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Messages - Laggy

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1
Thanks for the heads up! I saw the same issue doing a recent playthrough in Duckstation as well, actually. Glad to know that fix works.

You should consider dropping by the RPGDL discord if you want, we're fairly active there compared to the forums (though of course we're not dead here or anything.)

2
LFT fast (not speedrun) playthrough writeup. No nonsense and few limitations, I want to see how hard the game feels trying to be as straightforward as possible with my knowledge of it. I do impose some rules.

* No superfluous grinding (notably no randoms, though I fatfinger a couple, once in Ch1 and Ch2 and just end them ASAP. They're uneventful.) I don't ever crystal farm, though once a fight is under control I'm not above having PCs that are out of range of finishing the last enemy unit(s) bonk themselves for JP while the ones who actually can reasonably end the fight do so. At some points I delay ending a few encounters to get a specific JP count for my sanity but it's always only a handful of turns.
* No propositions or poaching that isn't in a story fight, no going out of my way to MFI overpowered picks, etc.
* Technically I can use special chars, and objectively it's correct to use Orlandu once you get him, but that's boring. I settle for just using Agrias instead of having to worry about a 4th generic; also to see how she feels since I haven't used her in a while.
* No Calculator (it's dubious if the time spent unlocking and leveling it is even worth it for maingame LFT, though it's a lot more tolerable with props) but also the "best" way to use Calc is still degenerate full battlefield strats so eh, I'm not into that.
* I use my starter generics and spend no time in the soldier office and get 3 female Capricorns with Ramza Capricorn. Which means they all have worst compatibility with Agrias. OH WELL

Unfortunately with the emulator I'm using there seems to be some sort of bug that's affecting some damage formulas to be way lower than they should be, notably Spark from Bombs, some Elementals, and (most relevantly) spellguns all doing single digit damage. So far this hasn't really mattered in a meaningful way (Balk 1 ended within a single round of actions for me and he wouldn't have OHKOed regardless) but may as well disclaimer it.


The long-term team composition goal I had in mind was:

- 2 female generics beelining for Bolt/MAU into Ramuh/Moogle, then using Summon to carry Ch1-2 (and part of Ch3) while they branch into Yin-Yang and Time respectively
- 1 male generic going for Ninja with Item secondary
- Ramza going for Draw Out because female MA while going through the physical tree is less painful
- Agrias (Geomancer or Knight, grinding Holy Sword in easy fights)

It's a fairly straightforward composition that balances between strong aoe damage/healing, one dedicated speedy Item user and a "let them approach me" gameplan for the most part. DO and Holy Sword fill in the gaps where appropriate as instant, unevadable damage with splash. It is notably very revival light: just one Item user. I never end up using Raise for pretty much the whole game on either caster, valuing their offensive/utility magic more; Guts for Wish does come up as a backup plan for Ch1-3, as Ramza just spends a lot of time unlocking Samurai and never can stop to pick up a decent secondary skillset. He also started with Yell which is a decent JP filler move.

Is this ideal? Probably I should've just caved and had another dedicated Item secondary (Ramza or one of the casters.) But honestly, I find FFT a lot more brain-engaging when you run low revival sources, so I just rolled with it.


I recorded the whole thing (including fight downtime, shopping, etc.) as a reference so if you are interested you can check it out. Still got the endgame stretch to finish but I doubt it will put up much of a fight.

https://www.twitch.tv/videos/2255127851 - start to Ch2 Zirekile
https://www.twitch.tv/videos/2255436567 - Ch2 Zaland to Ch3 Yuguo
https://www.twitch.tv/videos/2256671378 - Ch3 Riovanes to Ch4 Bervenia (uncleared)
https://www.twitch.tv/videos/2256671649 - Bervenia to Bethla
https://www.twitch.tv/videos/2258755690 - Germinas to UBS5

Writeups for Ch1 and 2 for now, I'll do the rest at a later point.

Chapter 1

In Ch1 this means Wizard/Summoner, Thief/Archer, and Monk for these units respectively.

Everything up to Dorter doesn't really deserve comment, although Mandalia Plains did open with a Wizard killing Algus immediately with 41 collateral Bolt damage.

Sand Rat: Complete slaughter, the two Wizards sweep with Bolt and Poison and my Archer finishes off the enemy Archer by claiming the high ground first. None of the units ever get out of their deathtrap save the Monk who starts outside.

Miluda 1: Also one-sided, only one Thief gets an attack off and all the other enemy units are dead before they can do anything.

Miluda 2: Requires a bit more careful zoning to deny the enemy Knights any meaningful hits. Miluda's tanky enough that my slow hang back and pick off approach means everything else dies before her, but I'm never in any danger.

Wiegraf 1: Harder than it needed to be mainly because I'm being stingy with JP and not picking up Bolt 2 or getting Ramuh early, opting to save for MAU. This means my offense is quite limited for a blitz approach, so I end up killing all the support instead. Lucked out a bit with some evades and Ramza never eating a Crush Punch ID proc. Probably still would've done ok even if it'd gone south but likely I should've just picked up better damage beforehand.

Ziekden: MAU is done, so the girls go Time Mage to unlock Summoner for Ch2. Archer is great for obvious reasons in this fight. Kill opening Wizard (who almost always charges an OHKO on Ramza so you don't really have a choice), then go after Algus, usual deal. He gets some good Auto Potion RNG but it's not enough. Poison gets extra value here.

Overall, chapter 1 is predictable, Black Magic just rips it in half handily - nothing can really compete with the raw damage output+splash and Poison's range is great for Knights and bosses. Archer feels very good in some fights too and since Ramza needs a lot of time in Monk to unlock Samurai, Repeating Fist's early OPness gets to shine. Battle Boots for basically the whole chapter as well, the +1 PA/MA accessories are honestly kinda traps for the most part.


Chapter 2

My male generic wants to head to Ninja eventually but since it's ultimately just a carrier destination there's no real rush. I dedicate this chapter to getting more of Item finished and spending a lot of time in Thief, for Move+2.

Ramza similarly needs to unlock Samurai, although unlike the male generic he would rather start accruing JP there ASAP. However since actually playing and leveling on Samurai is pretty painful I also decide that he goes Thief where he can to pick up Move+2 as well. Both of them grab HP Restore as a generic reaction (I have a very high opinion of it for 300 JP.) Otherwise he just bounces between jobs for unlocks and runs Guts secondary and spends an awful lot of time Yelling. The idea is that...

...the two female generics will carry this chapter by blowing shit up with Ramuh. Moogle gets picked up too, those two summons alone make for an incredible skillset for a long stretch of the game IMO. I decide against bothering with more in Summon for now. They'll go Oracle and TM once that's done.

Agrias will round out the roster at the end. For Zigolis/Goug I'll just throw in a chocobo as filler.


Dorter 2: Possibly the most one-sided fight I've ever had here; the enemies decide to bunch up in a nice cross formation and uh that's that. Basically no meaningful enemy actions occur, and as the last surviving Thief and Archer retreat back to their inevitable slow deaths I bonk the guests some taking my time to go up and finish them off. Summoner gets unlocked after this.

Araguay (1 wipe): I opt to be greedy and not mount Boco, he gets his eyes gouged out and panic runs into the welcoming arms of a Goblin Punch. FIRST WIPE I'VE EVER HAD ON THIS MAP IN ANY FFT VERSION, oops.

Zirekile: A slow ass fight where I maximize my JP-gaining actions while playing it safe with my limited revival. We finally do have Ramuh here although it's genuinely less efficient than Poison against all the enemy Knights.

