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Messages - DragonKnight Zero

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1
Tournaments / Spooky hat tourney: Extra battles
« on: November 19, 2024, 04:31:11 AM »
The previous round is still open for voting but I had a big enough stretch of free time so went ahead and typed this out.  The two 3 member teams duke it out and there's a 4 on 4 involving mix and matching noms that were the sole representative of their hat type.  Teams for the 4 on 4 were selected by RNG with no attention given to balance.

  As an experiment, I'm implementing a crude form of damage scaling.  For every additional team member standing past the first, the team's attacks will do 10% less damage.  Up to a 30% damage reduction for 4 or more members not KOed.  True fractional damage (not subject to random variance, for instance) and special formulas (such as max HP - current HP revenge types) are not affected by damage scaling.  Recovery is also not subject to damage scaling.

3 on 3

Team Hair Ribbon: Hina Kagiyama (LoT2), Paula (EB), Flonne (Dis 5)
Team Fedora: Irvine (FF8), Greg (WA5), Yuber (Suiko3)

Mixed teams

Lucca (CT), Cristo (D5), Riesz (SD3), Princess Toadstool (SMRPG)
vs
Meladoul (FFT: WotL), Kain (FF4), Red Mage (FF5), Albert Simon (SH)


2
Tournaments / Re: Spooky hat tourney: Doubles round
« on: November 18, 2024, 11:40:41 PM »
Bandana vs Baseball Cap - Bashing is not the path to beating Ness, let alone Ness with backup.

3
Tournaments / Spooky hat tourney: Doubles round
« on: November 13, 2024, 05:52:54 AM »
We've got 4 two character teams duking it out for your entertainment.  As there are just 4 teams in contention, going to go with a pools format and complete everything in a single session.  All teams will fight each other with the winner determined by which pair has the greatest success.

The 4 teams:

Team Chef Hat: Quina (FF9) and Orcha (CC)
Team Bandana: Locke (FF6) and Serge (CC)
Team Baseball Cap: Jumpei (P3) and Ness (EB)
Team Sombrero: Ricardo (SH3) and Ludicolo (Pkmn)

Chef Hat vs Bandana
Chef Hat vs Baseball Cap
Chef Hat vs Sombrero

Bandana vs Baseball Cap
Bandana vs Sombrero

Baseball Cap vs Sombrero

Standardized voting period of one week.

4
Tournaments / Re: Spooky hat season: a themed team tourney - nominations
« on: November 11, 2024, 03:21:00 AM »
So out of the valid noms, they make 3 teams of 3 (hair ribbon, bandana, fedora), 3 teams of 2 (chef cap, baseball cap, sombrero) and a scattering of singles.  I can run something with this though ideally, there would be teams of 3 or 4.  EDIT: Updated team count status, I missed a third member.

  So I'm gonna make the call to extend the deadline for another 48 hours or until we get up to 4 teams of 3 whichever comes first.  Then it's showtime.

5
General Chat / Re: Beyond Chaos pwertrip mode
« on: November 03, 2024, 09:51:50 PM »
With the Locke character back in action, time to bring Raiden and others to Narshe to open the locked doors and claim the treasures there.  Two Ragnaroks are my haul there, which I designate to Gio and Yukari as stat sticks I never intend to swing.

  Next, I form up a party with Nanoha and without Umaro and go Lore hunting.  Sour Mouth is easily obtained off a common monster on the south Figaro grasslands.  I take a dip into the Veldt cave as an enemy there packs both Quasar and Grandtrain, which I snag via Control.  Change parties again to complete Veldt cave for real.  I end up going with Krissy, Umaro, Yukari, and Loki.

  W-Limit oneshots any enemy I run into so with two enemies going down every time Yukari gets a turns, fights fly by swiftly.  Only the enemy with Grandtrain poses a threat but I don't encounter it with this group and even then, said Grandtrain doesn't pack enough power to obliterate the group.  Treasure is mostly unremarkable.  Crystal Mail doesn't do much with all but two characters able to equip Red Jackets.  Strato is whatever and Megalixir is nice but I'll probably forget about it.  Boss is a different matter.  Living SrBehemoth proves straightforward despite the lack of ability to exploit the Stop weakness (and Imp shuts off the spells though I forgot to use it) but the monster after that is a bulky menace with 5500 damage Meteor.

First attempt: Death by 5500 damage Meteor
2nd try: Death by 5500 damage Meteor
3rd failure: Died to the first form because I slacked off too much and it got off Meteo.  1500 damage is still enough to obliterate my Lv 26-27 party.
4th go: This time, rolled a Sabersoul on W-Limit and took the second part out in one shot due to lacking ID protection.  Freaking finally.

Nearly 5000 EXP for a 4 person party, a nice perk.

Pick up Wrath at the coloseum, faff around a bit, make sure my supplies are in order and Phoenix Cave is the next destination.

Team 1 I place Krissy, Ryu, Yukari, and Baal.  This team is the one designated to fight the dragon so I make it the stronger team.  They also open 4 or the 5 guaranteed trapped chests so it make sense for the more powerful group to handle them.
Team 2 gets Nanoha, Hope, Gio, and Jade.  They do have one trapped chest to deal with and I do want them capable of handling randoms so I don't just stack the highest offense units on team 1.

6
Tournaments / Re: Spooky hat season: a themed team tourney - nominations
« on: November 01, 2024, 07:32:49 AM »
Thought of a few ideas, will add more as I think of them.

Chef hat - Quina (FF9)
Feather cap - Red Mage (FF5)
Headdress - Riesz (SD3)  Or whatever that winged headpiece she has is.
Hair bow - Flonne (Disgaea 5)
Hood - Meliadoul (FFT: WotL version)
Bonnet - Elena (Grandia 2)  Not entirely happy with this nom but she does have an interesting tool or two for team battles.
Crown - Princess Toadstool (SMRPG)  I believe this counts but forgot whether this particular incarnation wears one.

7
Tournaments / Spooky hat season: a themed team tourney - nominations
« on: November 01, 2024, 12:04:26 AM »
Just a silly idea I had for team battles.  Don't have fancy introductory speech on hand so going directly to the guidelines.  Nomination guidelines are as follows.

- Up to 10 slots per person.  There's no need to use them all though.
- Nominated duelers must wear a hat or other type of headwear either in their most common in-game depiction or official artwork.  Masks, goggles/glasses, and earrings don't count as those are more worn on the face, eyes, and ears respectively rather than the head.  There's still some wiggle room so if in doubt, nom the character anyways and I'll sort it out.  Headwear does not need to provide full coverage; hair bows and bandanas are fine as a few examples.  Just as long as the head decoration is readily visible in the artwork.
- Nomination must include the type of headwear the character has as they'll be placed on teams based on type.  If not sure what a character is wearing, close approximations are enough.  Nominations lacking a headwear category will be considered invalid and ignored.
- Anyone appearing the the most recent RPGVO is softbanned as the DL is short on funds for repeat appearance fees.  You can still nom them but they'll be given the lowest priority in placement.
- In the interest of interesting matches, no duelers that basically win in one action if they get a turn.
- I plan to put up the first round after Nov. 10 so noms are scheduled to close once the forum clock ticks over to Nov. 11.

  Believe this covers the essentials but ask if it appear I forgot something.

8
General Chat / Re: Beyond Chaos pwertrip mode
« on: October 15, 2024, 09:58:13 AM »
  Change parties to the other four that have been chilling in the airship.  None of them have access to magic and their gear is as good as it's gonna get so there's no other stops to make before heading off to the next destination: Triangle Island.  We going diving into the guts of some wacky creature.  It's a short dungeon so I feel I can better get away with such a risky party setup where the only non-Item recovery skill is found on the Dance command on non-native terrain.  Randoms are a dice roll for the most part with some the party can't handle without casualties because some jerk with over 4000 HP is Exploder happy.  And then there's Whelk, as in the very same one from the intro and not changed in any way so it's a freebie.  There were quite a few resets due to getting kicked by the little green asshats a few too many times.
  Loot turned out to be disappointing.  Bunch of stuff I have no real use for.  The Exp. Egg is of interest though I'll probably forget to make use of it.  Nanoha is waiting in the center here.  Fought a couple of battles in the last room for Rage completion.  Just on principle since the Rage command is not present this game.  Those took some foreknowledge/scouting trips to make it through them intact.  One foe has random Shrapnel counters so needs to be silenced to make it manageable.  i break a Poison Rod for this; its break was changed to enemy Mute (the MT, unreflectable version).  The other foe I fight has Step Mine though it takes a turn to charge it up.  High HP to chew through and absorbs all elements but very few status immunities.  Also undead so a prime time to toss a Phoenix Down at since my party lacks ID option.  Warp Stone out.
  Out of Warp Stones so off to Figaro to restock on 2-3 more and heal up.  Then go back in for a pair of chests I skipped earlier, the one that require getting kicked by the green asshats.  Pick them up and now the dungeon is clear.  I'll come back later for Rage/drop hunting later.

  Jidoor is next on the itenerary.  Fight the paintings and pick up the Emperor's Letter.  Brute force sufficed for them though I did get quite beat up by the flower painting and Hope refused to Sun Bath even though it was home terrain.  With the key characters all at Lv 26 or better, I deem my party ready to hunt down Doom Gave so walk out to the airship and switch parties to Krissy, Loki, Gio, and Ryu.

  Setup notes: Krissy's job is to summon Zoneseek and then is the primary healer being the caster with Cure 2 learned.  She can chip in damage with Dispatch or Dice but is unlikely to have a free turn to do so.  Loki's key role is casting Golem at the fight's start.  Has a Coin Toss to Mimic one of the other three on successive turns.  Gio pounds away with W-Limit.  Does about 5000 a shot except when rolling SaberSoul or Star Prsim; those do zero.  Ryu is using Throw to avoid backlash from Doomgaze's auto-reflect.  I have a pile of Kaisers that hit elemental weakness so start with that and if I run out, a few extra Flame Sabres to toss before resorting to non-elemental weaponry.

  First encounter comes quickly in less than 10 seconds.  Fullheal somewhere afterwards and resume the chase.  Next encounter takes over 15 minutes of combing the world to fire.  It takes a third encounter to wear down Doomgaze's HP stack and claim Bahamut.  Bahamut comes with a nice spell selection for more well rounded casters: Life, Flare, and X-Zone.

