep, Stop, and lolhax CT deprivation. To turning an enemy into a chicken, a strong magic user into a flea, and yourself into a 97/3 powerhouse. They also gain guns, and their skill set is relatively cheap. Finger Guard sucks harder then Rafa/Malak/Algus combined however.
Ninja: 9/10 This really needs no explanation. Throw (Axe) is friggin strong. Martial Arts Ninja is broken beyond belief. They have great PA growth, and 2nd(?) best speed growth. They dual-wield. And have access to Clothes. Their only drawback is HP, which at the point where you are double-turning everything really doesn't matter. They also have amazing evasion, especially when coupled with Feather Mantle and Abandon. Oh and early-game when they can be 2-shot? Friggin Sunken State. The only reason Ninjas aren't 10/10 is because they lack Sword Skills. Yes it's a ridiculous reason, but this is a ridiculous class.
Samurai: 5/10 Suffers from Only-Armoritosis. Very versatile skill set however, and pretty good growths combined with durability. A decent alternative to a Wizard for a Summon carrier. However, the general pita of unlocking the class is accounted for. Still, Kiyomori+Masamune from two people on the first turn=Yeaaaaaah...
Calculator: 1/10 I'm disregarding the skill set, because honestly, just no. We all know Holy+Math Skill+Excalibur makes the game winnable by 1 person alone. In fact, I remember playing a Solo Ramza game with no class limitation. I had a Ramza with all the needed reaction abilities, Ninja, Move+2, and Math Skill with all the possible variables (Along with Holy and all the lvl.3 elementals, and most of Ying-Yang) by Goug. Without doing any randoms. In about..6 hours playtime. The rest of the game took 2 hours. Without the Skill set, Calculators suck horrendously. They are by-and-far the WORST class in the game. Horrible Speed, horrible PA, horrible MA, worst growths. Just..gah! I'd give them a 0 if it wasn't for Damage Split.
Bard: 4/10. Nameless Song gets this class a pass. Along with a weird period where they are pretty good (Bloody Strings). Point for Move+3.
Dancer: 5/10 Better then Bard, Nameless Dance+Mime can do some awesome shit on enemies. Wiznaibus is actually pretty good early-game, even if early-game Dancers is pretty arbitrary.
Mime: 7/10 I like Mimes. They make Dance and Sing a lot better, and they can make Math Skill even more broken. Along with the game-best general growths make the class a decent choice for me when I'm trying to maximize my gain per level. The fact people have pulled this class to Queklain in an SSCC speaks a lot about it's power. Seriously, it's a skill-less monk with no equipment..and it beat Gaffgarion. Let that sink in.

6
Really? Huh. I should brush up on my game knowledge. I always thought they stacked, weird.

7
Man you tempt me to explain it with Venn diagrams.

You can expand the already fairly all encompassing improvements to magic spells with rods option by making it do exactly the same thing as 3 primary rod unlocks that unlock in Chapter 1 (Fire/Ice/Thunder for element boosting which are useful for all Rod users) or buff MA (Wizard Rod et al), by covering Wind or Earth (ie making worse option than the already available Earth Clothes + Wizard rod) you again only expand on an already well covered area.

By giving the crazy people their PA Rod you unlock an entirely different way of applying a class.  Yes it is entirely sub optimal, but far less so with equipment to support it now.  Making it a silly niche weapon isn't taking anything away other than a terrible weapon (because ... it was replacing Poison Rod, which is yeah, probably worse than regular Rod because you do more damage with it and might poison your own people with it when Charm breaking or something equally mundane that is usually the only reason you Rod beat).

Equally for all those times you have never said damn if only I had Elemental Wizard setup, how many times have you gone "Geeze if only I had more things that boosted Water, wish I had a Water Rod".  I think from memory there is already an equip that boosts Water now (a dictionary or something crazy like that?), may even be a weapon that boosts Wind specificall for uh Silf hype or something?  Probably not considering it is getting the boot layed in by the Elf.

Knowing when to make something sub optimal is another charming part of design.
Yeah. I'm going to agree with you. THOUGH! Earth-boosting Rob+Earth Clothes would make a nice Earth Slash. Early water-booster would be a bit too strong, Leviathan is already amazing for the first 3 chapters. I'd wager to say a Chapter 2 Earth-boosting Rod would make Titan a bit overpowered as well. And I suppose as long as it doesn't interfere with itemization (f.e If the period when it appears could be better used for an item to strengthen a weak class,in that period. But I don't think Chapter 2 is really a weak point for any of the caster classes). As a closing remark Nerf the Chicken Knife!!*coughjokingcough*

8
First, why..would you..two-hand..rods. Seriously, why? An Oracle doesn't need PA, Sticks are awesome weapons and use MA instead of PA in their formula, that's kind of how Oracles got that whole 'Battle-Mage' moniker going. As for the other mage classes that can use Rods, that is still one of the least sensible ways to use Two Hands. Hell dual-wielding Wizard Rods makes sense, but dual-toad rods? Really? (Magic Attack Up would still be the better choice if I'm not mistaken, over dual-wizard rods that is).

I'm just saying buffing an item that is already so utterly niche and pretty much useless (if I'm not mistaken it comes around Zaland/Goug, right after you get access to a bunch of MP boosting equipment so you aren't a 3-spell-wonder anymore) seems like a waste of time. I'd prefer it if the item was changed around somehow to make it more..useful. Maybe strengthening a different element (Earth? Wind?), all I'm saying is Mages should have items that improve their abilities as well, mages. Not some weird stick that makes them hit harder and turns things into frogs occasionally, when they really shouldn't be getting to the point where they are forced to hit stuff with their stick. The argument about how the rod improves Elemental/Punch Arts, is ridiculous. Using Punch Arts or Elemental on classes that have rods open to them (Wizards, Summoners, Oracles?) is moronic considering what horrible PA these classes have, using Item/Basic Skill makes more sense if you have a Physical character hopping over to the Magic tree. And unless you made your party overwhelmingly Physical by that time, you will have a pretty good amount of spill-over JP to make their base skill sets useful, hence preferably using an elemental-strengthening rod to make the base skills more powerful while keeping the secondary as a support set. Elemental can probably work (much worse then on Geo/Samurai of course) but I'm kind of curious, how many situations do you find yourself in where you go 'Dang, I wish I had Elemental equipped'?

