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Messages - Glen Veil

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1
Tournaments / Re: DL Twink League 2015 BONUS
« on: June 08, 2015, 11:35:37 PM »
Tiz Arrior* (Bravely Default) vs Ragu o Ragula (Wild ARMs) - I think Feel No Pain and 8(9?)x Meteor should be > Ragu O's durability.
Tiz Arrior* (Bravely Default) vs Ragu o Ragula (Wild ARMs 2) - Same gutcheck Against Ragu 2 here.
Tiz Arrior* (Bravely Default) vs Ragu o Ragula (Wild ARMs 3) - Ragu3's durability is massive, Ragu2 can take like 10 hits from a 99fp skill(or mad Lucied) and then be bursted through the other half by 2-3 level 4 force skills, Ragu3 basically spits on non finest arts attacks and takes at least 10 finest arts to kill, more if you don't take level 100, I'll say that beats tiz burst.
Tiz Arrior* (Bravely Default) vs Ragu o Ragula (Wild ARMs Alter Code: F) In a vacuum is less durable then WA3 Ragu, but the party basically needs to be buffed out the Wazoo to even hurt him, buffs that he can repeatedly dispel, which probably puts him at about the same and means he wins vs Tiz.
Tiz Arrior* (Bravely Default) vs Ragu o Ragula (Wild ARMs 4) - I'll randomly be nice and say that since this is vs twinks that Ragu4 gets his vs twinked Raquel with 3 Sheriff Stars durabilty, this swings entirely the other way if you don't do this >.>.
Tiz Arrior* (Bravely Default) vs Ragu o Ragula (Wild ARMs XF) - XF Ragu Spits on Tiz's burst by flat out randomly nulling 50% of it and regens up to full in between his turns while he waits for Tiz to die.
Tiz Arrior* (Bravely Default) vs Ragu o Ragula (Wild ARMs 5) - I....don't know, memory on WA5 Ragu is fuzzy. I think Tiz can't burst him, but I kind of feel that Tiz can probably beat this one without feel no pain through auto life spam or something?

EXTRA SPECIAL BONUS EXTRAVAGANZA

Tiz Arrior* (Bravely Default) vs Ragu o Ragu-ALL (Wild ARMs Series) Ragu All is basically a pile of stats the size of the universe that Tiz's resources won't be able to handle.

Ramza later maybe.

2
High Heavy:

Black Mage (BD) vs Wren (PS4): :-/
Lucina (FE13) vs Shania (SH3):

Middle:

Raynie (RH) vs Brad Evans (WA2): Raynie is more solid all around

Shame:

Liz (WA2) vs Castform (PKMN): See DHE
Igganova (PS4) vs Guard Scorpion (FF7): Guard Stance

3
Tournaments / Re: DL Twink League 2014 Week 1
« on: November 24, 2014, 09:58:58 PM »
Lucian (Valkyrie Profile)* vs Yuri Hyuga (Shadow Hearts)-Kneejerk for now that Yuri can outlast the guts loop, mostly iffy that he might get screwed if he has to erfill SP at a bad time, will check it out more thoroughly later. Oh, Shadow Hearts , yeah, Lucian should take this then.

Labyrinthia Wordsworth (Wild ARMs XF)*
vs Dheginsea (Fire Emblem: Radiant Dawn) - My kneejerk would be that Dheg just out stats her to such a degree that no setup of hers would let her win, but then he doesn't move so she gets a free turn to set up protect which should just barely let her be able to survive him long enough to kill him thanks to that thunder weakness. Yuck.


Rebecca Streisand (Wild ARMs 5)* vs Terra Branford (Final Fantasy VI) Rebecca having the sky medium means she comes with Mp draining, and she thanks the gods that 100% Orange doesn't completely neuter that since average mp in game is only 475, this makes Absorb a 5hko to average mp, 6hko probably to Terra's pool, which should take about 12 turns due to Terra's M evade, thus forcing her into the puny level slapfest that godlike deserves.  Even with the headstart, Terra Should fail to hit the 47 hit mark before Rebbeca can hit her for her pchp.