Zaland: Oh hey a very nice box formation with the two Wizards and two Knights, oh look they're all dead to double Ramuh. Again the fastest clear I've ever had in this encounter. Moogle is picked up so we're done with playing Summoner for now.

Bariaus Hill: Musty solos one Summoner, I spread out to avoid Elemental splash and carefully bait the Lancers forward to pick them off without letting them land fatal hits. I do eat a death or two but not my Item user, and clutch a Haste out to dodge the enemy Summoner's Shiva. Another zoning-heavy fight. Also my planned Oracle doesn't have Priest JLV2 yet so she has to make a detour here for that.

Zigolis: A pig spawns and promptly gets poached (running dual Thieves right now!) Actually this fight drags out longer than I'd like - Skeleton Souls 2HKO, the opening Ghost gets a Shadow Stitch off and the pig annoyingly evades easy death early on and keeps Musty sleep locked. So I spend a lot of MP using Moogle to avoid getting killed and two of the early undead units actually reach 0 on their timer near the end of the fight. Fortunately neither revive, though it wouldn't have been that big a deal, just annoying.

Goland: I mess up a lot of my plays here so it's worse than it has to be. However ultimately it's a fight that largely centers around baiting the Summoners to their death and not getting too messed up by the Archers in your turn order killing your casters. I'm careful not to lose my Chemist so it never spirals out of control. (RIP Boco though)

Bariaus Valley: Musty gets a one time cameo here, and with a Chemist on the other side this fight just sort of crumples over (guns are really good here against the casters and the Knights just aren't in a great position to threaten you.)


Now is probably a good time to take stock of my exact setup/how much I've grinded thus far...

* Ramza - LV11, unlocking Samurai still. In Knight to get it to JLV4 and also because Golgorand is pain. Normally Guts secondary (Yell & Wish), has Item here with Phoenix Down from spillover JP. RSM HP Restore / Move+2. I had Equip Spear from a Lancer dip and was planning to use it, but stupidly sold my Javelin and did not buy a Mythril Spear before I was locked out of castles. I may deeply regret this soon.
* Draper (male generic) - LV11, finishing Ninja unlocks still. In Geomancer to pick up Attack UP. Item secondary (Hi-Potion, Phoenix Down.) RSM HP Restore / Move+2 like Ramza.
* Stephanie (female generic) - LV10, Time Mage (Haste, Slow, Don't Move), saving for Teleport. Summon (Ramuh/Moogle), MAU.
* Annette (female generic) - LV11, Oracle (Silence Song, Paralyze). Summon (Ramuh/Moogle), MAU.
* Agrias - LV13. Freshly joined (with only Stasis Sword.) Immediately in Geo to actually do damage and work on Attack UP.

And so we get to...


Golgorand (1 wipe): Conventional FFT wisdom says you want your casters to match enemy Speeds (or be 1 below) so you can immediately cast on them freely. For Chapter 1 this is generally 5 Speed, for Chapter 2 this is 6, and for Chapter 3 this is 7. LFT Knights throw a ripple in this since they are slower than vanilla (90 mult instead of 100) but this works mostly still.

The two enemy Knights on the ground in Golgorand in vanilla are usually not a big deal - they're 3 move and don't have secondaries. So you can just kite them, forever. In LFT they have 5 move (Move+1 preset) and one of them has Elemental as a secondary. This is kind of a big deal. So big that both of my casters, who are 6 Speed and on Ramza's PBF side, end up eating shit and dying before they get a single action.

I try my best to recover (still killing Gafgarion before his second turn) and do get some good luck so it looks like it's not totally hopeless for a bit but ultimately 9 units vs 3 is just way too much action economy disadvantage to fight uphill on.

On the second attempt the casters are now 7 speed and actually get to move, although things are still grim early on as they usually are - a struggle to simply stay alive and not get buried into being forced to revive while still taking out Gafgarion ASAP. At some point the Yin-Yang Archer also confuses Ramza and my male generic, and they're just left floundering on the wrong side of the map for a good portion. And then finally the last insult to injury: in forgetting to get a spear for Ramza he and Agrias are both on Coral Swords... and I forget one of the enemy Knights has fixed Rubber Shoes. AND both my casters only have Ramuh as their damage spell (and the Oracle is on a rod.) Which means only the Time Mage with the Rainbow Staff, and the Geomancer with the Mythril Sword, are capable of damaging him. And said Geo was Zombie'd while he was confused midway through, so if he goes down, I can't revive him either. (Spoilers: he does go down eventually from lack of healing)

Long story short, the fight does end up boiling down to just the two floor enemy Knights, and eventually they both get a turn to 2HKO my Time Mage (who I have tried desperately to keep alive the whole time). FORTUNATELY I win the 50/50 on undead revival on the Geo, and he lands the last fatal blow to Mr. Rubber Shoes.

I felt very tested at all points throughout this fight that I'll plug a direct timeline link to it: https://www.twitch.tv/videos/2255436567?t=2h7m53s By far the hardest fight in Ch2 and up to this point in general, nothing else comes close, but that's Golgorand for you.

Lionel Gate: I don't even bother with Rubber Shoes here, Ramza COULD win the duel handily (he's finally in Samurai! And 2handing a spear for 120 damage pokes to Gaffy, plus Gaffy knocks him into HP Restore range) but I just go for the lever to be safe. The Summoner charges Shiva which is the one scary move that happens in this fight and is instantly shut down by Silence Song, so that's that.

Queklain: Quek lands double DS and no sleep. Pdown one of the Knights because they're bodyblocking me. Oops, I forget to set Holy Sword on Geo Agrias. Doesn't matter, I slap him with a Slow 2 on my Time Mage's first turn and have too much damage; he kills one more person but that's not enough.

As predicted, Ramuh dominated Chapter 2, although at 7 CT and with far more dangerous enemy setups it's not quite as overpowering the way Black Magic is in Chapter 1. Silence Song was the other clear winner; even if you don't pull out blitz wins at Zaland or Goug, it shuts the most dangerous units down there real fast, and the only one at Lionel to boot. My male units kinda sucked at damage but they did their job at keeping enemies distracted or pulled into position for my casters to blast away, and they spent most of the chapter investing in unlocks/RSM to be relevant in the future as Ramuh becomes less of a powerful button.


3
By default, no. If you want you can download FFTPatcher from the FFT Hacktics site, open the ISO, and enable guests to be controllable within their respective fights in the ENDT section.

4
Okay, so FF7R.

I may do more indepth plot/scene analysis later but here is the general spoiler-tree tl;dr.

Gameplay
It's an ARPG, so just accept that going in. Movement and positioning are big here, as well as timing your abilities to not get hit-cancelled. However compared to other ARPGs I've played (which is a pretty shallow pool, SO2 and KH are the most prominent entries) it's a lot less button-mashy and strongly promotes switching control of the main PC as well as pausing the game frequently to use menu commands, so I will say it's the best take on ARPG I've seen so far. If you absolutely loathe it probably stay away (especially if you hate getting interrupted out of animations/casts), but if you've managed to play through other ARPGs before FF7R is worth your time. It also has plenty of teeth, which alone kinda earns it above FF7 in my book by virtue of actually trying to fight back. <.<

PCs feel unique in their identity and playstyle, and you have good reason to use all of them as a result to tailor to the fight at hand. They aren't terribly deep but the fact that it's optimal to swap through them keeps the flow mostly fresh. Magic is OP as long as you don't get hit out of your cast (high damage, weaknesses a big deal) and Bolt is still the bestest materia just so you know it's still FF7. Which hey means it still needs more effort to use than it did in vanilla.