9
Following that line of logic why not change Toad Rod to grant +20 PA, appear only as a Move-Find Item in DD, and Start:Stop. It'd sure make it more interesting >.> . If anyone even thinks of changing Threaten/Solution I'll hunt them down and stab them with a rusty spoon. Even then Mediators have tons of ways to counter mages. Negotiate, Persuade, Inslut, and Mimic Daravon. 3/4 completely shut down a unit (Okay fine Persuade doesn't completely shut down but reseting a slow spellcasters CT to 0 takes him awhile to get back).

10
Still seems using an elemental rod coupled with corresponding spells would edge out over a highly situational rod. I suppose I'll run a Wizard SCC to check out if I find a use for it somewhere.

11
I agree that sacrificing a reaction ability to ease up the twinking may seem like a loss. But by the point most sane people do Brave/Faith twinking it's quite late in the game where random encounters can be beaten with 1 person easily (I leveled up most of my characters in mime aside from Ramza pre-aftergame). Changing Brave Up to Faith Down is something I can strongly agree with. Nuking Faith is pretty easy as it is (Threaten takes off 4 faith per cast while Praise f.e only raises by 1) so making a relatively quick process even quicker is okay by me. Raising the totals to +4/-4 is a reasonable change, I agree.

On the Toad Rod, I really can't understand why. Putting 3 PA on a spellcaster weapon that starts you off with a 'not all too dangerous' status effect makes no sense to me. Mostly because, who the heck would actually benefit from that 3 PA? Seems un-necessary.

12
Apparently there's been a good deal of development done in the way of ASM edits. Tonfa and I were eyeing these changes as he's working on the Complete patch and we're wondering if anyone has any particular comment on the following:

* Oil fix. ZOMG. 2x damage from Fire.
* Blade Grasp nerf - limit it to range 1-2 physicals (so that guns/arrows/books/harps/etc. still go through)
* Arrow Guard buff - can block gunshots along with arrows (really, these two would go hand-in-hand if anything)
* Brave/Faith Up buff - change amount of Br/Fa gained from +3 to another number (we're thinking +5 or +6)
My thoughts on this since I'm a Scrooge who hates fun. Oil fix, dear god yes! I'm for nerfing Blade Grasp, seeing as how it makes sense thematically that it blocks only well, melee attacks and it is very very good at that as it is, good enough that there is no point using Arrow Guard (which while coming from an easier class to unlock is 100% overshadowed by 97br Blade Grasp) and it seems that the patch is intending you to diversify in your abilities. Map has a lot of ranged attackers who are more powerful then melee? Arrow Guard. Map has mostly melee attacks? Blade Grasp. Instead of just being, Map has physical or map has magical. I like choices. The JP may need to be lowered slightly but I'm unsure on this, it isn't very difficult to make those JP anyway.

Brave/Faith Up buff, I'm against this. Generally grinding up/down Brave/Faith to optimal levels is something that is well, optimizing...and grinding. It rewards you with an advantage for pouring time into it. Making it easier to max out your Brave isn't really something I'd get behind. Not too sure on Faith since it doesn't reward you quite as much for maxing it out (being a double-edged sword and all).

13
Hydras really..aren't rare...or that late, you could have one as soon as you finish Chapter 3. It takes two slots on the party roster, again, that isn't too big of a deal even if you are a 'I must have all special characters' person. It doesn't hamstring you in the fight you do need to poach 1/2 as much as you'd think. Tiamat's are pretty powerful monsters, definitely capable of holding their own against randoms. No one says the first thing you have to do is poach your own Tiamat, it's easier to do it at the very end. The only part of this that takes patience is the breeding, which again, takes 0 effort. It's just moving between spots on the map, hell you could do propositions while this is going on to pass the time since those are the same thing essentially.

I'm all for people having some broken toys, if those broken toys actually take real effort or time to achieve respective to their rewards (and the time they become available I suppose). It seems counter-intuitive to the stated goal #1 as well, to quote it...
1. To improve the usability and balance in all aspects of gameplay. (classes, items, etc.)
How is allowing an easily acquired and undeniably broken item, in what can be called the late mid-game balance in items? Which brings up another point regarding the aftergame, how exactly was it designed. Is it expected you use these broken combos/items/classes to have any progress, or not (I'm led to believe the former but would like clarification)? If it's the former it seems the severely hamstring your possible party set-ups, if it's the latter then why bother having these broken combos/items lying around. Other then for a person to just lol at how broken they are, which seems...silly.

14
You get a Mediator, you shoot a hydra into critical (pretty easy really), walk around for awhile doing other stuff...then Poach it. I really cannot see he effort required in it. Since you don't really need to hunt a Hydra too much, the things show up like weeds in Bervenia in relatively easy battles. Breeding is effortless, completely effortless. And poaching while adding some kind of difficulty (Do a fight with 4 characters, or 5 and poach once only one weakened enemy is left). Considering Chantages are pretty high on the broken scale, compared to the other pretty damn broken things (which I am okay with since they do take effort+sizeable time to do) 97 Brave Blade Grasp, NonCharge *anything*, Two Swords+KSwords (iffy on this since it isn't really that broken). And these aren't the end all be all combos. Whereas there isn't any real reason to use anything else in an equipment slot once you have a Chantage (for Ramza that is), for the ease of it's obtainment it seems to be too much.

15
No, no. I was musing on how a Ramza+4 Females team could stack the greatest amount of broken of broken items/combos. Speaking about Chantages, have you considered they are just a bit too easy to get? I mean, a Hydra is encountered very, very often coming from Bervenia North. And breeding it to a Tiamat requires zero effort. Which gives you...the most broken accessory.