Tiz Arrior (Bravely Default)* vs Yunalesca (Final Fantasy X) - Fuck thinking about this, later maybe.

4
Tournaments / Re: DL Twink League 2014- Noms!
« on: November 18, 2014, 11:20:35 PM »
WA5 Rebecca with Final Stage weapon and Sky Blazer Armor, and Sky Medium. Has a complementary badge loadout of 100% Orange, Marksman Badge, Sheriff Star.  I'll leave the fourth slot open for now but a Mist Cloak or Violator could be added if the setup needs something more.

A defensive twink that spits in the face of anything that tries to spam overkill damage.  100% Orange forces all damage dealt and received by the holder to 100, factoring in the Hp boost from the Sheriff Star, it takes 47 separate attacks to kill her, the downside being that this means she only deals ~5% pchp per attack herself.  Marksman badge means she ignores evasion, to better slowly beat people to death with spoon levels of damage, Sheriff Star is there mainly for the status immunity, since this twink would otherwise fall flat on it's face at the first sign of any (in)competent status slinger. Sky Medium is mostly just there for the badge slots, and is otherwise probably the least synergistic with 100% orange(no intrude, no speed buffs/debuffs), but does give her one option in Mp Draining.  Lastly, Rebecca's personal ability lets her randomly attack multiple times for up to 5 attacks per turn, for a whopping ~25% pchp, get hype.

Downsides: pretty much falls flat vs healers and hp sponges, also doesn't like other multi-acters or people who grossly outspeed her.  Calculating who pokes who to death first in duels may induce raeg.

Tuning options: If the current iteration seems strong her weapon can be changed to something with less bullets, this will force her to waste turns guarding more often.  If it's too weak then either a mist cloak or violater can be added to the last badge slot.  The Mist cloak would make her even more annoying to kill, giving her a flat 50% non aim subject evasion towards physicals, Violator would skew her power more towards offense, giving her a stacking version of her continuous shot.

5
Meru (LoD) vs Todd (WA3) kneejerk
Meru vs Swampert (PKMN)
Meru vs Karin (SH2) Karin's offense is bad and Meru hits her weakness better then she hits Meru's weakness.
Meru vs Valkyrie (Bravely Default) Pretty sure she can default chain into brave blitz with that 2 bp spinny move of hers. Nevermind, Valkyrie damage without other class skills is awful, she probably still wins with Spirit Barrier into soul crush to outlast Meru's resources.
Meru vs Quina (FF9)
Meru vs Rubella (Child of Light) If only Rubella had an offensive stat growth worth a damn.

Gafgarion (FFT) vs Todd (WA3)
Gafgarion vs Swampert (PKMN)
Gafgarion vs Karin (SH2)
Gafgarion vs Valkyrie (Bravely Default)
Gafgarion vs Quina (FF9)
Gafgarion vs Rubella (Child of Light)

Red Mage (BD) vs Todd (WA3) ...Ha, ha ha, fire poison...reallly...
Red Mage vs Swampert (PKMN)
Red Mage vs Karin (SH2)
Red Mage vs Valkyrie (Bravely Default)
Red Mage vs Quina (FF9)
Red Mage vs Rubella (Child of Light)

6
General Chat / Re: Anyone interested in some PS/PS2 RPGs?
« on: August 23, 2014, 04:48:35 PM »
I would be glad to get CC, also on the fence but interested in Koudelka and to a lesser extent Thousand Arms.

7
General Chat / Re: What games are you playing 2014?
« on: August 02, 2014, 06:03:47 AM »
Crystal: While I haven't gotten 4 Burst Mk II's, I HAVE gotten 2 Burst Mk2's and a Glaive Beam with pre igniter once, that was glorious.