  Afterwards, form a party of Nanoha, Ryu, Hope, and Jade for Owzer's.  There's a few dangerous foes to be wary of.  One has around 5000 HP and can toss out Revenge.  Ryu's Tigerbreak is only doing 3000-3500 so this one can live long enough to cause trouble. They're my number one priority to neutralize with Control and it's very entertaining to do so and have the drop Revenge on their allies.  Another has Cleansweep with considerable power and never appears alone.  The Still Life painting also packs an Ice Beam that clobbers Jade for over 1000.  It's all it gets to do though since Control shuts it down.  Still, between Jade oneshotting some of the small fry, Ryu's power, and Nanoha shutting down troublesome monsters with Control, made it to the save without casualties.  Even grabbed a few more Lores via casting them with Control.  L4 Flare would have been a useful DoomGaze fighting tool, oh well.
  Chadarnook was not a pushover though.  Jade's main offense is nullified, Dance is bad in this fight, and Nanoha has low Magic which limits her ability to keep the party healed.  As for prep notes: Nanoha gets Zoneseek so the party can have shell status, Jade gets a Coin Toss, and Ryu gets a Rage Ring.  Hope wields a Holy Lance while Jade takes up a Graedus and both move to the front row as it's the best offense option they've got since I didn't stock up on itemcasts.
  Overall strategy is opening with Zoneseek and adding Slow the next free turn Nanoha gets.  She goes on standby to heal after that and never engages in offense.  Since attacking the painting accomplishes nothing, I do have enough time for this.  Ryu bashes with the Rage Ring making Bolt2 counters a non-issue.  Holy Lance physicals do 1600-ish with the Holy procs adding another 2000 when they go off.  Greadus physicals only contribute 800 but that's still better than using lightning attacks on a target that nullifies lightning.  Those two do have to worry about Bolt 2 counter to the tune of 500 or so under Shell.  Jade doesn't end up with many turns to attack; once the Bolt 2 counters start landing, he's miming Nanoha's heals to reduce the strain on her MP.  Chadarnook isn't sitting still while I'm juggling attacking without accidentally triggering a Phantasm counter.  Regular spells are handled with Cure/Cure 2 depending on what was used, doubled up with Jade miming.  Physicals aren't overly threatening individually but can add up since I'm not bothering to cast Regen on anyone.  Had a scary moment where Hope got blasted by a ST Bolt 3, leaving him at 95 HP after I'd input an Attack command.  Got lucky and no Bolt 2 counter came only to die to a physical before I could drop a heal on him.  Life 2 from Nanoha to get him upright again but I have no means of renewing Shell status which makes survival trickier.  Lullaby also can complicate things depending on who it hits.  Lucky me, the one time it got used, hit everyone but Hope.  Broke a Hair Band for Tapir and everyone's awake again with the extra perk of restoring Nanoha's depleted MP.  There were some moments where I had three characters healing but I did make it through.  Dealt the finishing blow with a thrown Dragon Claw for 6-8k of pain.

  Yukari rejoins here as well as obtaining Starlet.  Starlet teaches Pearl and Berserk as newly available spells but the +2 Magic levelup bonus is the main feature I'm interested in.  With her back, I can snag the Fanatics' tower character as well so Raiden is back online too.

9
General Chat / Re: Beyond Chaos powertrip mode
« on: October 11, 2024, 04:11:10 AM »
  Airship launched.  Character in airship is Gio so I still have no access to the Magic command.  Stop by Maranda since it's right there and send off Lola's Letter so I don't forget to do it later.  There's some gear in the armor shop I will find useful in outfitting my characters as they rejoin.  Also have Guardians and Thornlets for sale, which are garbage.  Stop by Cid's beach to pick up Palidor.  Pearl and Berserk are now available to learn, sort of neat.  Do a grind fight to get some people to tick over to the next level then off to Mobliz, swapping out Jade for Gio before entering.

  Do some setup before challenging Phunbaba.  Baal is the main source of recovery with Pearl Wind so gets the Muscle Belt.  Ryu gets my sole Green Beret which is enough to get him to 4 digit HP.  Umaro is already at Lv 25 so doesn't need HP boosting.  Auto-reflect or Rage Ring on most of the team.  Didn't really need healing in the first fight.  With Ryu and Gio pounding away with desperation attacks, didn't take long and I claim Fenrir.  Nothing new in spells and +2 Speed, first Esper with that bonus, minor as it is.
  Second round I stick to the same party setup.  BabaBreath blows out Ryu and Baal.  There went the healer but Krissy is back and has a Magic command to take over support functions.  Have her cast Regen on Umaro first free turn she gets and otherwise focus on support, only attacking when healthy.  Not that she can contribute much offense with 600 damage Dispatch and about 900 for Quadra Slam.  Gio and Umaro both have Rage Rings so Phunbaba Bolt 2/3 isn't accomplishing much and the one person vulnerable doesn't have much business attacking.  Blow Fish would be the scariest thing to see since 2/3 of the battling party has below 1000 max HP and if Gio goes down, neither other character can revive him.  I got lucky and never saw Blow Fish before firing enough W-Limits to win but it could have really cost me momentum if not the whole fight.

  Moogle cave is my next stop.  Form ranks with a Ryu, Baal, Gio, and Jade group as it's a short trip so the absence of Magic isn't as crippling.  Battles are handled with brute force.  The most danger I was in is when something got off a LifeShaver on Jade but it didn't kill and a Pearl Wind the next free turn Baal gets patches it up.  Treasure is very so-so though and extra Safety Bit and Charm Bangle are convenient and the Tiger Fangs are a better stat stick for Baal when I don't want to risk ?-Chaos and don't want to spare the MP for Lore.  Mog rejoins here.  Warp Stone out when done,

  With Mog back in the ranks, pick now to pay a visit to Umaro's cave.  First, party reforming time.  I roll the group of Krissy, Mog, Gio, and Baal and make sure their gear is up to date.  First time the Mog character has seen action all game.  Introduction time.  Command list is LifeShaver, Magic, Item.

Lifeshaver: Very strong draining attack at my disposal is convenient.  One of the few earth element options that can hit flying enemies.  Convenient parasitic healing but lacking in offense due to damage being capped by missing HP.  Also dangerous if the target has earth absorb or is undead and earth resist tends to be more common in randomizer.  Both is safe though since the skill will invert twice in that case.

Also comes with natural magic, the most significant bit trivia being starting with Haste.  As Haste is taught by a single Esper at a x1 learn rate, Mog is likely to be the only caster with access to that spell, middling as it is.  I had renamed Mog, Loki way back in the WoB and will be referred to as such in these writeups.

  A quick stop to Figaro castle to pick up some more Warp Stones and it's off to the Narshe snowfield.  Gio is oneshotting two monsters a turn on the climb up to the frozen Esper and is pretty much carrying the team with Baal being unreliable or MP hungry and Krissy and Loki not really contributing much offense except on fodder.  The most threatening enemy to watch out for comes in packs of 6 (or 3 with other monsters) and can throw out Aero.  Two Aeros will send most of the team into the dirt or on the brink of it.  Hadn't learned the Lore yet so wasn't too upset that the opposition sneaked one Aero through.  Lots of floating continent foes lurking around the climb too.
  For Tritoch, I set up Baal with Gold Hairpin and Coin Toss.  Krissy and Loki get Wall Rings.  Only reason Gio isn't getting auto-reflect is that I don't have enough sources of it.  So I rely on his 185 Magic defense and support for Krissy and Loki to keep him upright.  Seeing that he is the team's main source of offense.  Baal is using Mimic to double up on the W-Limits.  Regen on Gio and Cure/Reflect to keep him healthy.  Krissy can chip in with Dice/Dispatch if no support is needed but Loki can do zip on offense.  Whatever.  W-Limit spam wears down Tritoch and I have new Magicite.  Tritoch adds Poison, Drain, and Quake to my available spell options.  Hike back to the save point.

  There's a dragon running around so I run into it to determine which one it is.  It's a Red Dragon.  Reset and prepare for real.  Everyone has Red Jackets besides Gio so I give him the extra Rage Ring for full fire coverage.  Flare and physicals can still get through though.  Baal goes with Gold Hairpin and Coin Toss again.  I end up with mostly the same loadout as Tritoch other than ditching the Wall Rings.  Because of auto-reflect on Gold Hiarpin, Red Dragon opens up with its Special dealing 250 to a back row Baal.  And attempting to dispel reflect.  Use Sour Mouth as soon as I'm able with the plan being to keep the dragon locked down with confuse.  Krissy adds Slow when she gets a free turn and attempts to Steal when not needed for support or reapplying confusion.  Loki is solely on a supportive role as his limited spell list all runs into the dragon's elemental resistance.  Gio pounds away with W-Limit.  Baal is miming whatever.  Dragon doesn't land another blow on my party before going down.  Drops a Wing Edge which I go ahead and toss on Loki for the stat boosts.

  Umaro's caves has various annoyances popping up in randoms.  Imp Specials, confuse specials, two different mosnters capable of Lifeshaver, and some of the nonsense from the floating continent make their appearances.  Racked up a number of resets due to confused allies massacring the party as well as a few more because ?-Chaos decided to roll Crusader which oneshots everyone but Gio and even he takes around 900.  I consider that unacceptable even if I win the random in which it happens.  The Tonberries in a box are in their vanilla location too.  Get out Phantom as soon as i can, and peck away with any form of offense that isn't the Magic command.   SwdTech or dice from Krissy, Sniper Sight physicals from Loki, W-Limit from Gio.  Baal has the Coin Toss again and mimes Limit (preferable) or SwdTech.  Easy kill when invisible.  No cool drops though and I'm not high enough level to have any hope of stealing anything.  Other treasures are an Oath Veil (money saved0 and a Gauntlet. (only useful for the Ice 3 break)  Use the same general strategy on the yeti as I did on the Red Dragon.  Sour Mouth as soon as possible and on hey, sleep works.  Pile on Slow for added insult and toss W-Limit and magic at it.  Baal is using the Coin Toss once again though also has the option of Aqua Rake due to the boss randomizing a water weakness.  Boss fight is over before it has a chance to wake up.
  And wow, I'm really getting mileage out of that Item>Mimic Coin Toss, having used it at every major fight this segment.  Terrato teaches spells already found on other Espers and only an MP+30 level up bones, yawn. Loki orders Hope to rejoin.  Warp Stone out when done.