The enemy design got a lot of love and I was pretty floored at the amount of work put in for randoms that some FF7 players probably wouldn't even remember the names of; very few get missed (although WARNING BOARD GOT ROBBED ;_;). Fights are generally well defined, although some encounters are annoyingly gimmicky to the point of being frustrating (dear god, don't play the game without Assess AKA Scan) but notably none of them actually -killed- me, just dragged a lot. The biggest stinker is that a bunch of boss fights have phase changes (almost always HP triggers) with no telegraphing that you're about to hit them in advance, and when these happen the game basically pauses and wipes out all current stagger, AND the effects of any damaging ability going out at the moment, including limits. This is dumb and I would've much rather they made it more obvious by using multiple HP bars or whatever.

UI kinda sucks ass. The weapon upgrade submenu and materia swapping are criminal in how slow and cumbersome they are in addition to how often you should be in them (a LOT), and it gets really bad when you have to do party swap sequences; there's actually cutscenes that lead straight to fights with PC swaps and I hope you notice that there's a prompt to hold down the menu button so that you actually can do pre-fight setup after the scene finishes, cause if you don't, hf going in with PCs that probably haven't had their gear updated for hours. THANKFULLY the game has a sane quick reset (reload back to start of encounter, or last save/autosave if you prefer) but these UI flaws could've frankly easily been addressed.

Oh and the god damn camera, holy fuck can we please zoom out farther than the seam of Cloud's billowy pants. The game is absolutely crammed to the gill with dungeon crawlers to an almost Dark Souls-esque feel (complete with kicking ladder shorcuts down!) which of course was right at home with me but may feel excessively filler for you depending on your mood of padding out every vanilla FF7 Midgar screen into a full sized often hour plus romp. The camera (TRUE TO DS FASHION) sours this a little by letting you see so little by default, but it does pan outwards depending on where you are so it's less egregious than it could be.

Some battle tips for those getting into it, if you want them (don't read if you prefer to learn the system through trial by fire, but these are pretty generic):

* As stated above, Assess everything, elemental weaknesses are big and very often fight gimmicks will be explained or at least partially explained in the bio blurb of enemies, especially on how to stagger them.

* The enemy AI very very heavily prioritizes targeting whoever you're currently controlling. However, once they've begun a cast/attack towards them, they'll always finish it, so swapping out after you've baited that out is effective.

* Getting hit out of casts/animations will consume the resources required for it, which is quite punishing, especially for higher tier spells which have notable cast times, and even limits aren't safe from being cancelled. So time your active abilities carefully.

* By default, party AI will just guard stuff and generally take cover whenever a fight calls for it. You can assume PCs not being controlled will reasonably stay alive, not do much damage, and not build up much ATB. Because of the aggro system and these factors it is very advantageous to swap to PCs that can freely go on the offense when windows of opportunity open for them, as it gets the most ATB built up. It's also good to get stuff rolling whenever possible, e.g. consume Barret's Overcharge when it's built up so he can start building another, as the AI won't use it.

* Somewhat counterintuitive to most ARPGs, dodging (specifically the X button dodge) is honestly not very effective against most attacks. The general rule of thumb is that you are supposed to guard against most things, and what you cannot guard - grabs/grapples/some spells - only THEN are you supposed to dodge those. Of course guarding is really boring (while not incorrect, as it accelerates ATB gain and is still better than getting hit) so switching PCs intelligently ends up being better in general. Just straight up running is often more effective than the actual dodge command too, so yeah, only hit the dodge on attacks that seem to specifically require it.


Story
The Nomura elements have been a bit overstated. The most annoyingly evident aesthetic are the ghosty bros (already revealed in the trailers as the Keepers of Fate, oh man that's subtle) which I could have done a lot less of or frankly without entirely. The ending does go off the rails but in a way that makes me tentatively okay with it because the intended direction is mostly presented upfront, rather than being a cryptic dumbass cliffhanger.

The actual character work and cutscenes are gorgeous, stay very true to the spirit of the original for the most part... I have plenty of quibbles but they don't tarnish the amazing amount of work and love that went into it. This, along with the visuals and music, are the strongest part of remake and is what made it worth playing through. This section is brief but the emphasis here is strong, since this is what most of the story and presentation uses. The polish is out of this world and I really appreciate it.

The sidequest formula can fuck off (it's the same tired 'go around town being the errands boy to BUILD UR REP' BS that triple A games have been choking on for a decade and on now) but the main story is strong and character work is great. They pretty much nail everyone in the main cast well (exceeeeept Barret, who is kinda 70% cringe but 30% really good. Picks up better as the game goes on which helps a lot.) The Avalanche crew gets lots of love and screentime and it absolutely is one of the best things early on to actually have meaningful interaction and background with them. The townsfolk/minor NPCs/slums/etc. are alright, decent fluff, though no particular sidequest or thread line really wowed me - the main thing is how much Midgar is brought to life simply from all of the background chatter - getting snippets of NPC chatter scrolling down as subtitles is a really really good touch and I wish every game did that, frankly, so I don't have strain to hear the flavor text.

Wall Market rules btw

Some points of criticism - they went overboard with painting Shinra as evil, when it really didn't need more emphasis. Shinra was already plenty evil and no one with any moral compass was gonna mistake vanilla FF7 as trying to paint them as sympathetic, so doing away with any grayness entirely is a bit offputting. The few additional plot twists that add to this are unnecessary, although they don't destroy the plot or pacing, just kind of weigh it down some. Unfortunately the biggest annoyance to me was the Sector 7 pillar sequence, which is supposed to be a high octane time-sensitive section where the crew is trying to rush desperately to stop it from happening, and its pacing is utterly ruined by several POV switches and dragged-out farewell scenes with Avalanche members that would make sense in a vacuum with their greater development but feels out of tone as presented. And the few spots where the game tries to point out rather ungracefully that hey, good people exist and work for Shinra too, are rather hamfisted and applied with the subtlety of a sledgehammer.

But it must be said that all of these things I'm complaining about, while a little eye-rolley when it happens, comes with the backdrop that I came in with extremely high expectations and a little worry about the care given to vanilla FF7's story, which I have found myself more appreciative as time passes (its themes are arguably more relevant today than ever before!) and how it excelled in so many ways not obvious to me as a kid.

-

All in all I sunk in 36 hours to finish it over the course of four days, so it obviously hooked me real good. Don't regret buying it, may consider waiting on the price to drop if you didn't like vanilla FF7 - the game's perfectly playable with no nostalgia factor, but you'll definitely miss out how much love was given to the details.

5
I had a lot of thoughts about FF7R but was gonna hold off until people actually finished playing it, since the current player pool is rather shallow. I may get off my ass and compile them later. It would likely be a megapost of shit because I have a lot of Feelings about vanilla FF7's story and remake's take on it.

6
Discussion / Re: DLCon 2020 - Vancouver v.2
« on: February 23, 2020, 05:31:58 AM »
in

7
It's a fair argument - I spent time in Chemist getting Item for the Ninja and viewed it very favorably, especially using Mythril Gun right as it became available. Definitely felt strong. But it's also 750 JP in Mediator, a job that feels pretty bad to hang out in for that long. Still, you might be right that it's about as much effort as Faith raising; depends on how much you would place value on long term Math Skill performance in a theoretical DD postgame setup. I'm a bit dismissive of bothering to steal spellguns as a kneejerk so I didn't consider that angle, but yeah it's there.

8
Discussion / Re: Politics 2019- Impeach the daughter-fu-
« on: November 06, 2019, 06:46:13 PM »


If it isn't obvious: I echo everything Ashley said in her post re: trying to reach a dialogue.