So, I play games also.  Been playing a bunch of FTL recently also, right now on easy because I'm mostly focused on unlocking ships, only have the Stealth C and Crystal A & B left to unlock.  After a lot of initial failures with the earlier ships I've managed to get to the point where I consistently win even when trying out the new ships within the first or second run on easy.  Stealth B is looking like it will be hilarious if I can survive the first few sectors what with the starting Glaive Beam.  Favorite ships so far are the Fed A, Zoltan A,  Mantis B, and Lanius A.  Least favorite are Fed C, Rock A & B(Only Missiles to start? No Door system/venting capabilities? Horrible layout on both? FUUCK OFFFF) and Slug B.  Highlights include aforementioned duel Burst Mk II's + Glaive on Kestral C, complete Lucker drops on Slug B and Rock C that basically had me set to beat the flagship by Sector 2 in both runs, running into a ship with a beam drone my second jump in in sector 1 with Stealth A and having the game bend me over whilst it violated me without lube, and forgetting to remove 2 crew from the medbay for flagship 1 on my second run of Stealth A and watching them slowly die as the medbay gets hacked right at the start >.>.  Also, fucking space spiders in my earlier runs, I now avoid those guys like the plague without blue options.

Orcs Must Die: Picked this and OMD2 up because steam sale and craving a TD game recently, fun so far, can't wait to see ifI can pull off frue pathing shenanigans with the barriers.

Valkyria Chronicles 2:  I play this off and on when I'm watching streams and find a particular segment boring or something.  Basic gameplay is cool, class system and weapon upgrade system is pure bullshit, and I kind of just ignore the story.  Currently in November, just about done unlocking all the weapons that I can at this point, which requires replaying some levels like 7+ times.  Class balance was good at first, but is now rather broken.  Commandos are stupid overpowered, especially the ones that can access Max vs Personnel.  Flamethrowers being aoe, ignoring accuracy, being the only thing that reliably ohko's bunkers and towers and reliably ohko's infantry with the aforementioned potential(some even when they evade if you aim it right!) all with non fail durability and serviceable mobility is too good a package.

Scouts have become mostly useless because interception fire rips through them now and they can't reliably kill units without headshots.  Their sniper line has some uses mostly for boss unit slaying by attacking far enough away that they don't abuse their 80% evade.  Troopers have their commando branch, which is already covered, and the gunner side, which is good but generally outclassed by commando since flamethrower is just a more reliable aoe weapon the Gatling guns, they gain some favor for being the line you need to unlock max vs personnel in.  Lancers Kill tanks, while they can kill most infantry with headshots this can be hard and not something to be relied on, but killing tanks they are great at.  The Mortarer line just sucks and should be avoided because they're aoe is no better then commando/gunners and you basically want your lancers to be dealing with tanks 95% of the time anyways.  Engineers have been basically useless on both lines, they need headshots to ohko any infantry, have no way of decrouching enemies to do so if needed, have trash durability, and their healing/ammo resupplies are just not needed, I also haven't found a need for anthem corp/melodist buff/debuffs yet since commandos and lancers still ohko their primary targets handily enough.  Techs are...okay... the actual tech line is somewhat pointless, since laying mines is a waste of time and lancers, techs themselves, and to a lesser extent troopers can use enemy mines as a sort of rocket jump to move further with some hp expended instead of ap.  Their good side is their defense meaning they basically give no shits about interception fire, and the Fencer/Mauler line rip infantry/tanks to shreds respectively like nobodies business, too bad their mobility is awful and half the time they need to spend 2 cp to get to an enemy that any other class would only need 1 cp to get to.

So uh, yeah, guess I'm trying to say I like the game but can only play it in short spats due to awful class system/balance and whatnot.

8
Tournaments / Re: Futurama 2014 Season 2, Week 1
« on: August 02, 2014, 02:02:23 AM »
Godlike

Persephone (Wild ARMs 5) vs Terra Branford (Final Fantasy VI) kneejerk wins the slugfest

Heavy

Elsa Eliane (Front Mission 4) vs Jude Maverick (Wild ARMs 4) Elsa rams into Judes good defense, which is compounded by high hits of (generally) low damage being the type of attack that WA4 defense mocks the most, Jude also kind of has an argument for hitting all of Elsa's parts for full damage rather then distributing it, fairly certain he can off her arms before she can chew through his pdur.


Middle

Ranger (Bravely Default)  vs Teddie (Persona 4) can burst through the healing handily enough.