10
General Chat / Re: Beyond Chaos powertrip mode
« on: October 09, 2024, 08:35:30 AM »
World of Ruin start: Run out and save the instant I regain control.  Among the spoils from the moogles are a free Muscle Belt, a Peace Ring, and a Crystal Mail.  I equip Jade and throw on a Charm Bangle and a Ribbon for relics.  Save Cid, visit Albrook and find nothing of interest, then hike over to Tzen.  Random battles are nice and cooperative about ending in one shot of Tritoch + Bolt 3.  Damage is low enough that a few steps with the Tintinabar handles all my recovery needs.

  Tzen requires being a little more awake.  Out of the 4 possible formations, two die in one cast of Tritoch + Bolt 3.  One group absorbs lightning and has nutty magic defense but breaking a Debilitator oneshots them with Stone. (physicals would work but slower and needing to spend another turn moving to the front row)  The last formation has one monster with auto-reflect which resulted in a wipe when I tried to bash through.  it's the rare formation though.  No trapped chests so I bash through with little issue.  Treasures were forgettable with the most interesting being the Guard Ring.

  The character at the collapsing house is Umaro.  Wonderful, this means I have no access to the magic command all the way until the Falcon.  Umaro is a huge disappointment in the armor department.  Starts with a Cotton Robe and no other options in my inventory.  Starter headgear is better with an Oath Veil.  Starting with a Force shield is also an enormous letdown as that means there's highly unlikely to be other shield options and robs me of capitalizing on Umaro's high base defense.  Awful for a character relying on physicals to have such low defense.

  Dejectedly trudge over to the nearby chocobo stable.  Because I don't like the odds of outslugging Phunbaba with one character entirely reliant on physicals and a character with lightning based offense on a boss that absorbs lightning, skip Mobliz and ride to Nikeah, cursing the amounts of damage the bereserker takes from physicals.  Grab some more Tents at Nikeah as well as a very welcome Diamond Vest to upgrade Umaro's armor.  It's still subpar at 177 Def. on a front row basher but I'll take it over nothing at all.
  South Figaro has mostly forgettable treasure with a Memento Ring being the most potentially useful.  Ships have nothing additional I'd use so off to the caves after the formalities with Gerad who is clearly not Edgar.

  The caves are a tense trip.  My pair of battlers is entirely reliant on items and Titntinabar for recovery.  There is a monster pack that can throw out Sand Storms that take off half of Jade's max HP.  I retreated back to South Figaro after getting into one such encounter early.  Other threat enemies are ones that absorb lightning and one that has auto-reflect to send those high powered lightning spells right back in my face.  Hopefully on the berserker, who takes zero thanks to a Rage Ring rather than Jade, who explodes to reflected Bolt 3.  I will reset a trek if I feel I've taken too much damage and try again.
  Eventually get a good streak with cooperative randoms and make my way into the engine room.  RunningShoes and Wall Ring for Jade.  Umaro sticks to Rage Ring and Amulet.  Jade is useless for offense here as every Tentacle absorbs Tritoch and half guard lightning specifically.  His job is to toss items to keep the other two going.  Ryu and Umaro bash.  No really nasty statuses like zombie pop up and I win with everyone alive, though Ryu is sitting on below 200 HP on the victory screen.  Treasure is unnotable.  Falchions are just-above-trash stat sticks once I regain people that can use them and the rest of the loot was forgettable.

  Rest up in the castle and hike to Kohlingen.  Pick up the character there, who has been renamed Baal thanks to the power of save editing.  Shop has a better hat for Ryu so I buy one.  Bring the group to the coloseum where I trade away extra Thief Gloves for Imp Halberds.  Take a chocobo from the hidden stable to the tomb.
  Main dangers of the tomb are zombie inflicting foes and general attrition.  Otherwise an uneventful trek.  Found another underwhelming Genji helmet and another 51 Defense Genji armor.  Getting zombied is bad given how I've been lax about stocking up on Revivify.  Only happened once though and while I thought about retreating back to Figaro castle, was so close to the save point so opted for a Tent since my party's HP was worn down as well.
  Dullahan is more of a danger with no magic command to make use of.  My only source of non-item recovery is Pearl Wind from Baal.  So strategy time.  Baal gets Gold Hairpin and Ribbon.  I'm willing to risk a ?-Chaos early but otherwise, he's on standby to toss out Pearl Wind when someone reaches dangerously low HP.  Dullahan resists lightning so Jade's offense is neutered.  He's on item duty again.  Ryu and Umaro smash.  In an emergency such as Baal getting frozen by N. Cross, I have one Chain Saw to fall back on as it breaks for Ice Rabbit.  Otherwise, it's easy for team to get overwhelmed if the healer is disabled.  Pray it doesn't happen or that I can weather the storm if it does.  Reflect ??? is countered by breaking a Buckler for Harvester to dispel slow on Baal.  I have over 20 of those lying around so sparing a few is no big deal.  They got randomly flagged as unbreakable so none were actually consumed.  Actual attempt went favorably.  Opening L? Holy misses everyone.  My one use of ?-Chaos rolls Palidor which lets the team dodge an attack or two.  Jade tosses a Magicite when everyone was healthy at one point just because but it summons Terrato, who whiffs.  No unlucky deaths from a counter + focused Ice3.  Drops yet another 51 Defense Genji armor, whee.

11

Worker 8 (FFT) vs. Terra Branford (FF6)  Think so.  ThunderBlade also strikes a weakness if one doesn't believe the bot being affected by Man Eater.  Terra ought to be able to stall until doubleturns and missed physicals give her enough chances to attack.  Worker 8's below average speed plays against it in an extended bout.

Ricardo Banderas (XG) vs. Squire (FFT)  Sure, why not.  Squire does have a notable speed advantage and might outpace Rico's damage over time but doesn't have gruff Blanka's physical durability

12
Unranked Games / Crystalis bosses
« on: September 03, 2024, 05:33:34 AM »
Why?  Why not.

You're insane.  That's not a question.

How does this even work?  Keep reading, I'm getting to that.

  A silly thought exercise that's been percolating a while before materializing, this is an attempt to convert the various bosses of Crystalis into a DL compatible format.  Due to having an action-oriented combat system, it's somewhat of an uncharted frontier in how to handle it.  What I went with follows in the preliminary comments.

Timing: Bosses generally follow a pattern of move for a bit, stop to launch an attack, repeat.  This takes around 3 seconds which is what I'm going with for one turn cycle and will consider average speed.  I choose to consider Crystalis bosses as dead average speed wise unless indicated differently.  I treat the player character as being able to charge to sword lv 2 in a single round; it's faster in-game but requires standing still to charge and some movement per round to dodge stuff is expected.

Initiative: Or rather, anti-initiative.  To simulate being able to start fights with a charged sword attack in-game, I've ruled that Crystalis bosses will always go last on the first round.  Exceptions will be noted but this is the default.

Contact damage: This was a riddle to translate but what I'm going with is treating in-game contact damage as a counter to melee damage to simulate how trying to stab them generally results in taking hits.  Counter rate is different for each boss and approximated based on their in-game movement patern and the difficulty in stabbing them without taking damage in return.  What constitutes a melee ranged attack is open to interpretation though I choose to go with any attack that would logically entail being right next to the target to connect it.

Accuracy: Decided to go with how likely an attack is to connect on a player who makes no attempt to dodge.  Some ranged attacks have two numbers: the higher value being close range and the lower one being at far range.  The few attacks that only fire straight down have the 10% accuracy of shame.

Ignore evade: Used for any attack I feel is too fast to dodge on reaction.  Some also come with the static range signifier, for those that strike the moment they appear but have a fixed attack arc and are guaranteed to whiff on anyone outside it.

Very fast: Differs from evade ignoring is that they move very fast and will connect if the player isn't already moving when they're used but they will have predictable attack arcs can be avoided by dodging in advance.  I'd consider that partial evade piercing; use your discretion if it comes up in a vote.  Mado 2 has the only move that is both Very Fast and Ignore Evade as the mad bouncing is just so hard to read.

Out of Reach: Immunity to melee basically.  Think Bottomswell in FF7 as one example for how this functions.  Short ranged attacks and special moves that would logically require being next to the target will whiff on a boss with this property.

Mutated: The sole status effect relevant to the bosses' movesets.  Mutated turns the victim into a blob who cannot act in any way (beside using items) and can only move.  Infinite duration unless cured or killed.  Nasty status.

Hero level: Stats of the hero character at the minimum level required to be able to damage the boss and which boss damage output will be scaled against.  I've also added the exact armor and shield I had at the point during a playthrough which isn't always the strongest available.

Player attack speeds - All values are approximate.
Lv 1: 2 per round
Lv 2: 1 per round
Lv 3: 1 1/2 round charge time.  All except wind have lengthy animations before they finish dealing their full damage though the player can charge their sword while one is going off so they don't slow  down how fast the player can attack.
Stab: Very fast.  For this topic, going to go with 6 stabs per round.  It can be mashed faster but bosses are generally good at preventing rapid stabbing either by mobility, being out of reach, or the rare invincibility gimmick.

I don't have exact boss HP and player damage data available to me so all durability estimates are from a live playthrough.

And now the list.  I'll update with more detailed comments later, wanted to get this post out to start.

Vampire 1

Doesn't have anti-initiative
Below average speed (about 75%) until it falls below 30% HP where it speeds up (about 150%)

Hero Lv 3  no armor  03-03 def  80 HP

Bat summon: Summons 2 bats.  Bats do 12 a hit and flit around, moving about twice a round. 30% accuracy.  About 20% chance of flying off and despawning per move.  Max of 3 allowed out at a time.  Only one bat can inflict damage per attack, to simulate mercy invincibility.  Randomly used after any teleport, guessing 25% chance.
Teleport: Moves to another location.  Very unlikely to materialize on top of hero, generally only hitting if he moves into it.  2% accuracy roughly.
Contact damage: 13
Counter teleport: If attacker is within melee range, will soon get an immediate turn to teleport away.  Generally only able to get two stabs in before this triggers.

About 10 sword hits to kill.

Notes: Completely helpless on it's own, the Vampire depends on the bat summons to do all the lifting.  Fast ranged multitarget (which it's not facing in game) pretty much neutralizes any offense it tries to put up.  A-rpg fighters will end up hating this thing as it will constantly teleport away from their attack strings and evade most of the damage while giving it more chances to summon bats.

Giant insect

Doesn't have anti-initiative
Very slow, about 60% average speed.