16
It's not necessarily forcing you into a turtlefest, since Ninja's who would benefit from this combo, can still OHKO almost ANYTHING later on (With Martial Arts), you can still use sword skills, and you can still use something like Meteor and then move. You are still often forced to heal status effects even with an offensive set-up since a lot of fights simply cannot be blitzed down and these are the same fights where you almost have to spend your time reviving/curing statuses. It has another added bonus in halving the time you spend on support (Statuses, Curing, Reviving, Buffing) by making your team simply not die, or die/take damage far, far less often. I can't see a MP Switch Knight with a Robe being that good to be honest (Again almost all of my assumptions are on the after-game or very late-game, the normal game is still easy enough that making specific set-ups for them seems redundant, not that they aren't improved from vanilla. In fact, Grefter in Sand Rats is probably one of the hardest encounters in Chapters 1&2), why I think so, is you still won't have enough MP to take two hits and lose the bonus clothes would give you on a different character (Knights aren't all too awesome late-game, mostly because of their lack of clothes and pretty low speed. Speed is still the king of FFT). Hence a High-Speed, High-Damage non-magic user is the best user for the combo as opposed to say a Protect/Shell'd Knight who would (while not detracting from my 'MP Switch+Move MP Up>All' stance) be optimally suited to using Auto-Potion. Few things could smash through him, but that is going overboard on pure defense IMO. An accessory or head slot (Ribbons are still one of the best headpieces)+Reaction+Movement isn't, since you can still have a ridiculous amount of killing power/healing/buffing and decent movement. As for the 'two people hitting you nulls MP Switches invulnerability' it's a rare instance where two people hitting you isn't instant-death in any other case (where it matters, 20 hits for 10 damage does not constitute 'where it matters' or low-faith+magic attacks).

17
 I honestly can't remember more then one fight where an enemy had Two Swords AND was dangerous, that one fight being an optional to add as well. Blocking a host of status effects is rarely needed on more then 1 or 2 characters, Heal's cover-all-statuses (but only one target) and Stigma Magic's cover-almost-all-statuses (but restricted by location/vertical tolerance) deal with most of the bad status effects quite nicely. Not to mention Throw Item->Remedy. I could live with Poison protection but having nigh invulnerability, yet be vulnerable to other status effects. Could I live with the slower movement/killing power? Probably. Not to mention poison isn't all that often later in the game (seriously, looking back through my memory I can't find one instance in DD, aside from the Algus fight where it was pretty inconsequential). Nevermind, Eldibis but their guarding from Undead/Frog will go a hell of a lot further even counting MP Switch shennanigans. In fact that fight is brutal to MP Switch->Move MP Up, you have that goddamn Dark Whisper, tons of other enemies, and statuses, Auto-Pot/Blade Grasp work very nicely here. Back to poison, even with it's wicked range it still suffers from never really hitting all your characters as long as you aren't stupid bunching them all up, and when it only afflicts one person it's pretty quick and easy to get rid of, hence not hindering MP Switch+Move MP Up.

The original flavor of FFT is preserved just by the game being the game (same storyline, more-or-less same difficulty etc). I can see how enabling certain broken combos makes sense, Non-Charge is perfect in this sense. But having a combo that is pretty easy to obtain, yet with a set-up around it can negate almost all damage coming at the character, I'm not as hot about. It just seems unnecessary. It's quite funny in a sense that 4 Females+Ramza is probably open to be the most broken team set-up. Ribbons+MP Switch+Move MP Up+Chantages. Considering you can still have some great units out of this (Meli, Agrias...if properly grown, Reis..oh god Reis).

18
Non-Charge should just be left out of all discussion the ability adds an infinite amount of ways to break the game  :P (Granted at 9999 JP in Calc it takes a certain masochist to unlock it). Quite glad to see that combo (Quick Counter Magic) was removed it is as you said 'obnoxious', infinite turn scenarios should technically be impossible. Critical Quick is fine where it is, aside from suffering the handicap all critical abilities share (has to have a hit put you into a certain HP value yet not kill you, which doesn't happen all that often seems to me).

19
Evasion is multiplicative, not additive.  If you have a 60% evasion shield, and a 40% evasion mantle, you have 76% evasion.

You're missing Countermagic (can counter stuff like Haste and Reraise), Critical Quick, MA Save, MP Restore for the more support-style reactions.  Not to mention the basic offence reactions like Counter and Counter Flood.  But yes, the strongest reaction abilities are defence-oriented*.

*(except Critical Quick if fully abused)
Doh! I flailed there, been too long since I looked through the BMG it seems. Counter Magic, yeah..it's pretty good, well it can be insanely good (Counter Magic Quick still works right?). I can't for the life of me find a situation where you would use Counter, honestly, aside from an early game SCC with Monks before you get Hammedo.

20
Completely nullifying one hit per turn, not all damage.

I mean yes, there are battle designs that make MP Switch Move MP Up very, very good.  But there's also battle designs that don't.  For instance, poison pretty much nullifies MP Switch (the poison damage triggers after you complete your turn, and lowers your MP back to 0).  a battle with lots of ranged, mid-damage enemies is a bad place to use MP Switch.  (Examples of such damage being Choco Meteor, Math Skill, Wiznaibus, non-Charge summons, that kind of stuff).

So...really it's down to level design.  Obviously if you make a boss with "this boss deals mass 999 damage once per turn", then that's bad level design.  Same way it would be a mistake to make a bunch of 50 speed high damage enemies that all get stopped by Blade Grasp.  Same way it would be a mistake to make a really scary battle where everything can be evaded (and thus shut down by Abandon).

(Granted, I'm just assuming that the Deep Dungeon is well-designed to not crumple to any one reaction ability.  I actually haven't ever played the LFT DD--it might need to poison you more often >_>).
Quite often you only do get hit by one hit per turn (exceptions are of course Wundertwins which suffer from other factors, Bervenia, and Altimas. Excluding Tiny Ko since that's so gimmicky). *cough* Oblivions Edge *cough*. DD doesn't really crumple to any reaction abilities (Auto-Potion is the closest), but it does have it's issues with certain skill sets/support abilities being too good IMO. Though the only really necessary skill set (Math Skill) wouldn't be necessary with such a broken ability as Reanimate. Seriously, it's canceled by one move and is otherwise balls to the walls unbeatable.