9
Dark Knight vs Chelle (XF)Chelle against a non physical spoiler
Dark Knight vs Mewtwo (PKMN) Don't think Mewtwo can stop the one round and pretty sure he fails to ohko or something first.
Dark Knight vs Zio (PS4)booms DK faster
Dark Knight vs Rubicant (FF4)
Dark Knight vs Kyra (PS4) Kyra can't do anything to stop the pain train from coming really.
Dark Knight vs Eileen (S1)

Wakka vs Chelle (XF) fuck off Wakka
Wakka vs Mewtwo (PKMN)
Wakka vs Zio (PS4)
Wakka vs Rubicant (FF4)
Wakka vs Kyra (PS4)
Wakka vs Eileen (S1)

10
Due to peer pressure from super, a crappy team I came up with in about 5 minutes:

Souji(4) + Ginny(3.5)(Life) + Jack(2) + Tear(1) + Meru(.5)

11
Unranked Games / Re: Legend of Heroes: Trails in the Sky
« on: January 20, 2013, 11:51:11 AM »
Random tidbit of info I found out on randomly deciding to replay the game:  Earth Guard/Wall do block all the hits in multi hit attacks.  There was a monster in the tunnel before Zeiss that uses it and both hits of Joshua's dual strike were canceled when I tried it on said monster.

12
Tournaments / Re: Tourney of Random CKs: Noms!
« on: January 19, 2013, 04:29:00 PM »
Erza Scarlet (Fairy Tail)
Machete (Machete)
Nyan Cat
Rose(LoD)
Gregory House (House)

13
Jane didn't actually get banned from using Old Firefly until I was dubious enough to pick her on the team and then pointed out "oh hey Jane can do this with firefly!"

Other then that the team was pretty bad without the hax of old op firefly/me picking some floors that benefited my team. (Crit floor + Jane = Hilarity)

14
Souji, Virginia, Mew, Ditto. For sealstone...uh, either Neospeed or MT sealstone will probably be used, maybe firefly?

My attempt at a stall team in todays rockettag dungeon, and by stall I mean the team just attempts to spoil the crap out of as many damage types as possible through Souji/Ginny hax and Mew/Ditto copying them.

I expect it to trainwreck but in hilarious fashion.

15
General Chat / Re: What Games ya Playin' 2012 - Suplex a Train Edition
« on: November 17, 2012, 10:31:47 AM »
For LoL talk:

To be fair on the armor and mr cost effectiveness nerfs, they are also nerfing a lot of offensive items as well.  Rabadons is getting a whole 20 ap and 5% taken away from it's passive, which is a ~15% nerf in it's effectiveness.  Attack speed is getting nerfed across the board, so ad's will have less multiplicative scaling going on, and lifesteal is now not as easy as "Buy Vamp Scepter after bf sword/ie, facetank everything by lifestealing with auto's because you out sustain any non ad's dps"  I would view it as more of balance change to have slightly less power coming from raw item stats and more from item special effects.

The Jungle changes I actually really like, right now in s2, an initial full clear is only worth ~350 gold, this is terrible and has turned the jungle into "pick someone with good ganks and doesn't mind stacking gp5, because otherwise you will have no income and be useless"  This has led to Jungling basically being about who can camp a lane better, because clearing the jungle is a waste of time, especially since alot of mids like to jack wraiths since they're so easy to aoe down in a spell or two.  Right now the current gameplay environment is if you push without a ward, you are basically guaranteed dead, because the jungler will totally make a beeline to your lane to kill you because a kill on you is worth more then an entire jungle clear for him.  He can also do this after basically any camp because lol jungle creeps have no health and do no damages.

Contrast in season 3, an initial full clear is worth around ~550 gold  that is a rather huge buff to jungler income, you can now have some of those lategame type champions who can jungle do it without feeling like they're gimping themselves through gold starvation.  Initial clears for a lot of champs have been about the same time/hp wise, some champs do worse, but for everyone one of those there is a champ who cries for joy since they're kit is now no longer a drawback. (Fiddle loves the move of hp strength on big mobs and the fact he an actually buy items to be his true scary self of CAWCAWCAWCAW).  I used to be a pretty avid jungler in Season 1 and when season 2 came around it just kind of turned into my least favorite role with how bad the goldflow became.