Hero Lv 4  Leather Armor, Carapace shield  10-06 defense  96 HP

Out of Reach
Immune to wind

Venom spit: 36  10% accuracy
Summon insect - Summons an insect monster that swoops roughly in the hero's direction sometimes firing a shot, and leaves.  Very slow move as only one insect can be present at a time and they take around 5 seconds or so to complete their attack run so about one summon every 2 turns at best.
Contact damage: 46  50%-ish accuracy
Spark: 38 ranged  60% accuracy

9 hits with fire sword projectile to kill

Notes; Kills in the fewest hits but struggles to land those hits.  It's sluggish too so takes longer to attempt those hits.  Has all day though against opposition without any ranged options.  It's also one of the most fragile bosses so those with ranged options can win pretty fast. If it's fortunate to have a teammate who can inflict stop, paralyze, or some other status which locks the target in place though, venom spit becomes devastating hitting around 4-5 times.  A very weird dueller with extreme strengths and weaknesses.

Kelbesque 1

Hero Lv 7  144 HP  Leather Armor, Bronze Shield  13-13 defense

Immune to fire

Contact damage: 33  75% counter to melee
Summon rocks: 25  90-60% accuracy  About 10% chance of second hit

15 hits with wind sword Lv 1 and 2  8 hits with lv 3

Notes: Standard Crystalis boss with high durability and low (in a DL context) damage.  He does come at the end of a dungeon trek but it's not that difficult to reach without taking hits.

Vampire 2

Doesn't have anti-initiative

Hero Lv 10  192 HP  Platinum Armor, Platinum Shield  24-18 defense

Immune to fire

Contact damage: 40
Teleport:  Same general properties of first Vampire, including the counter teleport
Summon bats: Summons 2 bats that deal 24 contact damage  Seem to be more aggressive than the previous battle, still attacking twice per round (roughly) but more accurate about 40% or so.   Still allowing only one bat to hit per attack to simulate mercy invincibility even if more than once succeed in their attack chance.  As they're more inclined to stick to the hero's personal space, despawn chance is lower, roughly 15% per move.  Immune to fire and water  As before, can be used after any teleport.  Seems more likely than previous fight to be used after any teleport, guessing 30% chance.

Notes: Needs to connect more hits than the first form.  The Iron Necklace (reduces contact damage by player's current Level) is also available now and there's no reason not to equip it since all damage is contact so if you choose to scale to that, it's far weaker.

8 hits with water sword stabs

Sabera 1

Doesn't have anti-initiative

Hero Lv 11  208 HP  Platinum Armor, Platinum Shield  25-19 defense

Immune to wind and water

Contact damage: 39  80% counter to melee
Scatter shot: 35 ranged  100-90% accuracy

10-12 hits with fire sword lv 1 and 2

Notes: It's possible to have the Mirror shield at this point, which offers 4 more defense than Platinum.  Scatter shot does 4 less damage with Mirror shield.  Does require a side trip to Amazoness though, which a player may not be aware of at this point.  Sacred shield is also available offering even better protection but at $9000, probably not affording that without excessive grinding.  Not a very impressive dueler on paper though she does come after two dungeons and another boss.   If scaled against a player with somewhat depleted resources, say about 70% HP and MP, looks a little better.

Mado 1

Hero Lv 11  208 HP  Platinum Armor, Battle Shield  25-35 defense

Immune to wind, fire, and thunder

Contact damage: 53  100% counter to melee
Bowling ball: Deals contact damage.  40% accuracy
Shuriken Scatter: 53 ranged  95-60% accuracy

18 hits with water sword Lv 2

Notes: Better at slugging than Kelbesque 1 and otherwise a bog standard Crystalis boss.  Blizzard bracelet is available and kills in about half the time if you want to factor that in.

Next up are the Goa fortress boss quartet.  Durability figures are without the Power Ring, which is available but probably not gonna find it on a blind playthrough at this point.

Kelbesque 2

Hero Lv 13  240 HP  Ceramic Suit, Battle Shield  37-37 defense

Immune to fire, water, and thunder

Contact damage: 51  95% counter to melee
Sword beam: 21 ranged  100-90% accuracy  Very fast  Capable of 3 hits or so but probably won't unless pinned.

Notes: Really sad damage if a dueler can avoid the counter.  Even lower if factoring in the Shield Ring, which reduces it to 8.  Better at dealing with evasion than the first form but otherwise prefers that one.

14-15 hits with wind sword Lv 1-2

Sabera 2

Immune to wind, water, and thunder

Contact damage: 11  80% counter to melee
Scatter shot: 31 ranged  100-90% accuracy
Tornados: 15 MP damage  100-80% accuracy  Frequently used after scattershot as a
 combo.

Notes: Iron Necklace reduces that contact damage to zero.  Has MP damage but I don't see that making up for lower raw damage than the first form.  Better raw durability but the opponent getting a first attack makes it less meaningful.

23-25 hits with fire sword Lv 1-2

Mado 2

Hero Lv 14  255 HP same armor setup  38-38 defense

Immune to wind, fire, and thunder

Contact damage: 50  100% counter to melee
Bowling ball: Deals contact damage  Very fast, about 4 attempts a round  40% accuracy
Ignores evade
Shuriken scatter: 50  100-70% accuracy

13 hits with water sword Lv 3

Notes: Water sword Lv 3 hits around 3-5 times per cast depending on positioning and luck so doesn't take that many casts to land those 13 hits.  Vicious in a duel because of the speed of the bowling ball bouncing which can pile up damage frightfully fast and is too speedy to dodge on reaction.

Karmine

Immune to wind, fire, and water

Contact damage: 52  85% counter to melee
Reflect shots: 50  4-6 shots, about 50% accuracy each  They do bounce around 3 times before disappearing so they get more than one shot at hurting.
Magic circle: Inflict Mutated status  100-80% accuracy

13-15 hits with thunder sword Lv 1-2

Notes; In-game, easy to clown on by throwing up a Barrier when he stops moving to launch an attack and stabbing him to death in seconds, especially with the Power Ring.  Against an opponent who isn't nullifying all his projectiles, he looks scarily competent.  Magic Circle cripples anyone when it lands and he has enough durability to get a few chances which spells defeat for anyone without immunity or good evasion.

Draygon 1

Hero Lv 15  255 HP  Ceramic Suit, Psycho Shield  39-47 defense

Immune to wind, fire, and water

Contact damage: 81  0% melee counter due to predictable movement pattern making it
 simple to stab without risking contact damage.
Bodyslam: Deals contact damage
Lightning bolts: 73  Ignore evade  Static range

85?! hits with thunder sword stab/Lv 2

Notes: Very high offense compared to the rest of the boss cast, not just raw numbers.  Freakishly durable without the Power Ring, practically made of paper with it.  So his durability is highly dependent on whether one chooses to take the Power Ring as standard or not.

Draygon 2

Doesn't have anti-initiative

Hero Lv 16  255 HP Psycho Armor, Psycho Shield  48-48 defense

Immune to wind, fire, and water

Bodyslam: 80 contact
Wings: 0 contact
Acid spit: 72  10% accuracy
Reflect shots: 52  4 shots, 40% accuracy each  Reflect off walls about 2 times before disappearing so they will get another pass if they miss the first time.
Magic circle: Inflicts Mutated status  100-80% accuracy  Always followed by Laser Beams
Laser beams: 72, can only be hurt during this attack  Ignores evade, static range  Very long duration, about 3 rounds worth.

27-28 hits with thunder sword Lv 2  Power Ring required

Note: Do not rank.  The invulnerability gimmick is dumb and lets him stay invulnerable forever if he wants.

DYNA

Doesn't have anti-initiative

Out of Reach
 Only takes damage when eye is open, which is random as far as I can tell.

Spread shot: 72  90-75% accuracy  About 10% chance of second hit
Lasers: 52  20% accuracy  Can be used at the same time as Spread Shot though.  Fires straight down like all the other 10% accuracy attacks but the room is more compact, hence the increase in hit rate.
Crescent waves: 52  counter to being damaged, about 80%  Very fast

8 hits with Crystalis  Power Ring makes no difference.

Notes: Crystalis gets two shots a round so this is a frail boss.  Another Do Not Rank, though only a strong suggestion.  It's less capable about being stubborn about revealing its weak spot.  Vulnerable about 50% of the time it seems.  Can be safespotted in-game but I'd throw that out in a DL context.

13
Terra Branford (FF6) vs. Barbariccia (FF4)  Sure, I'll spot her that uniqueness Ultima.

Velius (FFT) vs. Citan Uzuki (XG)  Well that was dumb.  Being a single PC against an opponent very effective at screwing over single PCs.

Boco (FFT) vs. Squire (FFT)  Was crazy enough to math this out using the raw numbers in the stat topic.  Full PA squire wins in two swings even with a Choco Cure in between though it's close.  So Boco gets two turns and one Counter which isn't going to enough.  Even if one felt inclined to give Boco a few extra pity HP (due to random variance in monster HP), one Counter Tackle neutralizes that.

14
Melfice (G2) vs. Barbariccia (FF4)  Comes down to if Melfice has something in the arsenal that pierces evasion.  Surely, though I haven't the inclination to confirm.  Grandia 2 evasion being scrubby doesn't help my recollection.

Tifa Lockhart (FF7) vs. Amarant Coral (FF9)  Better offense than Leehalt but I still don't see him avoiding a Limit.  Maybe if Amarant can stall long enough to land a wind weakness with Curse, naw,  even with that damage increase.  Counter I don't see being particularly relevant given Amarant's scrubby Spirit though an ill-timed Counter hit giving Tifa a Limit would be a humiliating way to lose.

15
Summoner (FF5) vs. Tidus (FFX)

Summoner has poor physical defenses and won't be surviving many Tidus hits.

Tidus has ass for magical durability and isn't surviving many Summoner spells.

Tidus is faster...  Way, way, faster thanks to Quick Hit.  (going with Elf math on this)

Tifa Lockhart (FF7) vs. Leehalt Alceste (WA3)

  Tifa is on the lowest tier of cast HP (which isn't that much of a difference) and has no means of recovering from Rule of Vengeance counter damage.  What she does have is being able to burst through with a Limit since counter damage still charges the Limit bar.  And since Leehalt's direct offense his so low, I see her being able to trigger at least a L2 and maybe even L3 or L4.  I'm confident that one of her weapons also sets her attack strength just right that she doesn't need to wait but not inclined to math it out.


16
Magus (CT) vs. Citan Uzuki (XG)

  Pretty sure Citan has the resource depth to slug this out.  The elemental shield spells do increase damage from the opposing element if I'm reading the mechanics guide correctly but it's probably better to ignore them entirely for more heals.

