Besides coming with some nice gear, namely his sword, he has a pretty high PA, allowing him to do so much damage with his sword skills.
He's fun to use, no doubt, but now that we have access to dark knight abilities, I just throw a chaos blade or something on Agrias and she's got two/three sets of abilities that Cid has plus all the time since chapter 2 you had to work on her other abilities, so she already has move +3 and whatever the blade grasp ability is called now etc.
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited November 2007
Man my mage is ballin'.
Bladegrasp + a great shield + mage cloak = unkillable mage of awesome.
See, I can't stand giving out accessory space to anything but movement items or, when teleport is available, gauntlets and mage gauntlets. (Well, and perfumes of course) Everything tells me that cloaks are damn useful items but I just always seem to default to the most useful offensive items rather than defensive.
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
Yeah but isn't it just +1? Why have +1 when I can have +2? This is the kind of quasi-faulty logic I just can't shake for this game. I'm all rawr rawr offense offense offense.
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited November 2007
Because not having your mage die from an archer a mile away is more important than +30 damage.
Damage formula:
-The formula for damage-causing magic attacks is:
[Q * MA * (CFa/100) * (TFa/100)]
with Q being the numerical value of the spell used internally in
the game. Now, you can tell from this that with higher Faith, the more damage you will cause/take. Let's do an example: say the caster have 75 Faith and 10 MA, and the target has 60 Faith. If you wanted to cast the spell, "Fire 2" (Q Value 18), then just enter the variables into the equation:
[18 * 10 * (75/100) * (60/100)], or 81 damage.
This is assuming the target has neutral astrological affinity and no damage multipliers for the spell.
Let's say you have a MA of 11.
[18 * 11 * (75/100) * (60/100)], or 89.1(89) damage.
Let's take Holy as an extreme example, since the difference in Q is much larger.
[80 * 10 * (75/100) * (60/100)], or 225 damage vs.
[80 * 11 * (75/100) * (60/100)], or 247.5(248) damage.
Yeah, you have to take into account MagicBoost or Defense, Strengthen and other variables, but it's not HUGE of a difference. It depends more on compatibility and faith variables more than anything.
TL;DR: Survivability of your mage >>>>>>>>>>> damage output, since it should be very high anyway.
So I just received the FFT Trading Arts figures from Square. Gotta say I'm blown away with the detail and quality of the figures. Does anyone know if Square plans on releasing more figures, such as Wiegraf, Argath, Generics, etc?
So far the only thing that has annoyed me in this game is if I send out some guys on a mission from a tavern. I have to go back to that tavern to get them back. I wish it was a more global system of missions so I wouldn't have to wander all over and remember where I sent them from.
Hmmm... I have Mustadio, but I've not gotten any of the secret characters yet outside the two new ones. I'm growing a bit concerned now that I'm a few levels short of 99 and Orbonne awaits.
Hmmm... I have Mustadio, but I've not gotten any of the secret characters yet outside the two new ones. I'm growing a bit concerned now that I'm a few levels short of 99 and Orbonne awaits.
Getting Beowulf, Reis, transformed Reis, Cloud and Byblos is ridiculous. You can start their sidequests as soon as Act 4 opens, but I don't know how anybody could be expected to figure this out without a guide.
You can still get them all, but Cloud starts at level 1, so you'll have to pump him up manually.
Considering how lagged FFT is on the PSP, Vagrant Story would be almost unplayable.
According to people using whatever, supposedly official, arcane methods the PS has for playing PS1 games, the original version of FFT runs better on PSP than it did on PS1; the isolated bits of slowdown during the most intense FX (like Bahamut) actually no longer slow the game down and everything else is normal. FFT: WotL was just ported incompetantly, despite the enhancements.
MONSTER HUNTER runs on PSP, and that's a graphically-rich, fully 3d PS2 game. PSP can obviously handle anything thrown at it, it's just a matter of who writes the port and whether they do quality work or not.
So to keep myself from going insane trying to remember all the jobs (something I had issues with when I played FFTA), I made this for my Logitech PSP case. It's not super pretty but it works.
I've always dreamed of living in a country called Mime though. It'd be like Paris, only without the French.
LOL I just needed a background... I didn't even think of arranging it to look like cities.
Not a bad idea, but I am too lazy to change it now.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
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WearingglassesOf the friendly neighborhood varietyRegistered Userregular
edited November 2007
So, gentlemen, I am almost through with my current playthrough. Any new team ideas?
I was thinking of an "All-Peasant" team (Squires, Monks, Thieves, Geomancers, Bard/Dancer, Priests) this time.