Late game Choco Meteor isn't really mid-damage, it can do more then 70% damage to most of my characters. I don't think Abandon can make you reach 100% evade (though I may stand to be corrected). Wiznaibus isn't even worthy to be considered an ability, 20 damage...is just..hilarious really. Problem with say a fight in DD that inflicts mass poison on your team, is Stigma Magic. If it's the first move made (such as Adramelk's Undeath) you can just pre-arrange your units to all be hit by Stigma Magic (I don't think there's a single fight where your team starts on un-equal ground) granted if it's cast over and over and over again, it'd be a legit factor. Returning back to reaction abilities, Blade Grasp is pretty close to Auto-Potion on it's effectiveness but the one fight I really wish I had it (Altimax2, that 2 handed Altima with Gravi2 on it's attacks is terrifying) has so much magic damage going on you can't really afford to use it without sacrificing elsewhere. That is pretty much what I consider good level design, you have to give up something to gain something else. Oh and I suppose the goblin army in Nogias benefits a lot from having Blade Grasp but that's easily shut down by terrain+stop. There's also the factor that Shields in the late game are so good evasion based reaction abilities begin to wane in effectiveness. Venetian, Genji, and Paladin Shields together with lets say Feather Mantle on Ramza (bad class evasion at only 10%) will give him 90% evasion with Paladin, 100% with Venetian, and 100% with Genji. Granted I am not a fan of either the Venetian or Feather mantle (too much focus on Evasion). So let's compare a more useful Dracula Mantle with Genji and Paladin (both absolutely excellent shields). With Paladin 62% evasion, with Genji 72%. Here we see a significant drop in evasion, 62% is quite low. However, factoring in Protect I think it's quite even.

On the other hand, Ramza as most other Females will probably prefer to use Chantages instead of mantles (or any other perfume really). So let's examine it on say Orlandu, high class evasion and high hp awesome. 72% evasion with Paladin+Dracula, 82% with Genji+Dracula, 100% with Feather Mantle and either Shield. Honestly, the Feather Mantle is overkill in any of the examples, you almost never need that much evasion. Same problem with Abandon, you almost never need that much evasion on top of a shield. It has it's use of course with Glass Cannon types (such as my MA Ninja) but for them, they still suffer to magic badly. So it's easier to put some kind of damage/movement increasing ability/item. For reaction abilities, I think only Speed Save, PA Save,or Sunken State really fall under this. While for items there's the many types of Boots, Vanish Mantle, Bracer, Genji Gauntlet. All of which add more to the characters role then an evasion based Mantle (Vanish Mantle while having evasion, is more useful for the Start:Transparent, it allows an otherwise OHKO character move to the enemy he needs to move). The bonus of of using a Dracula Mantle over a Feather Mantle is also, is two-fold. It decreases magic damage (while providing decent evasion on the magic front and lackluster on the physical but also decreases physical damage), which coupled with Auto-Potion makes magical damage almost negligible. Something the Feather Mantle fails at.

 This also extends to the reaction abilities problem, it's easier to take a hit and heal through it back to full (low faith+shell+auto-pot), then hope for evasion to kick in. This of course, falls apart at 999 damage abilities. But those have their own issues, in Adramelk's case (speaking about the End Adramelk and not Igros) it's only a 1-person-KO which is easy to revive through, while damaging him enough to prevent him healing 999 HP isn't too hard this late in the game. While Oblivions Edge, is both unavoidable and (I'm not quite sure here) un-mitigatable hence you are forced to either MP Switch or hope he doesn't use it. Kind of shoe-horns mitigation reactions (Auto-Potion, Damage Split) and evasion reactions (Blade Grasp, Hammedo, Abandon).

Also what Dark Holy Elf said about poison...though with my set-up I had horrible MP >.>

21
(Unless suing Move-MP Up+MP Switch which is honestly so ridiculously broken it should be made impossible).

Nah.  Move-MP Up seriously limits your mobility.  MP-Switch seriously limits the skills you can use with it (some of the best stuff in the game, too, like noncharge meteor).  And if you know exactly what kind of damage you're facing, other reactions are sometimes better anyway (Blade Grasp is better against mostly physical; Auto-Potion is better for...nearly every story battle; Damage Split is better if expecting to be attacked by multiple weaker enemies in one turn; Hammedo is ridiculous against the right units).

It's a neat combo, but not necessarily better than other options.
Completely nullifying all forms of damage? That's pretty damn broken. Auto-Potion is pretty awesome (hell it's my most used reaction ability), but it suffers badly when facing large damage (150 just doesn't cut it against 300+ dpt), granted with low faith that is pretty rare. Blade Grasp, yes, awesome to an immense degree but considering the amount of magical/unavoidable damage you start to take later on, it grows out of style. Damage Split is quite cool, but being on such a pita job to unlock and grind JP in puts it's worth down quite a bit, and I would disagree on your use for it, mass amounts of weak attacks are better negated by Auto-Potion. Damage Split's best worth is probably against units that do 50% damage to you (Adramelk's Raise3 for example) though anything close to it is pretty good as well. Haven't used Hammedo since my vanilla Monk SSCC (during which it was hot to a degree hot cannot explain), but for it's main use (nullifying physical damage and as an added bonus countering it) I'd still prefer Blade Grasp for the higher chance of nullifying damage (0% at 100 Brave). The only situation where MP Switch doesn't work, is if you are facing multiple weak attacks (that would break through your MP) in one turn. It does limit your magical options and mobility, but pairing it with high-speed characters somewhat lessens the severity of the mobility loss, and I can take losing 2 move (well, 1 move since I'd probably replace an often used Dracula Mantle for Germinas Boots or something) for almost complete invulnerability to damage. NonCharge Meteor is still possible using MP Switch+Move MP Up. Not quite as often, though. You cast Meteor->Move. As long as your other skill set can be used without MP, you'll still have obliterating power whenever you don't take damage for a few turns (not that rare). In fact on something like a Samurai it'd be a pretty sick combination (suffering from low speed only I think, and low movement).

22
EDIT: Gameplay spoilers for LFT superfights.

MP Switch blocks it. (This totally deserves to be on the awesome reaction list. <_<)

Also, it does reverse faith damage, so high enough faith walls it, as does Doubt Faith (yes, I know it's weird Doubt Faith makes you block reverse-faith moves, FFT is weird). Doubt Faith is even math skillable. Granted, if you have a 3 Faith unit or something they're kinda screwed (outside MP Switch) but I really have no problem with random things punishing 3 faith as a strategy given that it's kind of a degenerate counter to many story battles.

END SPOILERS


Also, I thought colliery 2 was the easiest colliery battle by far, whether I was stealing or not. Interesting how different parties deal with different fights.


