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Discussion / Re: Theorycrafting! (Because I like competitive metagames too much)
« on: June 11, 2024, 12:41:14 AM »
Chapter 3
Goland Coal City: 1 reset. I had to rescue this person on a roof, and my archers couldn't shoot that high. I hope this isn't foreshadowing for a future fight.
(A few fights felt sketchy, and not the fights I was expecting--UBS2 despite having the high ground, and Grog Hill despite having 108 Gems + Windslash bows. Long fights where there was risk of of going down early, basically).
Anyway no resets in the rest of the chapter until...
Inside Riovanes: 10 resets so far. 2/5 party members including Ramza hit level 18, and I figured that would be enough, but it's feeling like actually no, it's not enough. I can't find a consistent way to bait him into charging a spell, and it's not even particularly good for me if I do bait that--bow range in this fight is like...3 or 4 usually, and I'm wearing 108 gems for damage so my move is 3, so him charging usually puts him out of range of most of the party. The best runs are when I can get him to melee physical every round, keeping him in the center of my party, and then at least on the first round I use Charge+5 on him. But outracing doesn't seem to be happening. Ramza deals 100 damage round 0, baits him down, dies. I deal about 500 damage round 1 (600 total). Then typically two people die, one from the next Velius physical (which OHKOs) and one from just general demon stuff. So two people alive, who maybe if they were both good combat and could Charge+5 without the demons killing them mid charge would deal about 300, but more realistically are dealing about 200. 600+200 = 800.
Looks like I do need to grind a bit after all, but...I'm not even 100% sure level 18 alone is enough. Might also want to grind money for gear, though IDK what gear. I don't have twist headbands but those don't hit a damage point. Bracer and crossbow options seem unlikely to help. Maybe equipping for HP so I don't die to two giga flares/dark holies? I think I have a save file from before I bought spirnt shoes, so that might free up some money too (I thought sprint shoes would be useful here but they don't feel like it).
Feels a bit weird, cause I know I beat this with mediators gamesharked to level 1 like...back in 2002 or something, but I guess guns are long range weapons and bows are pretty short range.
EDIT:
Inside Riovanes: 7 more resets. Came back with slightly better stats with everyone at level 18, but also a notable strategic change and a bit of luck. (I had one bad compatibilty archer, ran that archer forward to bodyblock demons, and they actually took three dark holies to kill).
Roof of Riovanes: 3 resets. So like...yeah, archers can't shoot stuff above them, it's a bit of a problem. I could only figure out how to shoot with two archers on round 1, even if I move wait, move acted with one of the archers. I think the strategy I worked out after a bit of trial and error would have eventually worked, but ultimately it didn't matter cause I got lucky with a crit. Might have been a fight to have one archer with a crossbow but I didn't own any.
EDIT 2:
First four fights of Chapter 4 done. Fairly uneventful.
But I do have an interesting observation about Charge (which after all was kind of the point of going back to vanilla--trying to dig into how usable vanilla charge was). The one thing I found interesting is just how often I was landing Charge+7. Mostly this is the first point in time when all my characters had Charge+7. By the time I had 400 spare JP it was Chapter 3 and enemies were no longer 6 speed so I delayed Charge+7. But now that I finally have it I was landing it more often than I thought on 7 speed enemies...a knight with throw stone here, a knight with defend there, a yellow chocobo that waited on the same turn my character waited in another fight. It came up often enough to feel worth noting. And...often did actually make the difference between not lethal and lethal (136 damage vs 160 at the moment, so an 18% damage boost--helps that it pushes things over a strengthen threshold for 108 gems).
Do I lose any of the first four Chapter 4 fights without it? No, they were stomps. Do I win any previous fights with it? Mmm...I mean I didn't have JP for it in early chapter 1, and would rather get Arrow Guard for Barius Hill. And it would not have made a difference for the end of chapter boss fights. Maybe Charge+7 could have prevented the Goland Coal City reset? Charge+7 might've been nice for killing Chemists.