I don't think there's to much to worry about in the ganking department.  Some junglers got hit a bit hard by the changes yeah, but that's mostly only if they do full clears, doing a quick red -> level 2 gank is still totally viable if a few seconds slower, and alot of people can actually make a choice to forgo ganking if your team is crazy and pushing every single lane up to the opponents tower, which is something that doesn't really happen in season 2, if you team does that, you basically end up sitting in some bush near one of the lanes and just kind of prey their jungler comes so you can countergank him or something.  Either that or you end up doing some risky lower level tower dive where you juggle tower aggro, because a jungler that doesn't get kills/assists in season 2 is essentially gold starved.

Edit: I'm stupid, apparently early gold is actually around the same, it's the gold scaling as the game goes on that gets significantly better, whoops.

16
Hmm, forgot about Resist, though I still think Ginny takes it since she's faster and the ID is still technically turn 1 for me, only reason I mentioned the defending for fp charge was for people who don't take the base ~65% chance to hit as turn 1.  Alternatively since you don't see blanket status immunity catching everything Ginny just Exploders Cait since FF7 didn't have a status that turned people into self exploding bombs.

17
Cait (FFVII) vs Ginny (WA3) Uh, ribbon doesn't catch death iirc? Ginny just equips Justine Raftina Zephyr and guards for 1-2 turns  then Id's Cait with 100% fp Justine.  Justine + Raftina are also blanket status immunity to everything.

18
Not sure where to put this but:

http://www.upworthy.com/meet-the-17-year-old-who-blew-the-lid-off-racial-profiling-with-his-ipod

Pretty much one of many reasons I tend to not trust/respect police forces in general in the states.

19
Tournaments / Re: Nyarlathotep's Dungeon: Week 91
« on: October 22, 2012, 05:23:27 PM »
Uh yeah, I could've sworn that Barrier fist was part of Asgards Oc and thus cost mp and that he had a much weaker basic physical, but err, maybe I just remembered wrong.

20
Tournaments / Re: Nyarlathotep's Dungeon: Week 91
« on: October 22, 2012, 02:43:02 PM »
Well, Barrier storm does require the person he's targeting with it to not get a turn to do damage period, and he's still vulnerable every other turn he goes with that. The fight is still hilarious because Asgard can just give teams the middle finger and spam the ohko barrier fist to kill with hilarious efficiency.  Granted, with that the fight is still doable if you um, have 4 100%+ speed revivers or 3 people with mp busting/silence...yeah <.< >.>.

I at least find the premise of the fight to be amusing enough(Hey look he can force people to target Rupert!)

21
Tournaments / Re: Diversionary Twink League Week 3:
« on: October 15, 2012, 01:12:31 PM »
Ginny (WA3) vs Adult Mags (WA4) - Ginny, being ever the pure hearted maiden, totally believes in romantic relationships based on interest alone or some such. So, seeing her party members on the sidelines Lusting over the magazines, her Jaw drops in astonishment.  After the brief period, the surprise quickly turns into a Fiery Rage and she summon nukes the WA4 mags in a perfect reenactment in how the WA3 mag fight goes down.  She then slaps the party, and begins to lecture everyone (mostly Gallows) how women should be appreciated for their personalities etc etc etc.

22
Tournaments / Re: Diversionary Twink League: Week 1!
« on: October 04, 2012, 06:45:48 PM »
Oh, missed chance to nom bluelike Alexia, sadface :(.

Bluelike

Iseria Queen (VP1) vs Gawn (WA4) Might actually kill her before he gets the chance to mock the glorious overkill by making it not happen.

Godlike

Vaan (FFXII) vs Arceus (PKMN) - Not thinking about FFXII related things
Cait Sith (FFVII) vs Barret (FFVII) - Sneak attack Shield is kind of ridiculous if I remember it right, Barret's setup can't do anything about it.