Trying to adhere to some supposed "notallx" makes sense when there is some reasonable semblance of hope the other side will give ground or make room to consider your views. This is decisively not the case. The generational bashing has been unequivocal and gone on forever. We got here because we have no other choice. I feel the same way about American politics after a decade of roughshod being run over by the other side and every attempt at moderation/middle groundism was flagrantly ignored or taken advantage of.

At some point you stand and fight, because it's the only recourse left to you.


EDIT: When I say the general sentiment that "men are dangerous and the main perpetrators of rape culture/misogyny/the patriarchy", my male friends don't assume I'm talking about them or singling them out or trying to make them feel bad for their gender. This is why we rightfully mock #NotAllMen. The people who understand the pertinent issues at hand that plague us and need progress know that it is a broad issue that requires broad declarations and statements for it to have actual meaningful impact. I don't need to go out of my way and hold every man's hand to reassure them that, no, you're not one of the bad ones. I really don't see how this is much of a stretch of logic for Boomers. The Boomers that understand the dynamics that exist now that make generational values so at conflict with each other don't need to be reassured that when we lambast them not to take it personally. The ones who don't get this, at this point, aren't worth the energy trying to talk about it. Because we tried for a long time. That is the point being made.

9
General Chat / Re: Fire Emblem Heroes Topic: You knew this was coming!
« on: December 07, 2018, 11:45:43 PM »
My scumbag AR defense map setup is now ready! It's been a work in progress in my head for some time and I wanted to write about it.

Before I dig more into specifics, I'll go over some general analysis of how AR Defense works. Your goal is to:

1a. Annihilate the enemy team completely
OR
1b. Stall out the enemy team to a loss

2. If you can't, inflict as many casualties as possible

1a is obviously the hardest goal to accomplish. Players on offense don't have the limitation of having AI control their units, and on top of that AR offense allows you to field from up to 5 pre-made squads in advance, with the advantage of being able to preview the enemy defense map and unit setup to fully capitalize on that. There are some handicaps of course - the map itself is still presumably going to cater to the enemy defense's setup, and offense teams have the burden of needing to run a bonus hero for maximum point gain - but minor overall; you generally assume offense will still win in a vacuum if the players on both sides are equally skilled. Wipes happen generally due to an egregious mistake on the attacking player's part.

1b throws an interesting wrench in due to AR's 7 turn limit to victory, and works in tandem with 2. These goals are not mutually exclusive as attacking players seek both to minimize their losses (to gain maximum) Lift while still going for a win. In the playtesting of my defense, I found that it was fairly viable to win if you were immediately willing to take a unit loss to the initial bait or attack, but I am hedging that people will play more greedily than that and aim to exploit it. The aether buildings serve as an incentive to this strategy as well, as people want to destroy them before combat ends and that adds an additional complication that sometimes can result in non-optimal play in the name of greed.

I concluded I was going to aim for stall. My heavily invested units are both horse emblem specific and extremely common in the meta; they obviously are going to be expected by anyone worth their salt. I wasn't quite ready to spin up a whole new defense team from cloth, though, so I figured I'd stick to it and work in whatever solutions I could to counter the most obvious meta answers.

The main units (B.Lyn/Rein/dancer) are lifted straight from my arena defense, where things work a little differently (typically scoring any kill there will net you a successful defense). However they still generally serve well since scoring a kill on the enmy team often snowballs and immediately mitigates Lift loss. Without the need to save a slot for a bonus hero I threw in Veronica (again another very common meta pick, for good reason) as well (more on that in the unit specific analysis).

My last unit, a new addition in unlocking the 5th slot for defense, was initially an awkward decision point. 4 units is a very ideal defense formation that you can preposition together and set up specific threat zones (in AR defense your team does not moved until provoked). Adding a 5th (and eventually 6th!) unit, I feel, can actually make formations less threatening if it results in an easier, less risky bait/initiate for the attacking player. I then realized that stall was probably a viable strategy, though, after watching one player on a replay completely stomp over my team and then subsequently fail to win because they got too greedy chasing the aether buildings and couldn't kill my last (harmless) dancer with their remaining units in 1 turn. So I set out the goal of finding a unit that would be an absolute bitch to kill by the most common units in the meta (as it turns out, all of those defense meta units are also great on offense, so: anti-Rein/Lyn!) and also could not be easily baited out to disrupt the rest of my team's formation. This thought sprung up after fighting an enemy team that literally had housed in an L!Tiki in a corner with buildings in an obvious bid to try to make landing the final blow as painful as possible. It didn't work because Reinhardt still handily one-rounds her, but the idea was good.


-


So here's the map:



Spring Breeze was my pick; there are better maps if you're looking to be anti-cavalry specifically (trenches and forests), but this is a solid one because walls block all unit types. From anecdotal experience cavalry and infantry does look to be the most common (I haven't seen a single dedicated flier team, just one-ofs like Aversa and flying dancers).

So we'll talk first about buildings. Buildings do do stuff (Catapult, Tactics, and Panic are my choices for most useful on defense, in that order), but that is, I believe, honestly their secondary function in the grand scheme of things. Their MAIN function is simply to take up space, delay the enemy team into wasting time/being possibly confused about positioning and corral your formation into doing what you want it to do in the ands of the AI. When they introduced the quest to add optional ornamental buildings I was honestly thrilled because I think those are frankly almost as good as the actual buildings, without costing aether stones to build.

Of note here is the Fortress, which is indestructible. This serves basically as a wall tile and is -the- most important building to consider placement. You can see here that I use it to house Surtr in, effectively making it take considerable effort to actually get through and attack him. This ties into the overall plan to stall the enemy team out and also avoids the rest of the team from taking off into unfavorable attacking AI mode just because someone poked him in the other corner.

A ton of buildings are dedicated to the left side to emphasize this. To actually successfully reach Surtr, you have to - at minimum - destroy the Healing Tower (which is a stand-in for whatever the bonus building is for the week, if it isn't already represented), almost certainly deal with the Heavy Trap, and then blow up both the Tactics Room and the Panic Manor. All of these tiles are in the threat range of the rest of the team. It's more or less impossible to provoke Surtr without triggering the rest of the team (and to win, you still DO need to at minimum clear the path to him, since he'll happily sit in that corner no problem if you don't break him out.)

The right side of the map, on the other hand, is scant! This is because the right side is complete bait. A team could split push, sending most of their team to the right and one person to wittle away at the buildings and traps on the left, but it's a tricky endeavor; you really want at least two people to test those traps, and against ranged horse threat range you actually tend to need three (Repoing/Dancing). To push down the right successfully you pretty much have to be ready to clear the entire squad there in 3 turns tops, which I frankly just don't think most teams will be able to accomplish without eating a unit loss at minimum, which makes the likelihood of killing Surtr on time that much lower.

The two frontline units are Veronica and Azura. The Catapult protects Veronica and Reinhardt from being hit by an enemy team's Tactics Room, which would otherwise cripple their threat range (Veronica specifically is of crucial import here; Reinhardt isn't terribly bothered). Ideally I would protect Lyn and Veronica, but to make their threat ranges identical (which is absolutely essential) I can only cover one. The Catapult is also strategically positioned two tiles south of Veronica instead of just one to force a player into destroying it if they want to snipe her; were it just one tile south of her, a player could ignore the building and also choke off Reinhardt's threat range by leaving it up. Creating an open battlefield for more threat range and also forcing the player to waste an action blowing up the building is win-win all around.