Jessica de Alkirk (L:SSSC) vs. Clive Winslett (WA3)

  Jessica has a mace that inflicts silence on hit.  It's not mentioned in the stat topic but it does exist, is not really hidden as long as one is thorough with treasure hunting, and seems to inflict the status around 50% of the time (per hit and she's getting two swings each use of the basic attack).  I see her as doubling Clive constantly so bop, heal, repeat until Silence lands.  Then bop, heal, repeat some more.  With Gatling shut off, Clive pretty much needs to run her out of MP to land a killshot.
  One could make an argument that he gets a regular critical first but nah, this is funnier.  That 6 FP per shot and 12 FP per dodge is also going down to 1 under Misery. which greatly lowers his chances of a Condition Green.

Squire (FFT) vs. Mustadio (FFT)  Don't they have the exact same base HP? (100 HPM and 11 HPC) My first thought was Mustadio kiting Squire with range superiority.  But Squire has better mobility and appears favored to chase him down with a Move-Wait into a double-turn (the speeds are rather close) and wins the slugfest from there.

17
Replayed FF8 due to a temporary obsession with it.  I don't feel there's anything interesting about the playthrough itself, rather I'm inclined to gab about what has changed since the last time I played.

- Seed rank mechanics fully cracked and documented.  This lets me time Seed tests for maximum gain/minimal lost points
- Triple Triad trade rule mechanics exposed, letting me have greater control over spreading ones I want.  Or what to do to get rid of Direct.  I spent around 70% of my Triple Triad matches with All in effect which really boosted my deck to an insane quantity.
- RNG methods for rule manipulation  Took advantage of this a few times to cherry pick which rules I want to abolish from each region.
- Magic effects on GF compatibility documented.  While not really worth paying attention to most of the time, it did let me make informed decisions about which spells I wanted to use.  Related, I was much more willing to use my Magic stocks for things other than Cures, Esuna, and Dispel.
- The Battle Mechanics Guide wasn't even published the last time I played through FF8.  Nice to know what is going on under the hood and I welcomed the detailed explanation of Draw difficulty and the Limit system, among others.

  Alongside all the new info that's come available since 2005, I also imposed some voluntary restrictions.  Drawing and stocking magic I limited myself to 11-15 times max per fight, per character. (to prevent situations of spending 30 minutes drawing and 3 minutes battling)  I also limited how often I went Limit fishing, generally only if there was a timer in play, and just had characters take their damned turns if one didn't pop.  Also I was more willing to refine spells to cut down on Drawing time rather than hoard everything for potential cash.  Those 75 Gil sellables aren't really going to be missed.  Variety helped make things interesting, more shutting down enemies with status application, less crushing everything with Limit spam.

I wish I hadn't bothered fishing for The End to log it on the status screen.  Took about an hour under ideal fishing conditions. (low-level fodder that's blinded and only uses weak physicals)  Truly a skill where if one can set up a situation to fish for it, sure not going to need it to win)  Which is still less time than the Shockwave Pulsar grind, which I'm not disclosing whether I bothered or not.

Some parts of the game are genuinely enjoyable.  Mostly my opinion hasn't changed in 20 years  though; there's a lot of tedium in between the fun bits.  It's a very customizable experience but that entails learning a bunch of concealed underlying rules.  With all the hidden game mechanics, sometimes I get the impression of a SaGa wannabe and wonder how the game would have turned out if it leaned all the way into SaGa's intentionally inscrutable game mechanics.

18
Believe I've reached a point in FFX postgame where I'm not progressing without some serious stat grinding (or Zamato, which I'm not going to use).

Dark Bahamut looks impossible with my 25-30ish Luck and 100-150 Defense.  Physicals barely land due to the Luck differential and it has stiff defenses so my only form of offense to get around that are Nova, items, and story Aeon Overdrives for one shot of 99,999 each.  Then there's Impulse, which is death at my defenses and total status havoc even with maxed Defense.

Dark Anima has the same issue of getting damage past its defenses as dark Bahamut: stiff defense and magic defense and inflated Luck to evade my Celestial weapon physicals.  Mega Graviton also causes status hell to all but my one Ribbon user.  (Doom taking someone out as a bad time can very well spell defeat) No counters to deal with at least but double the HP.  At least max Defense doesn't appear to be a requirement to handle this fight.

Dark Yojimbo also has high Luck but notably lower magic defense.  So I can damage him without stat grinding Luck.  Instead, it has sheer offensive brutality in Wakazashi to delete the party whenever it feels like it.  I don't think I'm getting past this one without max Defense. (as well as preparing to handle the status crap)

Yeah, could grind out the necessary stats and materials to craft the needed armors.  But nah, I'm good with peacing out of this one and calling it as done as I'll ever get it.

19
FFX HD Remaster

  Picked up my postgame file again and finished up a bunch of captures for Nemesis.  Down to about 7 more species to go; one of the unfortunately being Tonberry so that's going to suck.  Beat up Earth Eater a few times for more Fortune Spheres during the process.  Somewhere, decided to give Dark Shiva a try.  Pulled off a victory with an underleveled party, to my pleasant surprise.  Well, underleveled relative to what the guides suggest for it.  The stat benchmarks:

Strength: 149 for Wakka, 255 for Anima.  Immaterial for everyone else.  Tidus and Auron both with over 160 weren't cracking 100k damage with Slice and Dice and Tornado anyways.  (doesn't help that I flubbed the Tornado input)
Defense: Doesn't matter as everything Dark Shiva did killed the target.
Magic: 100 or so for Kimahri for reliable 99999 Nova.  Ended up unused on anyone else.  Dark Shiva has extreme magic defense so spell weren't going to be doing a whole lot anyways.
Magic Defense: Doesn't matter, no attacks are subject to magic defense here.
Agility: 160ish for Rikku, 110-130 for Tidus, Yuna, Wakka.  Kimahri was on the right side of 98 with Auron and Lulu trailing around 90.  (those familiar with the game mechanics will know there's no really functional difference between 110 and 160 for a character not starting the fight)
Accuracy and Evasion don't matter as I never used a standard physical and every incoming attack ignores evasion.
Luck doesn't matter either but I have done a bit of Luck boosting and everyone has values in the 20s.

HP was at 9999 for all but Lulu but the only value that matters is anything above zero.
MP is whatever as I didn't use a single MP dependent skill in the winning attempt.

I've knocked off enough Greater Spheres to have Auto-Phoenix armor for everyone besides Yuna.  Yuna sticks with her Auto-Haste + Auto-Protect setup.

Overdrive mode is Comrade for all.  Auron, Yuna, Rikku is the starting lineup.

Auron goes first thanks to First Strike.  Swap in Wakka and Attack Reels.
Yuna gets a turn thanks to auto-haste.  Swap in Tidus and Slice and Dice; the delay on Blitz Ace is too monsterous here.
Rikku may or may not get a turn depending on starting RNG.  Use it on an overdrive from Kimahri or Auron.

  Attack Reels was doing around 200k damage, which was my best offense by far.  After that opening, it's let auto-phoenix handle revival and pray I get a turn.  Dark Shiva is constantly double-acting and may get a triple or quad action depending on how it spreads out who its murdering.  Hopefully, I get a turn right before its Overdrive to swap in Rikku for Hyper Mighty G.  Otherwise, splat.

  Things actually came together in only two tries.  On the first go, got into a situation where one more attack would fill up Dark Shiva's Overdrive but I only had one turn.  So I went for Jinx and prayed that someone could sneak in an action after the next attack.  Oops, it turns out even the non-damaging Jinx charges the boss' Overdrive meter.  Total annihilation follows.

  So basically, my turns are spent attacking with Overdrives: Entrusing Overdrive to Wakka if his was empty, the user's full, and his turn was coming up before the boss' (this situation never came up): or Hyper Mighty G to live through Diamond Dust.  Lulu stole once to meet the action quota and did nothing else of note.  Yuna's only role is to summon Anima to drop Oblivion as a finisher for the Overkill.  4 Attack Reels and some other overdrives from the dudes and Dark Shiva is worn down enough for Anima to deliver the killshot.

  Auto-Phoenix MVP; it was the decisive factor in being able to manage (read: flub) my way past this fight.  Had a good run where Dark Shiva tended to avoid bullying Wakka long enough for him to get turns to fire off Attack Reels and only needed to endure one Diamond Dust.  12 Phoenix Downs spent, a good return on item investment.  Equipment drop was a trashy weapon with only Icestrike but no way am I redoing this battle to try for something better. This marks my 4th dark aeon kill.  4 left though I don't know if I'll ever go after them for real.  I thought I'd peace out before Dark Shiva but it turns out I had the tools to win it without an enormous resource drain.

20
Might as well get things started with finishing up writeups from FFT Fiesta.

  Was being indecisive about what I needed for the final series.  For accessories, picked up 2 Rubber Shoes (just in case though I don't plan to use them) and a 2nd Defense Armlet.  Grabbed a 2nd Red Shoes. (should have picked up a 3rd as well) Most of my remaining funds went to extra katanas for Draw Out.  Kikus and Murasames mostly with a few more Kotetsus and Heaven's Clouds.

UBS4

  Priest with Draw Out, Dancer with Punch Art and Martial Arts, Samurai also goes Punch Art + Martial Arts.  Blade Grasp on all.  The only really meaningful threat on the field is the lower leveled monk.  He dies to a Bolt3 from the mediator's Blast Gun and an Earth Slash from the dancer.  After that, it's just taking out everyone else.  Other monk, then archer, knights last.  I checked the knights' secondaries for anything that would threaten a full team of 80 Brave Blade Grasp, danger level nil.  Elemental boosted Blast Gun, Earth Slash, and Draw Out > enemy evasion.
  Did stall for a bit at the end.  Could have dropped the last knight with Holy but the first monk would crystalize first so I opted to wait a round to go for all the marbles.  Crystal which Felicia picks up.  Learn Counter and Move-HP up off it.  She now can master the class.  Only damage I take all fight is one arrow and random Throw Stone.

UBS5

  Everyone but the dancer is set up with a spell gun and a Black Robe if they can.  Arrange PBF to draw Rofel forward with a Petrify.  Firing squad executes him in three shots.