Orlandu (FFT) vs Ginny (WA3) - Medium breaking hype can go burn for all I care.
Seymour (FFX) vs Mia (FE10) As much as I like the Mia setup, yeeeah not happening I think.
Great Question (SH2) vs Lenneth (VPs) - Spikse + Blood Jewel is Insane defense, and yeah Great Question just kind of outclasses any of the Lenneth forms I know.
Meliadoul (FFT) vs Adult Mags (WA4)

Sephy (FFVII) vs Yu (P4) - Go ask Yoshi about my Sephiroth respect.
Hilda (SH3) vs Dyce-dramelk (FFT) - Slightly less scary then Jaochims setup but still nuts, SH Vampire Q forms alone are basically putting the chars on crack, twinked equips just make the  level of nuts go into glorious territory.

23
Tournaments / Re: Nyarlathotep's Dungeon: Week 85
« on: September 13, 2012, 09:01:32 PM »
Tide definitely has his work cut out for him, for one ACF Ragu has absolutely insane durability before buffs/fragile come into play. (Jacks Laser Silhouette flat out tinks on him unbuffed as an example), half the fight comes down to praying he doesn't spam dispel to often because when he does it literally means you have to spend 2-3 rounds rebuffing before you can even continue to touch him again.  Considering the other half of the fight is mostly making sure you always keep Anti Magic Zone up to prevent random free quinta turn Paradigm Pollutions from flat out wiping the party, the fight is a lot more gruesome then the stat topic makes it appear.  ACF Ragu may very well be able to just spam Dispel and rely on his durability to last long enough that he eventually gets a quad or quinta turn of mt death spammage.

Ragu 4 has been covered enough

XF Ragu, is not only durable and fast, but actually regains life if he chooses to spam his ohko physical, which also has a 33% chance to crit for double, if it does crit, also gives him a free turn, which coupled with Accelerate, means there is a very good chance for him to flat out get a massive free turn streak of death.

24
So, in the name of teams with totally dumb strats to come up with, I present:

Souji + Ginny + ACF Ceci(Neospeed) + Ditto + FFT PRIEST

The dumb strat I'm planing?  Ginny uses VALIANT on Souji who uses MT PHYSICALS THAT HURT HIMSELF TO BOOST VALIANT DAMAGE, and then ACF Ceci command Replays Souji SO HE DOES IT AGAIN and HURTS HIMSELF SOME MORE FOR MORE DEEPS, meanwhile I have ditto and priest flail about for lulz, clearly this plan can't go wrong.

Slightly more serious strats include having potentially 3 people that can flat out wall some fights, Ginny and to a lesser extent Souji and Ditto can all be evade whores which ACF Cecilia can boost to levels of trolol because she starts with a mt 50% boost to evade buff, alternatively there is acf Cecilia spitting on mage floors with starting mt reflect.

So yeah, team of whorish whores plus priest or something.

25
Tournaments / Re: Nyarlathotep's Dungeon: Week 75
« on: June 30, 2012, 03:54:57 PM »
Copied from when my Cecilia team was in the dungeon:

As for where Cecilia is at in the Dungeon, Wild Arms has 30 none optional dungeons in game, so she goes through 4 and a half dungeons per floor which looks something like:

Floor 1: Prologues, Lolithia's Tomb, Secret Passage, Mountain Pass
Floor 2: Guardian Shrine, Mt. Zenom, Cage Tower, Maze of Death, Sand River
Floor 3: Pleasing Garden, Ghost Ship, Volcannon Trap, Tripillar
Floor 4: Giants Cradle, Epitaph Sea, Sacred Shrine, Photosphere, Dragon Shrine
Floor 5: (Cecilia can learn Hi-Magic at this point) Wandering Isle, Dead Sanctuary, Demons Lab, Gate Generator
Floor 6: (The clue to getting Holy Parasol comes at this point)Forest Prison, De Le Metallica, Gemini's Corpse, Pandemonium
Floor 7: Artica Castle, Ka Dingle, all of Malduke

Honestly, it's not really a judgement call at all to me that it's floor 6.  It's basically in the middle of the list for floor 6 and that is with the 3 prologue dungeons being grouped together.

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