Azura doesn't care about being hit by gravity due to being a dancer, and is covered by the Bolt Trap. Were someone to test the Bolt Trap, Lyn and Veronica threaten two tiles away from it, so a single Reposition actually doesn't bring anyone out of attack range at all. You need multiple Repos/Dances, and the terrain makes that tricky even then, such that I don't think it's actually practical to avoid being attacked. The most ideal situation for an attacker is if Lyn is gravity ployed by a Tactics Room and they expose someone who can tank Veronica after the movement shuffle; but even then, Veronica is best suited to punish an enemy team that's clumped up, as they unavoidably will be, and will also be in position to get danced.

Of note - a common meta setup is to have a melee cavalry with a Firesweep weapon and Lunge instead in Azura's position, essentially creating a triple-unit threat zone (2 ranged units adjacent), and replacing Reinhardt with the dancer spot there instead. I thought about this, but because I didn't have any candidates I'd be happy with in that role I stuck to what I'm using, although it's certainly a good formation and I could revisit it in the future if it doesn't feel like Reinhardt pulls his weight.


-


Veronica and Lyn are obviously the units I want the enemy team to be scared of. My Lyn runs Firesweep, so if they opt to bait there's no counter-kill happening under any circumstances. Since they're both colorless, they're very vulnerable to Raventome (and the most common Raventome unit is Cecilia, who also hard counters Reinhardt) so I built them specifically to be able to handle that situation. Lyn runs Cancel Affinity, and Veronica forgoes her Prf for a Pain+ instead. This ensures that pretty much any Cecilia build WILL die if they both hit her, as Veronica will do 10 minimum no matter what and Lyn can kill from there in a single hit, so even Bowbreaker won't be enough. Cecilia would otherwise easily run over 3/4 of them without much issue and is an extremely common pick on AR teams, so preparing against her is very important.




Veronica's splash damage means any clumping will be severely punished, and frankly she can just flat out kill people of mediocre Res stats by doubling even with a 10 Mt weapon, which at effectively 45 Spd (39 base + 6 from Atk/Spd Solo 3) happens frequently enough. And if they live, they're eating 24 at the end of combat regardless. The threat of a Lyn and/or dance followup makes this prospect extremely dangerous to bait without a unit loss. She is the artillery of the team, which is why she gets the Catapult-protected column to make sure she always has the threat range.

Notably, she has no heal assist set, and this is deliberate. I originally ran Restore+ to cleanse off Panic as a way to charge up Miracle and counter Aversa, but the AI simply prioritizes healing too much even after offense AI has been triggered, and it is far more important for her to attack. Plus no one on this team aside from Surtr is tanking shit anyway.

Her Prf is still very good - I thought about whether discarding it was really the correct choice - but the stat swing still gets spoiled a bit by Aversa/Tactics Room and, ultimately, 4 Mt is not that huge a loss over the tremendous potential of damage that the artillery build gets. And a lot of my early kills in my previous defenses involved people just getting stomped on by her splash so I was sold on keeping it in the end. There's some argument that Maribelle could be better (trades 3 Spd for a lot more Res), but doubling's very important so I think she still shines even without her Prf.




Lyn, aside from running CA to spoil Raventome, is there to clean up whatever Veronica splashes on. Anyone unfortunate enough to get doubled by her and isn't packing serious Def is of course also at risk of simply dying; she runs QP+Moonbow to emphasize this threat as hard as possible. She's sort of whatever after her first attack and isn't expected to live past that, but it's a guaranteed attack that cannot be countered. People do also occasionally fail to kill her in one hit, which is of course terrible since it's very unlikely she'll be doubled. I waffled a lot on the C slot, since Goad rarely kicks in with the AI's control, and experimented with Atk/Spd Smoke for a bit but decided that this team was too heavy on offense to really take advantage of either. So the rare occasion where Goad makes a difference is probably more relevant, although I'm still unsure on this.

Rally Attack may stick out as unusual, but it actually serves a specific purpose: should Lyn be hit by Tactics Room, she will spend her first action using it (usually on Reinhardt) and Azura will prioritize dancing her immediately. Her second action is NOT subject to the gravity ploy, which means she is free to murder the Cecilia that just baited Veronica. This is a specific scenario I tested thoroughly to make sure my team doesn't bite it to Gronnraven, and it consistently works.

The ornamental building left of Lyn deserves an honorable mention - during playtesting I found out that Azura would retreat back to that tile if it was unoccupied to dance Lyn after a Rally Attack, which of course pulled her out of position and was undesirable. I had the Healing Tower there originally, but that meant an enemy Catapult could blow it up and cause that scenario to happen. Ornamental buildings, meanwhile, are immune to Catapult!




Azura sits squarely in her spot with double Drive Attack which will conveniently cover all of the zones that Lyn and Veronica will attack from if baited. Wings of Mercy is a common B slot option for dancers, but given the ball lightning nature of this team I opted for Chill Speed instead to increase the likelihood of doubles. Aside from that she is mostly replaceable by any dancer but I already invested/merged in her, and hey she has a good Res stat with Distant Counter so she can make enemy Reinhardts' lives miserable and shrug off other offensive-mediocre units (like enemy mage dancers or dragons that don't auto-double). There are certainly endgame scenarios where an attacking team is limited to these units, which cements the stall win. Dies to archers of course, but they're actually not terribly popular right now anyway (Lyn is not common on offense).




Reinhardt is the most questionable unit here, and I mainly have him because he's already built. Under the assumption that an enemy Cecilia won't live the initial bait, he is of course still a threat as always to any unit not built specifically to counter him. In a chaotic situation where the enemy team didn't predict exactly what would happen on a bait he can easily run amok unchecked, so of course he's still good for that. Standard setup, not much else to say; Heavy Blade is strictly better than Quickened Pulse as long as he has more Atk, and he has 56 on initiate (with most damage dealers getting at least 6 Atk from their player phase A skill, this is generally enough). Even good Res greens, if they don't run TA, can still be caught by surprise and sniped by the Moonbow proc. That said, everyone and their mother runs at least one counter to him, ubiquitous as he is.

His main support utility is Chill Res, which is great of course for both him and Veronica, and I'd sorely miss it if I replaced him as I don't have anyone else or more fodder for it. But he's certainly the one that could most easily be replaced; there's an argument to plug Aversa into that slot for instance, or another dancer, if Reinhardt's role as a backup threat is overkill or if people just too easily slot multiple counters for him. In particular, if I ever get around to upgrading the Bolt Trap to L2, triggering it will knock Lyn and Veronica below half HP, so a WoM dancer in the back could be pretty brutal.

Harsh Command is a niche pick; I tried Rally on him but it didn't work out well with the AI, and the movement assists are generally not great, so I decided that if some enemy team really wanted to run Chills/Ploys and he wasn't in attack range he could mitigate it some. I was concerned he would move out of position to use it while idle if Azura got hit by a debuff, but turns out the AI doesn't bother so it ended up being fine.

Of note is that he doesn't run Hone Cavalry, specifically to not get spoiled by Aversa; I thought about this some and decided ultimately that she was still prevalent enough that I didn't want to risk just being blown out by her. Goad again is a very meh pick, but like Lyn the pickings are slim to begin with.




Surtr is my newest project, and is built to be a wall. I threw away his Prf without hesitation; if he's going to get barricaded in a corner, the most obvious solution is to beat him down with ranged attacks and keep him stuck, so his absolute top priority is to make that as unviable a strategy as possible. He already has Def through the roof and Steady Stance 4, so that means he needs Res. I was fortunate enough to grab a +Res IV (helps that his banner was very easy to snipe, being both green and a two-hero focus), and a weapon with a +Res refine was non-negotiable; it was just a question of which.