Man I love Adramelk being vulnerble to Don't Move. Not so much for Archer/Monk SCC (though that's still funny) but it's a -great- niche use for a spell that needs it. Good show.
SPOILERS
Oh yeah, I forgot to put that on the awesome reactions list actually used it quite a bit. Huh...I suppose that does make that a bit easier. But it would still only block one hit (Unless suing Move-MP Up+MP Switch which is honestly so ridiculously broken it should be made impossible). Unless you spam Hi-Ethers on everyone afterwards, but it would slog down the offensive part of the fight which you kind of need (Again assuming he does this somewhere at the start), the Behemoths can rip you a new one pretty fast.
END SPOILERS

Harder then the small Ko army in the 1st fight? I find that to be easier then some of the storyline fights (Stealing from Elmdor is hard, same with Zalbag). But yeah I can see how certain set-ups would have it easy in that fight (Lots of ranged attackers), in which case they'd probably have quite a bit of difficulty in the last fight, that one seemed almost catered to my decent-movement close-ranged OHKOers. I can't see the 3rd fight being too hard for anyone :P

Adramelk vulnerable to Don't Move....wow, I wish I knew that during his fight in End.

23
Mimed Calc is...good, but definitely not the only way to use calcs.  In particular, Mimes can't block status (so you can't, say, have all of your people blocking Confusion and spam that over and over).  Mimes can't absorb Fire/Ice or null Dark (so you can't hit the entire field and not hurt your own people).  Mimes will generally hit the same targets a second time, which doesn't stack that well when it comes to status (if you've already hit them with Math Skilled Slow, it does nothing to mime and hit the same target with Slow again).

Nor are calcs necessarily the best use of Mimes.  Would Mimes rather team up with an instant speed low damage move like Math Skill, or would they rather team up with Charge+20, Meteor, or whatever slow power ability where they can move into position at the last minute?

Don't get me wrong, the way Math Skill targeting works still makes it excellent with Mime, but at the moment it doesn't seem to be "this is THE way to use these two classes".  (Unlike pairing with Dance/Sing which doesn't call for status blocking or elemental absorption, and is a powerful charge ability that you always want to execute twice).
I agree with this entirely. However, the only time massed mimes are really useful (when paired with Calc skill) is to remove a lot of units in one turn, which makes slow charging-high damage abilities fall out of favor, the lack of need to move pretty slow units (Mimes suffer from lack of equipment badly in the late game) makes it even better. Also, from the changelog didn't Confusion get taken off the Math Skill usable list (this is pretty understandable, confusion/petrify/foxbird really should not be mass used they are just too powerful)? Not much to add on the Adramelk discussion however, for Thieves Steal Heart hijinks on a knight with Cheer Song/Battle Song, steal Dycedargs sword. Drag out the fight. Smash Adramelk into tiny pieces. Judo Outfit or something protecting from Dead would be advisable since Dyce really likes to use Crush Punch, though I suppose keeping one healthy but unthreatening lacky knight around would work just as well. Not too sure though, I don't like the idea of relying solely on Undeath what with the Raise3 and all. It's a lot like the Loss strategy used in SSCCs, except less full proof at high HP levels.

24
Yeah, up until recently Mimes mimed Dance/Sing.  This was changed for PC balance reasons: while we're all for including plenty of neat combos, we want to avoid "this is the obvious best strategy that most people use", and Dance/Sing comboed with Mime bordered on that, and was just a lot less fun and strategic than...anything else combined with Mime (all other classes made Mime positioning very important).

But as far as the Tiger fight goes?  Should probably change the fight somehow, yes.
Definitely agree on Mimes miming Dance/Sings being cheap to the max (Although as I did in the Tiny Ko fight, Calc miming is pretty hack as well). My personal recommendation if you decide to change that fight around, is two-fold. Add Calcs (seriously, mimed Math Skill is awesome) with high Faith/MA. Keep the Dancers, and move Funeral down a row or two. Give him maybe some kind of spell to keep him an audible threat (Flare? Confuse2?). I was kind of uh, curious why he had Blood Suck by the way, didn't really make sense to me. This would make the fight significantly harder in that a) You have upwards of 6 spells landing on you per turn, or enemies that are mass buffing and b) You have to break through the mimes on the way to Funeral and then keep them under control while stomping his face in. Again, this could be circumvented by CT5 Zombie but giving them Zombie protection accessories wouldn't be too far a stretch seeing as how the Reanimate isn't near as fierce in this fight as in Bervenia/Altimas.

Apparently, this means Laggy should replace the Wundertwins fight with my 11 Dancers of Doom!

...and yes, I'm getting to making this work on my computer >_>  I will play it, I swear!

...assuming Laggy actually makes a FINAL FINAL FINAL version, instead of updating randomly >_>
11 Dancers would have it's own problem unless you give them inordinate levels of HP, Dancers are only really really dangerous when placed far, far away from you so they can wreck havoc on you by the time you reach them. End as a level can be traversed pretty quickly, and the AI is somewhat stupid with moving it's Bards/Dancers towards you. If there was a way to change Dance to go off without a charge for them...that would be interesting. And probably kill any magic-heavy set-up but eh, most of the fights at this point I personally expect to force a certain set-up. *cough* Still would be better then Wundertwins *cough*  :-\

25
End: I'll be breaking this down by the fights encountered.

Enigmatic Eldibis: Wow, this fight really caught me by surprise. I did not expect Eldibis to be THIS hard. The fight ended up taking about 1 hour, 40+ phoenix downs, and a shattered Chantage (but I stole both the others so it's all good). Oh and I was forced to smash an Excalibur, which was ;_; so hard. Eldibis' regen, combined with his crony of super-hard hitting baddies was tough to get through. Partially because I went in with absolutely zero status protection. So getting through his Poison/Frog/Undead/Slow/Darkness/Silence/etc... took far, far too long. I did manage to get both Chiri and Chaos. As well as the Nagrarock and Chantages, but was forced to let the rest go. This is definitely a massive improvement over his previous 'Ehhh kind of hard' status. Quite funny, but with my abyssmal faith and zero status protection, I was overjoyed whenever he decided to cast Zodiac (didn't learn it, not a magic game). I eventually had Meli break his speed down, and was finally able to take him down (together with a poison from Carmine's Koga Knife, seriously, he has some badass Regen). My main mistake was probably not poisoning him much much earlier. All in all, a very good fight. And pretty well balanced. 2 resets were caused by people crystallizing before I could rez them/went undead and weren't cured by Caesar's heal (yeah...I went in with 0 Holy Waters >.<)

Wundertwins: Way, way easier than Eldibis. Even with my low Faith (those dang things hit like trucks), I was fortunate enough to only have Melidoul and Caesar die, and they both were sporting Chantages from the previous fight. Orlandu tore through the opposing females horrendously fast, along with supporting shots from my 87 Faith Gunner, Gaius. Stole the two Chantages, couldn't care less for the other perfumes since I already have 10 Salty Rages, 3 Setiemsons, and a Cherche (which no one uses anyway). Pretty easy fight.