Morund Death City

  Priest and mediator go in squad 2, everyone else in squad 1.  Mediator, monk, and samurai have Hamedo and keep Blade Grasp on the rest.  I give the dancer a Bracer and a Power Sleeve to go with her Thief Hat.  Punch Art and Martial Arts on her and the samurai.  Move Ramza exactly 3 panels from his default location.  Kletian comes forward to charge Holy on the dancer.  Ninja on squad 2 side goes for Throw on the Mediator, Hamedo.  Other enemies advance doing nothing.  Dancer advances with a Spin Fist on Kletian, a ninja, and a time mage hitting all three. (this is the only time I've used Spin Fist all game)  Mediator shoots ninja dead.  Priest does nothing of importance: using Kiku on a samurai just for the action.  Monk Ramza punches Kletian for 210.  Wave Fist from the samurai does enough to drop him.

Death City Presincts

  My female Gemini's turn to be the priest.  I give her Blast Gun, Thief Hat, Black Robe, and Red Shoes and set Hamedo.  Samurai Artemis gets a Blaze Gun, Black Robe, and Hamedo.  Everyone else sticks with Blade Grasp.  Defense Armlets on the members unable to wear Thief Hats.
  I messed up PBF placement putting the female Gemini in squad 2.  So Balk ends up shooting at Artemis on his first turn instead.  Gun Hamedo.  Priest moves up and Kiku on Balk for 160. (and the hyudra)  Enemy Chemist tosses a Hi-Potion on the hyudra, not that it matters.  Monk Earth Slash on two, 40 to Balk.  Samurai and mediator shoot the hydra dead.  Dancer starts Nameless.  Balk gets his second turn and shoots at the female Gemini.  Just as planned.  Gun Hamedo procs a Bolt2 leaving him at 124 HP.  She does 153 with the Blast Gun allowing me to end it right there.  Easiest Balk 2 fight I've ever had.  And hey, that 40 damage Earth Slash mattered.  Dancer doesn't get any actions this battle.

Hashulam

  Black Costumes for all but priest and samurai to ward of Spell.  Hamedo on monk and samurai with the rest sticking with Blade Grasp.  MagicDefend Up on all.
   Turned out to be very straightforward bashing.  Hash mostly stuck to hitting 3-5 units at a time with magic but MagicDefend Up (and Move-HP up on the two who had it learned) along with Chakra, Murasame, and the occasional Cure were sufficient to keep up.  If someone got low enough to die to a physical, well that's why I have Hamedo on the two units with decent physicals.  Priest supports and uses Draw Out.  Monk and samurai go between offense and support as needed.  Mediator shoots,  Dancer uses Kiku or Slow Dance if not able to get a good fining line/offense would require too much bunching up.  Hash couldn't really get damage to stick and went down like a chump.  No Slow procs from Heaven's Cloud but didn't really need it anyways.

21
Red XIII (FF7) vs. Elena (G2)  Uh yeah.  Even if Elena has something in her toolkit to avoid being two-shotted, I don't see her avoiding a Limit.

22
Boco (FFT) vs. Selphie(FF8)  Boco could theoretically bypass limit range with a high damage critical.  Selphie will have gotten a decisive Limit long before that happens which means I'm not putting in the effort to math it out.  Rapture ends things on the spot.  Wall buys extra time to keep spinning for something good.  Even Aura is on the table thanks to Boco's low offense after which she might even get the The End spellset for overkill finisher, to say nothing of multi-Meteor, Flare, or Ultima.

23
Edward (FF4) vs. Berserker (FF5)  I don't recall if Berserker has any sort of Charm resistance.  Charm harp does horrible things here.

24
General Chat / Re: What games are you playing 2023: WGAYP, Engage!
« on: August 29, 2023, 02:55:58 AM »
FFT Fiesta Chapter 4, part 2
(priest, monk, mediator, samurai, dancer)

  Some very welcome upgrades after Bethla.  Flash Hats are fantastic.  Black Costumes will be very useful in some upcoming fights.  Kikuichimonji is nice not so much for swinging (though still an improvement) and more for its long rangel Draw Out.  Only Nall has the spare samurai JP for the skill at the moment but it's something. Finally get to restock on various katanas; haven't been in a trade city since before the Colliery series.  Also opt to bring my stack of 108 Gems up to 3 along with buying two more Angel Rings.  Had around half a million Gil before, spent around half or so before proceeding on.

Germinas Peak

  The ninja is the primary target to eliminate; everyone else is mostly shut down by Blade Grasp.  I actually messed up and didn't do quite enough damage to take him out, was fortunate he only did 80 to the dancer before retreating.  The enemies tended to spread out in ways that I'm not multihitting them with Draw Out or Earth Slash, necessitating taking them down one at a time.  Did get one instance where I was able to tag multiple with a Kiku, very satisfying damage from priest Nall with Wizard Staff, Flash Hat, and Red Shoes.  Mediator did most of the damage; spell gun, Black Robe and 81 Faith enemies lead to disgusting amounts of pain.   Holy was not relevant, CTs just not lining up.  The few Nameless Dances used didn't land anything more significant than Sleep but even one snoozing enemy is a decent help.
  But when it comes down to it, this is a very routine "beat down the enemies without getting killed myself" exercise.  Got a box from the ninja, finished fight before any other death countdowns expired.

Poeskas Lake

  Maybe I shouldn't have tried to off the lower level Revenant so early as it led to an undead Archer taking the high ground to take shots at the units busting that ghost.  Thus making it more tiresome to chase down that runaway spirit.  Basic battle plan of beat down the ghosts then chase down the undead humans.  Blade Grasp turns away the many incoming arrows.  Did get a cool moment where I reflected a Cure 3 off the samurai's Reflect Mail all the way across the map onto the undead summoner, which sent it into critical and it ran away without getting to do anything.  Undead oracle is sent to critical with a single Ice3 from the mediator's spell gun (boosted with Black Robe again) and joins the undead summoner in huddling in the corner.   While I was able to entice one archer to come to lower ground, the other stayed up high in the enemies' starting area and was an annoying git to close in to beat down.  One ghost revived but was quickly beaten down again.  Dancer did some Slow Dances as slowing the undead also delays how quickly they rise back up.  Summoner got nailed twice, oracle once.  None landed on any archers though which were the ones I most wanted to slow down.  Ironically, oracle was the last enemy to go down.  It did attempt a Blind Rage, which makes a comical "too little, too late" moment and got killed before it went off.  On the plus side, everyone has reached Lv 35 for the Speed point.

Gates of Limberry

  Everyone gets some form of status protection, be it Black Costume, Chameleon Robe, or Reflect Mail (turns away Apanda Bio spells).  Monk is female so has the Barrate. Celia opens with Shadow Stitch on Nall. (whatever, don't need him)  Lede can't reach anyone for Shadow Stitch so comes down and charges Ultima on the dancer.  Gunshot and a Kotetsu from the priest take her to critical and ends the fight right there.

Halls of Limberry

  The three 108 Gems go on the mediator, priest, and samurai.  Monk gets the Barette.  Only Dancer is vulnerable to Blood Suck but with her low HP, don't expect that status to become an issue.  Mediator gets Hamedo while the rest I go with Regenerator as I anticipate being hit by lots of things that bypass Blade Grasp/Hamedo.  Magic Defend Up on the team.  Mediator Nall sets Item.  Samurai Artemis has Punch Art secondary.  Dancer sets Draw Out and has a Flash Hat and Red Shoes for the added MA.  Priest goes with the standard Draw Out.
  Magic Defend Up on all may have been a mistake; leaving it off the dancer may have been a better option.  I completely messed up on baiting Ultimas.  Elmdor Muramasas the girls, confusion on the Dancer. (not good as I'm losing her Kotetsu damage)  Lede Shadow Stitch on Artemis.  Celia goes for Throw on Nall; gun Hamedo intercepts.  My turn.  Nall shoots Celia, sending her to critical.  Priest Felicia launches a Holy at Elmdor for 304.  Monk Earth Slashes Elmdor for 60.  Confused Dancer attempts a 40% physical on Celia, whiff.  Enemies turn.  Elmdor offs Felicia with a physical.  Lede instakills the stopped Artemis.  Celia finishes off the dancer and runs away.
  At this point, I screwed up.  Should have had Nall Phoenix Down Felicia instead of shooting Lede.  Another 60 Earth Slash on Elmdor.  Elmdor and Lede gangbeat the monk.  (another misstep, Hamedo would have saved her).  It's a full HP Nall and a field of corpses.  Have him Phoenix Down Felicia who gets an immediate turn due to CTs synching up and launches a desperation Kotetsu on Elmdor and Lede.  132 to Elmdor drops him low enough to run.
  So I won but it was a messy one with so many errors on my part.  Also, the rare instance of Phoenix Down making the difference between victory and defeat: the first time that's occurred during this playthrough.

Limberry underground

Preparations: Chameleon Robe on Priest and Samurai.  Black Costumes on the others.  Black Costume users all get Angel Rings too.  Hamedo on monk and samurai; Blade Grasp on others.  MagicDefend Up all around.  Red Shoes on Priest.  Germinas for Samurai.  Nall (the Priest) also learned Heaven's Cloud.

Mistake #1: Throwing people with 3 Jump into the water is a terrible idea; they're forced to take the long way out.  Should have just taken the lumps from skeleton physicals.
Mistake #2: Having the dancer open up with Nameless Dance.  She gets put to sleep by Nightmare before one activates.  A Slow Dance would have gone off before Zalera's second turn.
Mistake #3: Poor target prioritzation.  Would probably be smarter to get undead into dead or critical rather than go for a round 1 Holy on Zalera just because it would hit in time.

  Zalera has too much HP for a blitz strategy to be successful.  So I went with a defensive one based around drawing lots of Nightmare and hoping for Death Sentence while wearing down the opposition.  Mostly worked out, given that I still won first try, but execution could have been improved.  Maybe then I wouldn't have ended up in a situation with 4 sleeping team members and only the mediator awake.  At one point, Zalera drops a Confuse 2 on two of the sleeping units along with Meliadoul.  Game really had it out for me because Melly,

A. Had Battle Skill set.
B.  Had Head Break learned.
C. Saw fit to attempt Head Break on sleeping Dancer, connecting on the 2nd attempt.  Goddammit, my Flash Hat.

That was the only broken gear too; the undead knights took a few swings but thankfully missed.