Distant Counter is tempting to discourage attacking him, but ultimately it didn't make the cut. The main issue isn't that DC is bad - it's very good - but that giving up Steady Stance 4 is simply too high a cost. That's 8 Def and an in-built Guard effect that doesn't take the B slot, the latter being the crucial thing here. Surtr NEEDS Wary Fighter to avoid getting doubled, but without Guard that makes him very susceptile to Def/Res-ignoring specials. Guard in A slot is basically a great argument on its own to make killing him as hard as possible, and so Steady Stance 4 stays. The Def is icing, just essentially making him laugh at any and all archers, especially deprived of their special procs.

Surtr's Menace likewise is a solid C slot unique to him, which serves mainly to force people to waste turns Repoing units away after attacking. Leaving someone in Surtr's threat range is an dicey proposition even without his Prf, because being subject to a net 8 stat swing is pretty brutal. Plus, there's really nothing better to put in that slot for the purposes of stalling.

This leaves mages. Red mages, of course, will be able to handle him even despite all of the measures being taken here, but they're also quite rare aside from Aversa. Reinhardt cries; WTD against 47 Res and no special procs basically just laughs him off. Other mages being deprived of being able to double makes cutting through Wary Fighter in one swing a difficult endeavor. I was aiming for three attacks of substance minimum to be able to kill him, which I think he manages quite nicely. Even red melee will be hard pressed (49 Def if they initiate, can't double.)

The weapon choice boiled down what helps me stall. A Res refine had to be avilable. The list was Sack o' Gifts/Handbell, Hack o' Axe, and Slaying Axe. The first was the weapon I considered initially, +2 to all stats when initiated on, another edge to tank attacks (and one indiscriminate to range to boot). Hack o' Axe was interesting; it gives the Guard effect as well, which means I could theoretically replace Steady Stance 4 with Distant Counter or Fortress Def/Res 3. The latter is actually very good and what I would have gone with if I had a Klive to spare! I didn't, though, and I wasn't sold on DC due to the -8 Def loss either (and being somewhat reluctant to blow DC fodder on an AR defense-only stall unit). Slaying Axe, the choice I went with in the end, doesn't get the slight stat edge that Sack o' Gifts does, but on the other hand makes Surtr threaten to kill even red melee, as a Bonfire from him IS assuredly lethal. This means that even red melee would be forced to be Repo/Dance'd out rather than try to bait into kill if it gets charged, and if Surtr gets softened up at ALL it will be charged.


-


If anyone has any thoughts on this - possible improvements (like if anyone has better ideas for C slots I'd love to hear it) - how they'd try to tackle it, etc. it'd be much appreciated! I absolutely had a blast thinking all of this out and designing the defense setup (and AR in general has rekindled my interest heavily), enough to motivate me to word vomit all of this up.

10
Discussion / Re: So are video games actually that bad at feminism?
« on: November 30, 2018, 02:38:45 AM »
Yeah I was about to comment on that.

Also being in your face about it is better than not portraying women at all IMO. If it makes you uncomfortable, it's probably doing its job correctly.

11
For the second attempt I went with a more conservative setup on Ramza: Black Hood, Judo Outfit, and Defense Armlet to block Undead. That way he could just tank the Lightning Stabs and farm a few PA saves to make up the difference. That worked out pretty well until I retreated too far and Scream happened, after which the next Lightning Stab put an end to Ramza.

Finally I figured I didn't need to null Undead if I could heal it with Chakra, so I swapped in a pair of Sprint Shoes. That worked a lot better since Ramza could regularly doubleturn Wiegraf. When the next phase of the battle started, Ramza again got two turns and attacked Velius twice for 800-some damage. Wow! That triggered Meatbone Slash so I knew it was close. After layering Protect/Shell/Regen/Haste on the others, my Dragoon ran up and Jumped on Velius which secured the win.

So, yeah...now I see why barehanded Ninjas are all the rage.

It's worth noting how nerfed barehanded Ninjas are in LFT compared to vanilla:
- PA mult got nerfed down from 122 to 102, one of the biggest mult drops in the overall job rebalancing
- Power Sleeve is available earlier, which means it's a bigger HP hit to keep using it
- Bracer is now only +2 PA instead of +3

And yeah, they still do fine, which is some testimony to how ridiculous they were before.

Going through the first half of C4 now...

Doguola Pass gave me some trouble! The twinked out Samurai is a problem if you let him live and the Lancers are killers as usual. With the benefit of experience, I went in stacking Speed and MA on my own Samurai, letting her get in position to OHKO two units with Draw Out off the bat. That put the tempo of the battle firmly in my favour.

C4 is where enemy count notably goes up and enemies start having some fairly legit setups as opposed to being mostly random. Doguola Pass is definitely a joke fight in vanilla that no one remembers so it serves as a sort of warning that this may not be the case this time around.

Bethla Sluice: This was a cakewalk. Muramasa Draw Out oneshot both Wizards on successive turns as they tried to charge up big spells (didn't help that one wasted his first turn Hasting a stationary Knight), and the enemies on the right side didn't have the offense needed to get past Ramza and my Dragoon.

Bethla Sluice's mostly intentionally left unchanged/easy as a breather, because the fight tends to run very long due to most setups needing to wait for the Knights on the switch panels to crystallize. The Bethla Wall fights are the real challenges as you saw.

Thanks for the continued war logs, I'm definitely reading them even if I don't have immediate replies! Have you felt relatively happy with whatever builds you've ended up experimenting/using so far? Do you feel like there's any disparity in what jobs or skillsets are useful?

12
:ok_hand:

Just a heads up that Draw Out isn't faith based so the Faith Katana wouldn't be adding any damage to it (it helps with your White Magic secondary of course).

Have fun at Riovanes and Ch4 onward!

13
Hi, I'm glad to hear it! It's always fun to hear people talking about their first playthrough experiences so please feel free to share more of your thoughts or stories if you're up to it. Thanks for posting and I hope you continue enjoying the mod!

Out of curiosity, where did you find out about LFT?

14
Yeah... that's new to me; never seen anyone report that. Might be a conflict with something you're doing with the custom job. You can try using the NoRSM version of LFT and see if the issue goes away, but that's about the only thing I've got.

15
Glad to hear it! Hope you have fun playing through!

16
Yes, without patching your changes first.

I'm opening with Tactext on LFT and not getting the error at all.

17
You can just overwrite the Bishop class given that it's a single optional fight with your own changes. That's not going to impede anything.

Tactext is more tricky.... it's pretty fickle. Can you re-do your changes manually on top of the LFT-patched bin instead of applying your own Tactext? There's probably some conflict happening there. You shouldn't see any errors with LFT by itself.

18
General Chat / Re: What Games are You Playing 2018?
« on: October 25, 2018, 06:30:12 PM »
Lute continued

Because I love to screw myself over and totally don't recall what abilities trend towards what forms on monsters I overwrote BoltBreath at some point in the name of trying to absorb new stuff and experiment. I'm good at this game.

To be clear setting Stat-Level Up to 0 on enemies does not appear to shut off growths completely; I still get them but with far less frequency than normal, and reading up on the BMG it looks like there's still always gonna be a chance to get stat growths but once stats reach a human's personal growth value they'll be severely diminished? So it's not "you only get your initial stats" by any means but yeah it's definitely LLGish, Lute's clawed his way up to around 169 HP while Hamilton has barely moved (267 from initial 250). HP/WP/JP also seem to tick up a bit more than other stats, I should prolly actually deep dive the BMG at some point.