Elder Brother: Friggin wow. I'm very impressed with this fight (and the Altima fight but I haven't quite given that a perfect shot yet). Between Dycedarg and his Robe of Lords, Chaos Blade, Grand Helmet, Maintenance, and ABSURD movement and Adramelk the Destroyer of Worlds....this was hard, this was really, really hard. This was I needed 2 Chantages and 2 Ribbons to actually win hard. I tried this several times with attempting to use Adramelk's Night Sword against him, but that never did work. Neither did slowly wittling him down while keeping Dycedarg as an after-thought, since I could not afford to put Maintenance on everybody (and I'm using mostly extremely rare gear so having it broken.... :S). So eventually, which strategy actually worked surprised me, it relied on Caesar having Punch Arts and Sigma Magic to heal my entire team of all the nasty statuses caused by the starting Undeath (Slow was making Adramelk quadruple turn everyone except Caesar and Orlandu who have Excaliburs). I decided to muscle through 999 healing per turn, while keeping my super-killers (Caesar, Orlandu) and nigh-immortal rezzer (Chantage'd Meliadoul who pulls through with Speed Ruin once again) immune to Charm and Petrify. This was achieved through Ribbons, and a Grand Helmet on Orlandu. I slowly broke down Adramelk's speed with Carmine and Meliadoul, while Gaius took the brunt of Adramelk's attacks for awhile (for some reason, once hasted, he was priority #1 for Adramelk, and with 99 Hi-Ethers and MP Switch....you can imagine). During this time Caesar and Orlandu smashed through Dycedarg timing it just right so he would go down without going into Critical.  Once this was done I just had to break Adramelk down to a speed where Scream'd up Caesar could double-turn him, then it was just the very slow process of beating him down 1k HP at a time. He really suffers here since he can't kill more then one person at a time, and Caesar has a Chantage so he will ALWAYS have the chance to hit him for around 2400 damage (I was very lucky with not missing any 60% swings, except one, which was compensated for by Orlandu HE'ing him). This fight I would wager to say is down-right, impossible, without Ribbons and Chantages. You need those insta-rezs. Also...I'm down to, 5 elixirs..from...30+ when I first reached End. All in all this fight was probably easier then Eldibis, in that it required far less time/luck, but significantly more attempts to figure out the AIs behavior. Now to figure out a strategy for 'LOLOLOL REANIMATE'....I mean..Altima.

Tiny Ko Army: This fight, is stupid, on so many levels. It's not difficult in any sense of the word, but requires such an immensely specific set-up, that can take quite a bit of time to set-up, that it just isn't any fun. I mean 11 or something, non-charge, meteor-slinging Time Mages with infinite revive...it only leaves one option, in the form of Math Skill, nothing else is even remotely possible in this fight. It also requires for your people to have the exact amount of Faith to not kill the next person in the chain. To explain what I just said. All the Time Mages have exactly 12 Speed, meaning as long as your Math-skiller has 13 speed, you will win, as long as your zodiacs are decent, and you don't miss many (if not ANY in my case) spells, as well as not getting more then 2-4 damage splits. Basically what I did was bump up Meliadoul's, Gaius', and Clouds Faith to 70+ (Cloud simply because he was high-level and had Calc unlocked, I didn't want to waste more time then necessary). Then turned Meliadoul, Gaius, and Lilith (my ex-Medipriest who has been benched ever since I turned Meli into a staple member of my team) into Mimes. Caesar (Ramza) went in as his regular self, but sporting the Paladin Shield to make sure one person survives the onslaught of Fire/Ice/Thunder, granted Orlandu may have been a better choice, if you get a bad comp with one of the nearby Ko's (Caesar set-up isn't prepared for this since his Physical attack will kill Cloud and a Mime while Orlandu's swordskills aren't Mimed). Set-up was such that casting Preach on a back-row Mime had everyone except Meli (she was last to Mime and was left at 1 HP after Gaius' mimes on previous attempts) then had Cloud cast Bolt/Fire/Ice, and sat back and watched. Eventually (10-20 resets) after, I finally killed each Ko by Meliadoul's mime. It is definitely possible to do this fight with either 5 Math-Skill+Equip Shield 13 speeders, or possibly Summon magic+Teleport+Non-Charge on fast classes. Just in general, forcing high Faith set-ups, while nigh forcing low faith set-ups before...is asinine in my opinion. A very luck based fight, but not too difficult.

End of the End: The Annihilating, All-powerful Altima..times two. Uh-oh. While writing this paragraph I have yet to beat them, and the 1 damage+zodiac+reanimation+grand cross..makes her a very overwhelming enemy (the one that starts way up top and goes first that is, the other one is less of a problem considering my immense amounts of physical damage). My thoughts and experiences so far, show that my only way of winning is take down as many of the demons as possible first off, while having Gaius focus on sniping the 1-damage Altima (he seems to do decent damage, leading me to believe she only takes significant damage from spells, and with my low-as-hell Faith team, he is the only one with the arsenal to take her down, being a gunner with 80 Faith and a Blast Gun). I haven't yet figured out Ajora's role, but between Mbarrier, Ultima, and a ??? status, I can only assume s/he is mainly an annoyance role. Judging from the Reanimate HP s/he receives, I'd assume s/he doesn't have much more then 500 HP (I hope). Now to just find out if the demons can in fact, turn into crystals, if they are in fact Immortal, then my current strategy is boned. Oh yeah, Caesar is going in with Punch Arts to Stigma Magic away the Grand Cross asap. And yeah, I'm reseting until I get a Grand Cross or Mbarrier (Demon). Return2 is probably my greatest threat, but no way am I decreasing my Brave just to deal with this. Chantage+Ribbon combo on Caesar/Meli is a given, and I'm thinking Genji for armor (Ragnarock+Venetian Shield on Meli, and Chaos Blade+Excalibur on Caesar). I think a Dracula+Thief Hat+Power Sleeve on Orlandu and Twist+Power Sleeve+Vanish Mantle on Carmine along with Martial Arts to maximize damage once I'm sure neither Altima is vulnerable to posion. May try using Meli with Dance to inflict mass chaos in enemy ranks (seriously, those demons are as big of a threat as Ajora and the Altima Twins).