Bone Snatch came back twice during the fight.  Other skeletons stay dead.  Undead knights were put into critical at some point and they retreat into a corner until Meliadoul wanders close enough to smack them.  All the while, I'm scrambling to keep people awake and unconfused with Stigma Magic and Esuna (first time I actually use Esuna all game) and taking what shots I can at Zalera.  There was a Spell on the Samurai at one point.  She has Stigma Magic for extra insult.  Still, Zalera doesn't really have the needed offense to kill anyone in one shot as long as I keep HP above Flare 2 range so just keeps spamming status while I have Chakra and white magic so I have the resources to outlast a war of attrition.  Dancer eventually gets turns and connects a Slow Dance or two, tilting things ever so slightly more in my favor.
  After a long time, Zalera does flit over to the gravestone side of the arena.   This makes me nervous as the Living Bone had dropped a crystal over there.  To my horror, it looks like he'll snag it before I can get any of my units to grab it.  If I hadn't landed a kill with one last Heaven's Cloud and Zalera had picked it up, I would have reset in indignation.  This fight took nearly an hour and this is without any of the stalling I often do in normal play, just to give a sense of how drawn out this fight turned out.

  Meliadoul is added to the roster only to sit there unused.  I do have one other stop to make before plowing on.  Hike back to Zhargidas for Thief Hats and replacing the broken Flash Hat just because.  The random on the way there had a funny moment where enemies were bunched up for a 3 target Mimic Daravon that hits two in spite of its poor accuracy.  This is also the only time I've bothered with Mimic Daravon all chapter, crazily enough.  Anyhow, the other reason I'm at Zhargidas is that I want a Blast Gun and the rare battle at Germinas Peak is available now.  So I'm going to invite some chemists.  Set up the Dancer with Talk Skill secondary to double up on invites (the only time I set Talk Skill as a secondary all game), save, and prepare for a lot of resets.

  Amazingly, I get the desired battle on the very first try.  The Blast Gun chemist is present and there's a Glacier Gun and a Blaze Gun to be had as well.  With Blade Grasp on everyone, I'm not too worried about getting shot up but I put up a Shell before reaching them anyways.  Start up some Nameless Dance as well hoping for something useful.  Both monk and dancer are using it.  Only relevant status was a confusion, which was still useful as it cost them a turn to clear it.  I needn't have worried about damage.  With Blade Grasp and my high Brave, the gunners weren't inclined to shoot my team at all, favoring 5 damage Dashes instead.  Mediators did Death Sentence my priest at 35% but that's all they got done before taking them out.  Start spamming Invitation and support as needed, for both my team and the chemists I'm trying to invite.  I would have been content with just the Blast Gun but I was able to successfully invite all three without the invited ending the fight by killing off the last enemy side unit.  Did spend a few Phoenix Downs on the chemists and the invited also guzzled some of my Hi-Potions but the payoff was very worth it.

  My formation screen was already full before the fight and I do need a slot to add the new recruits so.... bye Malak.  Add them one at a time replacing each other and I have three more shiny spell guns to play with.

  Didn't get a single fight on the way to Igros; too bad, I would have like some more Samurai and Dancer JP.  Before entering, I set up the monk and dancer with Equip Gun and a spell gun for each.

Igros

  Fly would be relevant here, if I had anyone with enough Dancer JP to grab it.  Priest Nall can't really do anything at 10 Speed without eating a midcharge swordskill so he just advances.  Mediator gets a shot on Dycedarg with the Blast Gun and advances under the ledge.  Dycedarg uses Stasis Sword on Nall, no Stop.  Monk and Dancer cannot get line of sight on Dycedarg so start up Polka Polka, intending to weaken Dyce's swordskill damage.  Of all the things Zalbag can do, he decides that stealing Dyce's Aegis shield is a fantastic idea (groan).  It lands but I would have preferred a physical.  Knights shuffle around doing nothing of great importance.  Samurai Artemis uses Kiyomori on himself, Nall, and mediator.  Polka Polkas go off, hitting various knights but missing the one target I care about.  Nall has enough time to get a Cure off on himself.  Mediator runs under ledge and shoots Dyce again.  As I've carefully positioned my team to prevent multi-hit swordskills, Dycedarg Stasis Swords Zalbag, no stop.  Still no line of sight for monk and dancer and they continue with Polka Polka.  Zalbag is still above 20% HP so he chases down his brother and lands his 140 physical.  Knights are going after Zalbag if they can but shield evade works enough to keep him upright.  He does have a fatal Charge +2 targeted on him.  But mediator gets a turn before it resolves and shoot Dyce down to zero HP first.  Meanwhile, Nall had locked a Holy on the same space in preparation for phase 2.

  Monk and dancer switch to Slow Dance; one of them connects which is welcome.  Adramelk's first turn is to nuke the monk with Holy.  Nall brings her back with Raise.  I just leave her at half HP and sure enough, Adramelk tries to off her with a 21% physical, Blade Grasp.  As for offense, monk does more damage with spell gun than Punch Art.  Samurai has bad compat so his role is to be an MP battery with Chakra for priest.  Priest favors Holy if MP is in a good place and CT lines up and Heaven's Cloud/Kiku if it isn't depending on positioning.  I avoid bunching up for Loss and Adramelk obliges me by going for another 21% physical on the monk.  Three turns is all he gets before the barrage of spell guns and magic take him down.

Outside Morund

  Another map where Fly would have mattered but still had no one with the JP for it.  The non-Virgos in team 2 had a blast.  Set them up with spell guns and Hamedo and bait the mediators into gunshots.  Team 1, had less fun.  Samurai with Punch Art, priest with Draw Out, and Dancer with Draw Out: they have issues with vertical tolerance while the summoner and geomancers have no such issues with height differences.  I'd given them Regenerator since there's very little they face that's subject to Blade Grasp/Hamedo and of course, the ninja geo just has to show up with Throw, something that Blade Grasp/Hamedo would help against.  Priest Luna doesn't have the JP for Kiku so when enemies do line up, I'm not in prime position to exploit it.  MagicDefend Up keeps the damage from getting too heavy but there's still the matter of the priest undoing damage and status effects from geomancy slowing things down.  Samurai keeps CT in sync with summoner so it was the first to go down with a midcharge physical plus some added damage.  The rest kept harassing team 1 and diverting turns for recovery until team 2 could make their way over for fire support.  One mediator boxilized before fight was won.

Hall of Morund (1 reset):

  Yes, there was a reset here.  Not because I was losing but because I'm not accepting a broken katana on a fight won in three actions.  Nall is naked except for Feather Boots.  Rofel walks up to swing at him, Blade Grasp.  Dancer Luna goes to Rofel's flanks and Kotetsu for 132.  Monk Artemis Earth Slashes Nall, Rofel, and Vormav:  96 to Rofel.  Priest Ruby Kikuichimonji and the same targets: 240 to Rofel sends him into the carpet.  Bye-bye Shrine Knights, no broken gear.

Underground Chapel:

  Zombag will focus on Ramza above all else.  It's his turn to be the samurai so I give him 108 Gems and Hamedo.  Monk gets Equip Gun and a spell gun, the others already have some form of magic based offense to bypass Defense Up.  Kikus and Earth Slashes take the Ultima Demon out of play before it can go.  Archaic Demons aren't able to inflict casualties thanks to MagicDefend Up.  They only live for one turn before going down and then I turn my focus to Zombag.  All the while, he's been failing to break through Hamedo, though his evasion has also been on and none of the counter swings get through.  While keeping Ramza around as bait, Threaten Zombag once and pummel him with spell guns and Draw Outs.  One Zombag swing does break through leading me to divert the monk to Chakra Ramza.  (Reflect Mail may have not been a good idea here) but I still wear him down decently quick, finishing the kill with a Holy when he's low enough for it to kill.  May have used a Slow Dance somewhere during this but it wasn't important to the outcome.

On the way back to Dorter, I deliberately trigger a random with the goal of getting everyone to exactly 80 Brave.  As a secondary objective, see what white magic I can pass on to the designated priest blue mage style.  I actually get Cure 4 on the first try.  Protect 2 and Shell 2 I only tried once or twice each before finishing off the enemies and moving on.  That 72% hit rate doesn't help things; shameful that the "advanced" versions have lower accuracy than the lower tier Protect/Shell.

25
General Chat / Revisitng Beyond Chaos: Powertrip mode
« on: August 22, 2023, 11:44:45 PM »
Airship acquired.  Time for a party change.  Krissy is required for the next segment regardless.  Joining her are Gig and the other two members who didn't go to Vector, they could see some action.  Also, they're at Lv 18 while the Magitek factory group is at 19-20 so I give them priority.  I have enough cash to obtain all 3 Espers available at this point so they're the next priority.  Do a bit of grinding for some extra funds to upgrade defensive gear, no one is moving on with Bucklers unless they have no other option.  Make the required stop in Narshe and recruit Mog.  Mog is at Lv 23 so will be chilling on the airship for a while.

  First chest in the Sealed Gate cave is a Genji Armor.  Genji Armor with 51 Defense is highly underwhelming but I still like its stat distribution better than what Shania is already using so she swaps to it.  Grab the treasure in the next room and walk out.  Fight a few battles to expand the Rage list on principle (Rage command hasn't appeared yet).  Rest up and return.
  Once on the lowest level, the enemies only use physicals so I can summon Phantom and turn randoms there into a non-issue (one has Sun Bath but it's not being cast on my team so still harmless)  Hope Dances the snowfield dance, others use physicals/SwdTech/Steal.  When the enemies are not able to do damage whatsoever it's not like it's vital to kill things quickly.  Finding a Guardian elicits a groan as it's pretty much worthless as-is.  Bash my way to the save point with no issue.
  The randoms may be unnotable but some of the monsters-in-boxes made me pay attention.  Specifically the pair that can pull out Chokesmoke to zombify my invisible characters.  And they use a Zombie inflicting Special so can't avoid it that way either.  Having two zombie characters was a bit perturbing with only 2 Revivifies in my inventory as I was lax with keeping a stock of those.  However, I have plenty of Hair Bands that break for Tapir so I opted to use one when the time was right and just heal up the 0 HP no-longer-zombified after combat ended.  Treasures were a trolllish batch.  Cure Ring is Raiden only.  Scimitar is generally whatever but in this case was a better blade for Shania to swing.  Blizzard Orb is Hope only which likely means Umaro will be even worse than usual.
  The trip brought the group from Lv 18 to 20.  Once back in the airship, swap out Gig and Shania for the Lv 19 Raiden and Ryu.  Krissy has finished learning Float by this time and I make use of it in Vector to avoid damage from Magnitude 8 death counters.  Sp Forces die to a single MT Bio from Ryu.  The items from doing the banquet perfectly are another Rage Ring (useful for elemental resistance) and a Tao Robe.  Above vanilla values in both Defense and Magic Defense and no drawbacks, it's a decent piece but when it's competing for the same slot as the dozen Red Jackets I have, gets overshadowed.  The Crystal shield I found in Vector is of somewhat more use.  Just a straight stat upgrade but still better than Raiden's current shield.
  Make my way to the imperial base treasure hoard.  Despite no traps, it turns out to be disappointing.  Mostly just duplicates of stuff I already have enough of like RunningShoes (when I already have 5 of them) and Thief Glove (all but the first are extraneous).  Off to Thamasa with nothing of note occurring until I get there.  I was fighting outside of town a bit before using the inn and ran into FlameEater in the forest.  Yes, bosses sometimes occupy the 1/16 chance battle; it's part of Beyond Chaos' identity.  Wrath's Quadra Slice did the bulk of the damage, the other two mostly relegated to utility/picking off the summoned monsters.  Full team fire immune so only danger was random Flare or whatever the summoned enemies pull off.