So, gentlemen, I am almost through with my current playthrough. Any new team ideas?
I was thinking of an "All-Peasant" team (Squires, Monks, Thieves, Geomancers, Bard/Dancer, Priests) this time.
You're going to end up with a team of four monks and a priest.
On the other hand, dancers/bards are super-powerful when combined with mimes. Picture this: two mimes, two dancers, one healer (priest / bard). Dancer1 performs wiznaibus, which gets mimed twice. This goes from 2 or so castings per turn to 6. At 30 damage each, that's 180 damage per turn. Dancer2 can do either nameless dance or slow dance. It doesn't really matter, because Dancer1's wiznaibus should take care of the rest anyway.
The priest / bard should take the MP song if you have MP Switch on. Since it casts 6 times per turn, your enemies would have to hit you with a double-sword attack which depletes your MP in one hit and your HP in the next hit.
So, gentlemen, I am almost through with my current playthrough. Any new team ideas?
I was thinking of an "All-Peasant" team (Squires, Monks, Thieves, Geomancers, Bard/Dancer, Priests) this time.
You're going to end up with a team of four monks and a priest.
On the other hand, dancers/bards are super-powerful when combined with mimes. Picture this: two mimes, two dancers, one healer (priest / bard). Dancer1 performs wiznaibus, which gets mimed twice. This goes from 2 or so castings per turn to 6. At 30 damage each, that's 180 damage per turn. Dancer2 can do either nameless dance or slow dance. It doesn't really matter, because Dancer1's wiznaibus should take care of the rest anyway.
The priest / bard should take the MP song if you have MP Switch on. Since it casts 6 times per turn, your enemies would have to hit you with a double-sword attack which depletes your MP in one hit and your HP in the next hit.
Even more powerful: Black Mage w/Arithmeticks and Magic Attack Up, One Dancer, One Singer, Two Mimes. Your turns might take forever, but it is damn fun locking down the opponent with the constant multi-square effects.
So, gentlemen, I am almost through with my current playthrough. Any new team ideas?
I was thinking of an "All-Peasant" team (Squires, Monks, Thieves, Geomancers, Bard/Dancer, Priests) this time.
I've always found it fun to try single classing people. If one character is going to be a squire for example, don't give them any abilities unless it is squire-based. So they get counter tackle, jp boost or monster skill and move +1 along with squire abilities.
So, gentlemen, I am almost through with my current playthrough. Any new team ideas?
I was thinking of an "All-Peasant" team (Squires, Monks, Thieves, Geomancers, Bard/Dancer, Priests) this time.
I've always found it fun to try single classing people. If one character is going to be a squire for example, don't give them any abilities unless it is squire-based. So they get counter tackle, jp boost or monster skill and move +1 along with squire abilities.
I usually use special characters, but I have rules for certain abilities. For instance, no two sword unless they're a thief or ninja. No blade grasp on anyone that carries a weapon (they don't have any free hands to grab with!) etc.
So, gentlemen, I am almost through with my current playthrough. Any new team ideas?
I was thinking of an "All-Peasant" team (Squires, Monks, Thieves, Geomancers, Bard/Dancer, Priests) this time.
I've always found it fun to try single classing people. If one character is going to be a squire for example, don't give them any abilities unless it is squire-based. So they get counter tackle, jp boost or monster skill and move +1 along with squire abilities.
I usually use special characters, but I have rules for certain abilities. For instance, no two sword unless they're a thief or ninja. No blade grasp on anyone that carries a weapon (they don't have any free hands to grab with!) etc.
A team I found amusing, but only for maybe a chapter or so, was a team of mystics and mediators or some combination. You pretty much work with status problems and they all have skills that can be used on pretty much anyone. I guess I always had fun reducing enemies to walking around as chickens, zombies, statues or otherwise.
A team I found amusing, but only for maybe a chapter or so, was a team of mystics and mediators or some combination. You pretty much work with status problems and they all have skills that can be used on pretty much anyone. I guess I always had fun reducing enemies to walking around as chickens, zombies, statues or otherwise.
That sounds like a good challenge when we're all used to muscling our way through enemies with big-numbers characters like Orlandu and Calculators. I'm really enjoying Beowulf now that I know increasing Faith increases the accuracy of his Magic Sword.
Any tips on beating Cuchulainn? I've tried going after him with two Monks, two Chemists and a Knight but haven't even gotten close before he's mopped me up with status effects.
I read that "defense rings" help, but I don't have any....my party is all at around level 22.
Any tips on beating Cuchulainn? I've tried going after him with two Monks, two Chemists and a Knight but haven't even gotten close before he's mopped me up with status effects.