YES! FINALLY! Okay, wow, when I finally figured out what to do...I got it on my first shot, after about 50-60 resets trying stuff that didn't work. Granted, I had to use the cheapest tricks in the book (Math Skill, Draw Out buffs to force Despair2, Martial Arts Ninja). What finally worked, was using Math Skill to zombify all the demons, there really is no other option, it is impossible to deal with several thousand damage+status effects+enemies buffed coming at you every turn. Then I had Meliadoul Regen+Haste everyone with Masamune, Protect+Shell was next. While Orlandu (who has teleport, also, incredibly cheap) and a 7-move Caesar rushed forward to take out as many demons as quickly as possible while depleting the Altimas MP slowly. I did have a few nasty Grand Crosses (one of them hit Orlandu with almost every single status effect) thankfully Caesar was nearby to administer a quick Heal. I was rather lucky that only one of the demons revived, right at the very end, by when I had Ajora hemmed into a corner and both Altimas dead. It was quite funny to get a Reanimate as an Altimas first turn, that resolved right after a mass plague of zombification afflicted on his/her ENTIRE support, essentially taking off 50% of each of their HP, leaving them at OHKO status for Meli (who had equipped a Chirijiaden, she was after all in Samurai class for this fight), Orlandu, Caesar, or Carmine. Gaius mostly just hung out back slinging Dispel Magics and various buffs at my team after Dispelling friggin everything (CT4/5 is just so damn powerful). And that's pretty much how it went, granted it took ages to smash through that MP.

 The fight is seemingly made to be nigh impossible, the Altimas have simple too much back-up in the form of the four Ultima Demons, and Ajora is one of the greatest pain in the asses I have ever faced. Without massive zombification this would have been impossible. It also requires an astounding amount of movement from your team to deal with the Altimas teleporting to hell and back constantly, and of course, a LOT of rez capable people (I went in with 4, but 5 is probably best if you can squeeze in mass status removal as well, well actually I had 5, but with Caesar's nuked faith he isn't much of a Wisher). As well as nuff said, crap loads of damage, along with a good deal of innate buffs. With their support, this is the hardest fight I have faced yet. Without it? Probably around Eldibis level hard, though the preparation takes ages, unless you have been using a good deal of Math Skill up to this point, seriously, grinding out two calcs for just two fight, I must be insane.

Closing thoughts on Deep Dungeon: Well, it's been...interesting. I did the 4 END fights after only encountering Algus and Izlude, so my perception of the others may be quite skewed. But all in all, it's definitely very very improved, and not quite as pants-shittingly stupid hard as in FFT v1.3, it keeps a decent level of difficulty up until you hit the End fights. The Wundertwins were far, far below the level of difficulty I was expecting (in fact, I think the Zodiac fight would be better suited here, and Wundertwins in Horror). But Elder Brother, Twin Altima, and Eldibis were a very nice follow-up to the hell of Nelveska. Tiny Ko, was just, stupid. The Tank Goblins on Nogias were also a bit too much, they weren't difficult but so time consuming you were bored by the time you had one down, much less the others. The other rare fights were quite enjoyable, and required a good bit of setting up but weren't all that bad. Reanimate as an ability is in my opinion, way overdone. It's only real counter in all the places encountered, is to use CT4-5 Zombie. Which completely removes it from the playing field, nullifying that aspect of the fight. Raise3 would probably be a better alternative (it doesn't FORCE you to use MS Zombie, and having the chance of say those Ultima Demons reraising from Undead is quite scary). I didn't bother with Rudvich, Barinten, and Zalmo since I was quite sick of DD in general and those fights don't seem to offer anything new after the others. Overall, a fine job. I'll be tackling the Bervenia Volcano super-fight next, and maybe Richard's Revenge, but yet another Reanimate fight is so bland.

-Bervenia Volcano Super-Fight-
First off, this fight is in fact. Horribly designed. In some vainglorious attempt to be hard, it has become almost comical. The MS Zombie trick to avoid Reanimate doesn't work here for 2 reasons, everything moves too god damn fast for me to wait till Gaius moves to cast it (he's my slowest character at 12 speed) and because the damn Mimes are Zombie immune. You are left with simply hoping Cyril never casts it. Or at least doesn't cast it till the Behemoths crystal/boxilize. Which is already not very fun. Irius the Juno Knight isn't a big problem either, he seems to have some kink in his system where he really, really likes using Negation even if it's your innate buffs (Excalibur's haste f.e). Otherwise, you just break through his mana and corner him later on. Not to mention, breakable equipment...is always a bad idea on a boss (so is making the hardest fight in the game built to house extra Chiri/Blood Lance/Paladin Shields).

My strategy on my winning run (yeah, this took quite a few resets) was to take out the Dark Behemoth and one of the nearby Behemoths asap. Then the King and other Behemoth and then work on the mimes, followed by Cyril and Irius. I did get one Reanimate right at the start after I killed the Dark Behemoth, but it wasn't a catastrophe. I did MS Zombie the Behemoths with Gaius just to make sure, then proceeded to slowly rip the mimes a new one having Meli and Caesar act as sacrificial victims when needed. Cyril was quite helpful all-in-all, taking down the King Behemoth and 2 of the mimes for me (as well as not using Oblivion's Edge or Reanimate, seriously, who thought a 999 damage unavoidable attack on all enemies was a good idea?). Once all the mimes were dead, I killed Cyril to keep him at OHKO range. Stole Irius' stuff, killed him as soon as Cyril revived. Stole the Lance, and killed him.