  Strago joins at this point.  W-Limit, Quadra Slice, Item

W-Limit: 2 desperation attacks on random targets.  Now this is what I'm talking about.  Tears things apart other than the rare occasion where it goes for dual Soulsabre/Star Prsim on instant death immune enemeis.  Gamebreakingly overpowered offense.  And since desperation attacks abort on characters, a freak confusion after inputting the command will not result in the user murdering their allies.

Quadra Slice: It's SwdTech 7 without the obscene charge time.  Non-elemental and ignoring defense makes it very dependable damage.  I'd be more excited about this if the character didn't already have a Limit command.  It still has its moments against ID immune enemies (whereas Limit has a chance of whiffing) or hitting more than 2 low HP enemies in one turn.

  I named him Gio, after Arland's strongest swordsman and will be referred to as such going forward.  He cannot use the Red Jacket which leaves his defense very suspect (though with this much offense, I'm not overly upset).  Among his remaining options, went with Genji Armor.

  One would think this dungeon would be a pushover.  Hahahaha no, Beyond Chaos pulls a Beyond Chaos and pulls a mean one.  First fight is a pack of six which Raiden nukes with Bolt 3.  All six fire off a Sand Storm death counter which flattens Krissy and Raiden.  Gio only lived through the storm because of his very high Magic Defense.  I decide that two casualties in the first fight is unacceptable and reset to my last save.  Next go, I stick to single target Bolt 3.  Still getting Sand Stormed but only one at a time so it's not wiping out the party.  Still, less than ideal.  Turns out Raiden's physical also oneshots and doesn't trigger a Sand Storm.  So I'm taking out enemies in one or two at a time.  Krissy doesn't quite kill in one attack either until I wise up and give her a Hyper Wrist which is enough of a damage increase for Dispatch to kill.
  The enemies are not complete jokes either.  Schiller is a nuisance and Phantasm eats into my resources faster but it's the confuse Special which gets me to respect their danger factor.  After a few false starts, settle into a groove and pound my way through the house.
  So FlameEater. Already seen it and know its capabilities and this time I can prepare.  Gold Hairpin on Krissy and my one Wall Ring goes on Gio.  Give Gio a Rage Ring as well and FlameEater can do nothing to him.  Pretty much just a matter of how many uses of W-Limit it takes until it lands the three damage shots needed to reduce its HP to zero.  Stole a Power Sash off it, yawn.  The Tempest it drops is similarly unnotable, being the 5th one acquired.

  I do need to be wary of lightning resistance and auto-reflect but otherwise randoms crumble under the overwhelming offense of Gio and Raiden.  Ultros is a bit more notable in that he's arsorbing lightning, reducing Raiden to item monkey and knife stabs.  Though with Gio's sheer offense, it just takes a few extra turns.  When Relm shows up, she has Mimic so having her mime W-Limit puts out big numbers.  Krissy Steals when I don't need her to run utility but doesn't succeed in nabbing Ultros' item before the Thamasa duo bury Ultros.

  Relm has Mimic, X-Magic, and Item as her command list.  X-Magic always has the potential to become extremely strong.  Mimic is dependent on what allies are present: however the FakeMustache from way back in Albrook changes Mimic to W-Limit which I feel is worth the Relic slot outside of oddball circumstances where I'd rather have Mimic.  As someone with high gamebreaking strength, I named her Yukari, after Touhou's gap youkai who is overpowered even by that series' standards.
  With two W-Limit users, randoms get smashed.  Among the treasures are a Back Guard (convenience) and a Pearl Lance, a better poking stick for the next time I use any of the spear users.

  Leo has W-Limit so smashed his fight in one shot.  Also has Throw but that's not outdamaging a desperation attack at Lv 22, let alone two.

  Airship reacquired with the rejoining party members at Lv 22 (save for Mog who joined at 23).  This puzzles me given my team's 22/22/23/20 distribution but I'll take it.  Gio takes a rest and I bring out Hope to fill the slot while I tie up the loose ends in the WoB.  Remember to check the Jidoor auction house but the DaVinci Brush and Rune Edge I consider worthless.  Raid Doma for treasure; it's all so-so.  Hunt Intangir.  It just sits there doing nothing while Yukari pummels it with desperation attacks.  Maybe it started with auto-stop or auto-sleep; I don't know.  Just in case of starting sleep, I don't use any physical damage on it so Krissy isn't contributing damage while Raiden and Hope only do around 300-600 a shot due to high magic defense.  At least I steal Fixed Dice off it so that was a welcome boost in Krissy's damage potential.  Also hunted down some additional monsters to fill in the non-existent Rage list just because.  Sell off a bunch of low-tier weapons and buy a bunch of Shuriken and Invis Edges as I don't know whether they'll still be for sale in the WoR.

  Wrath not having a Magic command tilts the AtmaWeapon decision in favor of going for HP damage.  Lottery landed on the Krissy, Raiden, Yukari group and I deem them up to the task.  Swap in Jade to get him geared up and purchase some gear so that Wrath will have the most up-to-date equipment available for a dungeon I expect to be challenging.  The IAF monsters are of the only-use-physicals variety so summon Phantom and cruise.  Give Krissy Zoneseek before engaging the boss fights.
   Ultros retains his vanilla lightning weakness this time so Raiden does disgusting amounts of damage to him.  Chupon absorbs lightning though.  And the casters haven't gotten around to learning any of the key status spells that shut down Chupon from using magic.  But Yukari's raw damage output ends things before any Fire Balls come out.
  Air Force is a race to get Zoneseek out and pray not to get buried in high powered MT magic before casting it.  Once Shell is up, it's easier to keep up with the damage.  Yukari gets a turn after seeing one Tek Laser at the start and I opt to risk a W-Limit.  Takes out Missilebay in one shot which is a decent start.  Whole team gets WaveCannoned before Krissy can summon Zoneseek and I'm expecting a party wipe.  Get lucky and Lasercannon does the most useless thing possible: an Atomic Ray on a full team of fire immune.  This allows enough time to get the team's HP back up to safe levels.  Raiden Morphs and lobs Bolt3s at the main body.  Krissy Steals if free but her first job is support.  Yukari is secondary support but her offense is the best so I want her attacking more often.  Did snag a Czarina Ring, which is worthless to me as-is but at least sells for a good amount of cash.

  Randoms on the floating continent are a rather big step up from what I've been encountering so far.  The enemies have enough bulk to endure a round of my team's MT oriented violence so mashing A isn't an instant win.  The most dangerous foe can counter anything with Doom (even fatal blows) and has enough HP to survive one Limit, though not two.  It has low MP so Rasp is the main tool to neuter it.  Another enemy can randomly Charm.  Another always ambushes and can wither my caster's MP with Rasp or harass the team with status spells.  There's also a monster lurking around with a berserk Special and counters physical attacks with its own.  A few shots with W-Limit would take it out but the one time I encountered it, it berserked Yukari right off forcing a longer slugfest.  No auto-reflect or auto-Runic to beware of so that was convenient at least.

  katanaSoul was lurking in the Gigantos chest and it's a tier or five above my party's weight class.  Typically opens with Water Edge which either obliterates the party or leaves them on the brink of death.  Yukari and Wrath always die.  Krissy or Raiden might go down or not depending on random variance and how much chip damage they took on the way over.  Pretty much not winnable in a straight brawl.  Getting a win on this things involved hoping it didn't open with Water Edge, then taking advantage of its confuse weakness.  I've got access to three different item breaks that all do MT confusion so even lacking access to the Muddle spell wouldn't be an issue.  Pummel it with magic attacks until it kills itself with ID Special or my team wears down its HP first.  For cheesing it out, the game seemed to notice and it dropped a mere Super Ball.
  Run back to the save point for a safety save then make the trek across the continent for real.  The other treasures are an Ether and 5000 GP, nothing to get overly excited about.  When ready, use a Tent to replenish MP and make my way to the AtmaWeapon.

  Not much shuffling in the menu to get ready, mostly just filling spare relic slots with status protection and giving Krissy Carbuncle.  Yukari spends a few early rounds casting Regen on people and tossing out Cures to address Flare.  Krissy generally Steals until I obtain AtmaWeapon's item and then supports or flings dice.  Wrath and Raiden don't have much to do other than attack.  Sand Storm + Bolt 3 outdamages Quadra Slice at the point to the tune of about 2300.  Raiden's Bolt 3 starts at 1500 unmorphed.  After dealing around 10-15k damage, summon Carbuncle, Raiden Morphs and continues the lightning assault, and Yukari shifts to offense with W-Limit.  Reflect status wards off any stray Bio or Flare casts.  Mind Blast is addressed with breaking a Hair Band for Tapir.  Rely on regen status to stay alive through Demi/Quartr and physicals.  Meteo is scary if it comes while reflect is up.
  With every Limit that isn't SaberSoul/Star Prsim dealing 4000 or so damage, doesn't take many uses to run out AtmaWeapon's HP.  It doesn't live long enough to get many chances to use the dangerous stuff.  Dropped the first Tintinabar I've seen this game.

  Escape is trivial with the raw power of W-Limit.  If Yukari gets Cold Dusted, I fall back on Bolt 3 fueled offense from Raiden and Jade.  The danger of auto-reflect on Nerapa is a consideration but it's trivial to cue up a W-Limit during the scripted Death Sentence spam to take it out through pure power.  Make it to the jump point with plenty of time, choose to wait for Shadow, and grab a snack while waiting for the timer to tick down.

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