Also I am using Lute because he is the HEROIC PROTAGONIST, geez NEB have some respect for immersion. No other RPG protagonist has such a compelling backstory of "mom kicked me outta home and then I found out my dad was a vigilante trying to take down the evil world setting dominating corporation and got murdered by the guy who gave me a free ride, gee I dunno if I wanna take revenge tho". Thanks for reminding me Shield actually uses caster stats. <_<

Shingrow is next. I run into Sonicbats which destroy my entire party except for T260, who solos them down with Kusanagi. This is unsurprising. Other randoms are a joke and I score myself the DuelGun for Hamilton and several juicy upgrades for T260 (JumpSuit, MemoryBoard). I duck into IRPO just to see how bad an idea that dragon fight really is and haha yes 600-700 damage from all attacks right now and RedDragon only dies at the cost of losing everyone not named T260 okay let's not do that. On reflection, EngineerCar is probably a better early Mec honestly since I don't have enough good pieces to justify T260's extra equipment slots over innate 3PB RepairKit and starting with some attack skills but screw it, I've made several suboptimal decisions already so we'll just keep rolling with it.

The wipe lands me back at my save point in Koorong before to IRPO and I decide to hit up the sewers for loot down there and buy that SecretBoard I recall being there. Why do these BlackX goons that hustle you for the troll toll explode after you beat them up? I notice the BR bumps up here as things finally start getting not OHKOed by literally anything. A MiniDragon absorb gets me BoltBlast which lets me to swap over to TrisaurJr again, yay? No I appear to be stuck in Axebeak... oh well, it suffices. I get a Real Bargain and T260 is now 815 HP, 99 Qui. I skip the HideRune cave for now because I haven't bought spells yet and don't want to quite lock myself in.

I head over to Devin fixing that, giving Lute Rune spells because FreedomRune is a spell and Lute believes in #FREEDOM like a proper Yorkland good boi. Rouge gets Arcane. At least I can be pretty carefree about my money since I don't have much to spend it on!

Speaking of FREEDOM I think it's time to go get that, I remember NEB's commentary about laser traps triggering BR+2 Mec encounters and think it's time to see if T260 can learn anything meaningful since I enjoy being hard carried, so let's just mosey on over there. Annie seems perfectly happy to take me to Despair despite having no Runes but I remember FAQs griping that she won't take you unless you've already made progress, so that's wrong I guess?

I honest to god have forgotten completely the layout of this place and immediately ditch Annie at the start to try to regain my bearings, and also because I might actually care about the random loot this time around! Heading into the locker room and stealing a LightBazooka I forgot that the place has an entire stealth element where you're not supposed to get detected by the cops oh right. There's a ShellShield around here which I do in fact care about! Also Lute has been getting 0 actions ever due to being the slowest party member; I start queueing up VictoryRune on him to build his JP some. Hamilton picks up TotalShot for some more MT goodness. I also fuck around with absorbs enough to actually get to TrisaurJr which friggin' owns right now as well. Did I mention that Saga attack animations are the best, watching a triceratops run off screen to fetch a massive boulder and chuck it at an enemy makes me irrationally happy

H-eee-y enemies that survive one round of combat! Thank you based laser traps, I fight Hermes and T260 collects CombatMastery after two fights :ok_hand: There's even a 4 Mec random that forces me to take it seriously and Lute does his FIRST USEFUL ACTION EVER which is learning Deflect, thank fuck! im so proud of mah boi ALSO DID YOU KNOW YOU CAN'T SAVE IN THIS ROOM???? lol

So Nidheg comes along, here's what party damage curves looks like right now
T260 (Kusanagi): 2226
Thunder (Axebird, GroundHit): 1151
Rouge (FlashFire): 660
Hamilton (TwoGun DuelGun physical): 505
Lute (Osc-Sword physical): uh huh

Oh he does spark WillowBranch and okay I guess that's like a move, that he can use and OH GOD SCREAM SAGA SONIC ATTACKS NOOOOO everyone is dead except T260

Fortunately this is FINE because game is Mec Frontier, although it's worth noting Nidheg did survive like 8 rounds so I'm not sure how the fuck I would've won this without the carry.

We taste FREEDOM! Lute shares his photo collection on his journey through despair #freedomisntfree



Did you know that you can open these boxes in Despair? I didn't! They don't have anything of course.



Everything about this room is amazing, I'm pretty sure you can't even get down there

DID YOU KNOW WE ALL HAVE A SPOOKY SCARY SKELETON INSIDE OF OURSELVES

19
General Chat / Re: What Games are You Playing 2018?
« on: October 25, 2018, 10:12:13 AM »
Lute continued

I go to Luminous to grab the Light gift first since that's a pretty safe bet, and the labyrinth gives some goodies anyway like a SanctuaryStone. For fun I decide to trigger the dark red light fight since I haven't done that in ages either and oh hey this looks like a +BR modded fight... two Rockbaboons that OHKO literally everyone in my party (because oh right mecs and monsters can't enter and I have two PCs that are naked, oops) and a PrimaDonna. Well. Then.

I thought StunShot had initiative but no of course it doesn't (that'd make it almost as good as SharpPain!) and Hamilton can't act faster than the baboons who proceed to kill Rouge before he can try Implosion off the bat and murder Lute for good measure. Mei-ling tries to revive Rouge for the longshot ID chance to recover but they do a good job of killing him every. single. time. And wipe 15 minutes in, yes, good, this is what I was looking for.

Okay I go in this time and don't trigger the damn encounter - oh wait dark blue was a trap too? FORTUNATELY this one is much easier and just pits me against a LivingGlove that dies to two attacks, okay great and wow I really don't remember some things. I eventually walk out with the Light gift, 400 credits, a MoonlightRobe, a SanctuaryStone, and grab FlashFire for Rouge.

Next I go to Shrike to raid Sei's Tomb for goodies, I think I can handle two DeadKnights (FlashFire OHKOs), and I finish looting the place. Because I like poor life decisions I go fight Sei immediately rather than hanging onto the goodies.

Insolent wretch! Now taste the sword of the ultimate knights! oh look Lute at 6/10 LP before the fight starts. BattleSong+DoubleSlash combo kills Rouge before FlashFire goes off, then nonstop ThunderThrusts just sort of own everyone else, Level 2 combo from the DeadKnights laugh at even Mecs, and Thunder's GaleAttack by itself doesn't cut it.

Second time in I swap out T260 for the lead position and she facetanks it like a pro (Kusanagi still hurts but she lives). Everyone but Rouge and Thunder defends, FlashFire takes out the adds and.... oh wait I remember this being a bad idea actually - YES IT IS A BAD IDEA MinionStrike MT OHKOs the party. Right. Hm. So I need to kill all but one off, FlashFire isn't a good idea here. Next attempt goes poorly as well, T260 and Lute both die before their actions, Rouge doesn't live next turn either and Hamilton... well...



Subsequent next attempts go similarly poorly, I can off three of the DeadKnights but ultimately people fall like flies and beating Sei's regen is actually a serious issue, it basically isn't happening without combos (Hamilton's gun techs + GroundHit works, but Hamilton bites it as fast as anyone else). Backpack goes on T260, everyone else is just made too much out of paper to ever make use of it; I start blowing the starting MagicStone to whittle the knights down some without killing them like FlashFire does. I trade 3 PC deaths for 3 kills (T260, Lute, Hamilton go down), fortunately Thunder absorbed Heal and initiative healing is a godsend. Rouge picks Hamilton back up with StarlightHeal to begin the chain revival - Hamilton and Lute got stuffed with Cures in their inventory beforehand so they can at least stall some rather than be one time targets, but then Sei's shield becomes a MASSIVE ISSUE, blocking even SunRay and GroundHit (comboed to boot!) and giving the last DeadKnight breathing room to pick off people once again. And damage headway is difficult between his DeathSynthesis and HPDrain.