Fight took 10+ attempts, but could have gone into the hundreds without luck. Which is kind of why I so heavily dislike it. It's all on luck. If Cyril uses Oblivion's Edge, reset. If he Reanimates the whole field, reset. And with his rather small ability pool, this happens often. Zodiac isn't much of an issue in this fight for me (low Faith) unless it is mass mimed (happened once, seriously, 5 Zodiacs on 3 people was brutal). Overall, it's overdone, too many strong abilities/items/units in one fight makes it seem like you were trying far too hard. And that is exactly what Bervenia comes off as. Changing some of the units (preferably the Behemoths, they just seem out of place) to Status Inflicting units (Byblos units from the Eldibis fight come to mind). Or the mimes to units that I don't know, are interesting (4 Divine Knights maybe?) and removing Reanimate+Oblivions Edge from the fight would go a long way to making it a more fitting conclusion to the after-game. Granted, by this time you have every ability and item you could possibly want, which is kind of why Maintenance on Irius would make more sense (Chirijiaden+Paladin Shield combo is devastating). But oh well.

Overall Thoughts on the Aftergame
It goes without saying that compared to original FFT, this is a huge improvement. The progression of difficulty could use some tweaking in the Colliery, the second fight in the series is probably the hardest as long as you protect from Galaxy Stop in the last. Otherwise, it goes quite well. Nelveska is harder then Colliery, END fights are harder then Nelveska, and Bervenia is pretty much impossible without luck. The special fights in the DD (at least the ones I did do) are rather fluctuating in difficulty and could perhaps use some tweaking. Larg/Goltana and Zodiacs are the only ones I could really call hard, and even they are pretty easy to beat once you realize what gimmick makes them hard (Galaxy Stop and Status Effects/Magic Damage respectively). In this sense, they are easier then Nelveska, which was probably the most intensive in preparation (aside from Altimas) and probably my second favorite fight (Eldibis being first). It made me deal with several dangerous factors while having a quasi-time limit, and then be thrown against monstrous Hydras if I wanted the items. It also had the proper balance of possible resets for me (coming from SSCCs granted). And for that had some of the best items in the game. Of course, I barely used the Blood Lance, but the Paladin Shield was worn by Orlandu for almost the entirety of DD/Bervenia.

The largest hinge in difficulty progression is definitely the Wundertwins fight. I cannot see anything difficult about it (They use elements, elements can be minimized in power to nothing even in a low Faith team as mine, which should be punished by this fight). While offering the most powerful accessory in FFT and the easiest fight to Move-Find the 3 uber-powerful items in END. Oh yeah, and they are all vulnerable to Negotiate. Speaking of which, Talk Skill is probably one of the most powerful skill sets now. Purely because of Negotiate. The other skills (when facing humans) only turn it into an absolutely marvelous skill set. Why is Negotiate so strong? It isn't effected by the Monster Talk rule. And a huge amount of enemies aren't immune to stop, in fact, very few are. Between Negotiate and Speed Break, you can have control over a fight very easily. Which brings me to the other overpowered ability, Speed Break. Speed Break is too damn strong, way way too damn strong. If it was balanced around 1-handed breaks, I can understand, but add two-swords....and it becomes overpowered. 2x two swords speed breakers can transform the entire field into a field of statues easily.

The only truly glaring problem in the after-game is the overabundance of powerful items. Mainly in the Colliery. The relative ease of obtaining these items (again, relative) somewhat trivializes a lot of the Special Fights in DD which at most offer you additional copies of the items. Which again, can be found by Move-Finding in the DD. Thief Hat's are also still by far and large, the most useful headgear. The only 4 head pieces I used in the entire after-game were Ribbons, Grand Helmets (for extra HP mostly), Thief Hats, and a Twist Headband on Carmine for the ludicrous punch damage. The vast majority of the times, I went with Thief Hats. A similar story with accesories though less drastic. Chantages dominate on Females/Caesar, there is rarely a reason to use ANYTHING else. Since with at least decent growth (and the availability of ribbons) you never need to use a status protection/+PA piece. They also are not that hard to obtain with Tiamat Breeding (I had one when I walked into DD). Making them available during the Eldibis fight (which is very, very hard to steal during) I think would somewhat lessen the severity of their power, considering you can technically make a 4 female+Caesar team, and you can get 5 Chantages easily from Wundertwins...a permanently reviving team is just too much. The other useful accessories are Dracula Mantles (very, very nice and rare enough to not be too much of a problem), Vanish Mantle, and Bracers. Bracers are still the king of physical accessories even at 2 PA. Well aside from Salty Rage but in my predominantly male team they saw little use after Chantages appeared. Feather Mantles saw zero use later on since they no longer offered impregnable defence combined with Abandon (in fact I had either Sunken State or Blade Grasp on for physical fights). So generally, removing some of the equipment from Colliery would go a long way to solving this problem, rebalancing poaches a tiny bit would go even further. Though the new location for the Robe of Lords, is very nice :P

Finally, I think I'll touch a bit on skill sets, reactions, supports, and movement. More of a list of which are really, really good. Excluding stuff like all the special character sets (including Guts) since those are obviously good, in most situations (except Meliadoul but an AoE triple Speed Break is balls good).
Awesome Skill Sets:
Battle Skill
Talk Skill
Draw Out
Math Skill (If only for being the only workable strategy in 2 (3?) fights)
Throw (Slashers/Giant Axes)
Item (*Best*)
Summon (Didn't really use it at this point but I can see it's worth)
Punch Arts
Ying-Yang Magic (Confuse, Petrify are great)
Dance (Nameless is devastating if you have time before then enemy blitzes you)

Awesome Reactions:
Blade Grasp (*Best* in physical fights)
Counter Magic
HP Restore
Sunken State
Speed Save
Auto-Potion (*Best* in magic fights, even better with low Faith)
Abandon (It's still pretty good)

Awesome Supports:
Two Swords
Short Charge
Throw Item
Concentrate
Martial Arts
Magic AttackUP
DefenseUP

Awesome Movements:
Move+3
Move+2 (It's much easier to have on everyone then say Move+3)
Teleport
Move-Find Item (Just because of Chaos Blade/Robe of Lords)

And so ends my review of the after-game, and pretty much the whole mod. I'll make another list of what I liked and didn't like in general if anyone desires it, but I think I've covered pretty much everything. The list of useful After-game skills/reactions/supports is more-or-less the same as in any other part of the game. Movements, well, move+1 and +2 are your only real options, with +1 edging out for Spellcasters/Tanky-builds while Move+2 is king for Physical damage dealers. Oh yeah, I didn't mention Steal even though it was one of my most used skill sets, because honestly for it's purpose...nothing compares, but if Quick Attack and Steal Heart/Exp suddenly disappeared. I probably wouldn't notice. In closing, thanks for reading. Peace.

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