Goland Coal City: 1 reset. I had to rescue this person on a roof, and my archers couldn't shoot that high. I hope this isn't foreshadowing for a future fight.
(A few fights felt sketchy, and not the fights I was expecting--UBS2 despite having the high ground, and Grog Hill despite having 108 Gems + Windslash bows. Long fights where there was risk of of going down early, basically).
Anyway no resets in the rest of the chapter until...
Inside Riovanes: 10 resets so far. 2/5 party members including Ramza hit level 18, and I figured that would be enough, but it's feeling like actually no, it's not enough. I can't find a consistent way to bait him into charging a spell, and it's not even particularly good for me if I do bait that--bow range in this fight is like...3 or 4 usually, and I'm wearing 108 gems for damage so my move is 3, so him charging usually puts him out of range of most of the party. The best runs are when I can get him to melee physical every round, keeping him in the center of my party, and then at least on the first round I use Charge+5 on him. But outracing doesn't seem to be happening. Ramza deals 100 damage round 0, baits him down, dies. I deal about 500 damage round 1 (600 total). Then typically two people die, one from the next Velius physical (which OHKOs) and one from just general demon stuff. So two people alive, who maybe if they were both good combat and could Charge+5 without the demons killing them mid charge would deal about 300, but more realistically are dealing about 200. 600+200 = 800.
Looks like I do need to grind a bit after all, but...I'm not even 100% sure level 18 alone is enough. Might also want to grind money for gear, though IDK what gear. I don't have twist headbands but those don't hit a damage point. Bracer and crossbow options seem unlikely to help. Maybe equipping for HP so I don't die to two giga flares/dark holies? I think I have a save file from before I bought spirnt shoes, so that might free up some money too (I thought sprint shoes would be useful here but they don't feel like it).
Feels a bit weird, cause I know I beat this with mediators gamesharked to level 1 like...back in 2002 or something, but I guess guns are long range weapons and bows are pretty short range.
EDIT:
Inside Riovanes: 7 more resets. Came back with slightly better stats with everyone at level 18, but also a notable strategic change and a bit of luck. (I had one bad compatibilty archer, ran that archer forward to bodyblock demons, and they actually took three dark holies to kill).
Roof of Riovanes: 3 resets. So like...yeah, archers can't shoot stuff above them, it's a bit of a problem. I could only figure out how to shoot with two archers on round 1, even if I move wait, move acted with one of the archers. I think the strategy I worked out after a bit of trial and error would have eventually worked, but ultimately it didn't matter cause I got lucky with a crit. Might have been a fight to have one archer with a crossbow but I didn't own any.
EDIT 2:
First four fights of Chapter 4 done. Fairly uneventful.
But I do have an interesting observation about Charge (which after all was kind of the point of going back to vanilla--trying to dig into how usable vanilla charge was). The one thing I found interesting is just how often I was landing Charge+7. Mostly this is the first point in time when all my characters had Charge+7. By the time I had 400 spare JP it was Chapter 3 and enemies were no longer 6 speed so I delayed Charge+7. But now that I finally have it I was landing it more often than I thought on 7 speed enemies...a knight with throw stone here, a knight with defend there, a yellow chocobo that waited on the same turn my character waited in another fight. It came up often enough to feel worth noting. And...often did actually make the difference between not lethal and lethal (136 damage vs 160 at the moment, so an 18% damage boost--helps that it pushes things over a strengthen threshold for 108 gems).
Do I lose any of the first four Chapter 4 fights without it? No, they were stomps. Do I win any previous fights with it? Mmm...I mean I didn't have JP for it in early chapter 1, and would rather get Arrow Guard for Barius Hill. And it would not have made a difference for the end of chapter boss fights. Maybe Charge+7 could have prevented the Goland Coal City reset? Charge+7 might've been nice for killing Chemists.