I rethink again and toss Hamilton the Backpack, giving T260 another sword for tankishness since her gun techs aren't doing anyone favors here beyond combo potential. Since T260 is really the only person who can take more than 1-2 hits it feels crucial to keep her up to draw fire. Hilariously the first turn goes great as T260 eats a Level 4 combo of DoubleSlash+ThunderThrust+ThunderThrust+ThunderThrust (over 1200 damage), getting massively overkilled only to be picked up by RepairKit at the end, and SunRay+GroundHit go off as planned to one knight, resulting in the first turn ever where I don't have any net casualties throughout this entire fight. Next turn goes similarly well as attacks bounce off T260 (HPDrain even misses, mecs op) and two more knights die to MagicStone, SunRay and GroundHit being distributed. Fight FINALLY under control, SharpShot starts getting incorporated into combos with SunRay or GroundHit to deal 1.4kish damage (whereas GroundHit alone only does 450, barely beating Sei's natural 295 hp regen). The shield still proves as obnoxious as ever (and WP is a concern, Thunder only has 40 at the moment) but fortunately not enough to eventually prevent the kill.

Lute of course has no sword skills learned so he can't even USE the Kusanagi yet (not without locking him out of being able to spark skills). Why did I do this again?

20
General Chat / Re: What Games are You Playing 2018?
« on: October 25, 2018, 08:35:23 AM »
There's been way too much Saga talk lately and I haven't actually given the game a proper playthrough in, well, years. So why not, let's dive back into this lovable mess of the game. But not without hilariously impeding myself with self-imposed challenges of course.

I am playing under the following handicaps:
- Stat-Up Value for all enemies is set to 0. This effectively caps stat growth to a minimum (not technically a hard cap, but enough of one.) For reference, this is the Gameshark code to enable this:
d01a6806 03e0
d012c078 0001
3001eda3 0000
- Restricted from using more than 1 Mec, 1 Mystic, and 1 Monster (restriction applies separately, not together; I can run 1 of each) in the party. This pushes me to use Humans who are most impacted by the stat growth handicap.
- Not allowed to purchase equipment or items from shops. Period. This includes the Junk Shop in Scrap. This acts as a limitation on Mecs, mainly (don't worry I'm sure they'll still be broken as fuck). Also I can't spam MaxCures forever or whatever. Magic shops and Gozarus are fine.
- Mesarthim is banned. LifeRain is broken, and she outclasses every Mystic in the game by a not small amount because of it; she would always be the obvious recruit for the Mystic slot otherwise, which would limit variety.
- OverDrive cheese is banned, as is TimeLeap. This probably means I won't use TimeLord but oh well.
- I need to reach BR 9 before the final boss.

We'll see if I have the energy to go through every PC route (that'd be ideal) with this. I may also add or relax restrictions if I feel like they make a run more fun.


Lute

Because why not, I wanted to test quickly that the Stat-Up Value Gameshark code worked as intended.

Straight to Owmi, I recruit Hamilton and her broken TwoGun goodness and overpowered initial stats. Then it's off to Devin to start off Arcane/Rune quests, back to Koorong to talk to the skeleton to trigger Gen's recruitment, then Scrap to pick up the bar crew (Gen/T260/Mei-ling/Riki). I realize that I don't really remember what everyone's initial stats really look like so I go on a bit of a recruiting spree. Lute doesn't have access to any mystics other than TimeLord off the bat (and he/Mesarthim I've essentially struck off from being able to use) and screw it, I haven't actually used a proper monster in ages so I grab Thunder (plot relevant in Lute's quest!!!!!!)

This results in the current party after yanking equipment around and shuffling (I got in some random encounters with birds at Koorong but that's about it):



Mecs are still very fair you guys

More when I actually try to remember this game and what I want to do first. Grab the DuelGun in Shingrow, grab Light magic... I'll probably let Lute grab Arcane (for Shield) and Rouge sticks with Rune. Stop by IRPO to try to kill the dragon (lel), Sei's Tomb for the shield and Magatama, maybe the Kusanagi.

21
I don't see why it wouldn't be. I haven't looked at hacktics tools in ages so unfortunately I don't know much about adding custom jobs at a technical level but I don't know of anything done in LFT that would prevent you from doing so if you're able to do it in FFT Complete.

22
I did a playthrough where I wanted a unit to stay at Level 1 until Mime was unlocked for growth purposes.

Re: Diamond Armlet/Elf Mantle, the former, and Elf Mantle wasn't really in danger of being ignored anyway.

23
Ok, but I'll ask that you test these PPFs with a save file at your cameo fight to confirm it works in every version since there are a lot of them now and I don't happen to have a save anymore there.

Also while I'm at it:
- Thieves in Goland Coal City fight have fixed bad zodiac compat with Olan
- Steal Exp base hit rate changed from 70 to 255 (YES THIS CAME UP IN A PLAYTHROUGH)
- Elmdor 2 changed from Teleport 2 to Teleport (yeah I've wanted to make this change for a while)
- Wiegraf 3's HP mult 70->140 (230->300 HP), MP mult 75->0 (1 MP), PA mult 70->116 (5->8 PA), Speed mult 110->100 (8->7 Spd), removed Diamond Shield/Diamond Armlet (-1 PA), removed Move+1, dropped Wave Fist from his skillset; added 108 Gems, Move-Get Exp (post Lightning Stab range nerf alterations - tankier but no RNG evasion, more damaging, slower, 1 less Move, 60 damage Earth Slash!!!)
- Robe of Lords got Protect back
- Diamond Armlet got Slow immunity back
- Elf Mantle lost the Slow immunity it stole from Diamond Armlet

http://www.rpgdl.com/LFT/LFT_Patch.ppf
http://www.rpgdl.com/LFT/LFT_Patch_NoMusic.ppf
http://www.rpgdl.com/LFT/LFT_NoRSMLimit.ppf
http://www.rpgdl.com/LFT/LFT+Complete_Patch.ppf
http://www.rpgdl.com/LFT/LFT+Complete_Patch_NoMusic.ppf
http://www.rpgdl.com/LFT/LFT+Complete_NoRSMLimit.ppf

EDIT: I also updated the front page (finally) with the NoRSM versions linked since people keep wandering in here looking for them.

24
The only thing the No RSM Limit does is remove an ASM modification that prevented you from slotting RSM abilities that a class already has innately. It's purely a QoL thing. For example, it would prevent you from slotting Defense UP on a Knight, because they already have that. In vanilla it was hardcoded for certain jobs (like Chemists can't slot Throw Item) but since LFT added a lot more innate RSM abilities on classes there's a lot of potential room for redundancy.

Slotting something twice doesn't actually hurt you in any way (or allow any abuse), it just won't do anything. So yeah, you're not depriving yourself of anything by using that. Honestly, the fact that it causes issues with people successfully running the mod means I should probably make it the standard.

25
This sounds like an issue I've heard before with PSP emulation, though not the exact symptom you described. It has to do with an ASM edit I incorporated into the mod. I created a version without it so you can try it below:

http://www.rpgdl.com/LFT/LFT_NoRSMLimit.ppf

Or if you want the Complete (WotL translation):

http://www.rpgdl.com/LFT/LFT+Complete_NoRSMLimit.ppf

Let me know if that works for you.

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