I read that "defense rings" help, but I don't have any....my party is all at around level 22.
He's actually pretty slow, so any significantly fast class should help. At that point, Ramza had ninja unlocked, so I made (iirc) 1 ninja and three archers, plus one mage. The ninja ran up on him and smacked him twice. He hit the archers with statuses, but the one archer with a defense ring got a volley off. The ninja was the most dangerous to him, but he couldn't help using multi-square attacks on my other units clustered together.
Any tips on beating Cuchulainn? I've tried going after him with two Monks, two Chemists and a Knight but haven't even gotten close before he's mopped me up with status effects.
I read that "defense rings" help, but I don't have any....my party is all at around level 22.
The sleep attack is the one that probably gets you. I might suggest bringing someone with an AE attack of some sort whether that be a geomancer or black mage to wake people up.
Do you think you could do 400-500 damage if all of your characters got hit with doom? I think he's got a decently high faith value due to one of his bio spells he can use, so you can try blasting him with magic.
Otherwise, if you have a priest, do you have re-raise? I'm not sure you'd have anything to prevent KO at this point. Another thing that may help, as it is a tactic I've used on tough bosses in any games, would be to debuff him somehow. Make some faster characters and give them the ability to break speed or something.
Otherwise, do you have mystics? Their drain life is based upon the max hps of the creature and deals 25% of that. That can help you.
Anyone have tips on dealing with fighting thieves that use steal heart a lot?
I just finished the Chapter 2 battle where
you give the fake auracite to the guy and find out about the cardinal
The battle has like..2 thieves, 2 archers and 2 summoners to fight. I beat it in one shot but had a hell of a time doing it.
The archers would do their range damage to me, the thieves kept charming my white mage, and the summoners would raise their dead/deal damage/group heal
they were also using my WM to raise their dead until she ran out of mana. Fuck was I ever happy to beat that battle. It also doesn't help that Mustadio at that point has like.. 58hp when you get him, and one of the thieves stole my armour from ramza. It felt good to finally get close and hit some summoners for 80HP of dmg with ramza :P
Anyone have tips on dealing with fighting thieves that use steal heart a lot?
I just finished the Chapter 2 battle where
you give the fake auracite to the guy and find out about the cardinal
The battle has like..2 thieves, 2 archers and 2 summoners to fight. I beat it in one shot but had a hell of a time doing it.
The archers would do their range damage to me, the thieves kept charming my white mage, and the summoners would raise their dead/deal damage/group heal
they were also using my WM to raise their dead until she ran out of mana. Fuck was I ever happy to beat that battle. It also doesn't help that Mustadio at that point has like.. 58hp when you get him, and one of the thieves stole my armour from ramza. It felt good to finally get close and hit some summoners for 80HP of dmg with ramza :P
The only method of dealing with that would be to equip items that prevent charm/invite or doing something to the potential infractors first, like charming them or killing them etc. The other method involves not taking the opposite gender into battle when faced with a bunch of thieves. So if they are all male, don't take female characters into battle.
Posts
I made Cid have Calc as a secondary ability to make him even more retarded.
He's fun to use, no doubt, but now that we have access to dark knight abilities, I just throw a chaos blade or something on Agrias and she's got two/three sets of abilities that Cid has plus all the time since chapter 2 you had to work on her other abilities, so she already has move +3 and whatever the blade grasp ability is called now etc.
Bladegrasp + a great shield + mage cloak = unkillable mage of awesome.
What the fuck more do you want on a mage?
Damage formula:
-The formula for damage-causing magic attacks is:
[Q * MA * (CFa/100) * (TFa/100)]
with Q being the numerical value of the spell used internally in
the game. Now, you can tell from this that with higher Faith, the more damage you will cause/take. Let's do an example: say the caster have 75 Faith and 10 MA, and the target has 60 Faith. If you wanted to cast the spell, "Fire 2" (Q Value 18), then just enter the variables into the equation:
[18 * 10 * (75/100) * (60/100)], or 81 damage.
This is assuming the target has neutral astrological affinity and no damage multipliers for the spell.
Let's say you have a MA of 11.
[18 * 11 * (75/100) * (60/100)], or 89.1(89) damage.
Let's take Holy as an extreme example, since the difference in Q is much larger.
[80 * 10 * (75/100) * (60/100)], or 225 damage vs.
[80 * 11 * (75/100) * (60/100)], or 247.5(248) damage.
Yeah, you have to take into account MagicBoost or Defense, Strengthen and other variables, but it's not HUGE of a difference. It depends more on compatibility and faith variables more than anything.
TL;DR: Survivability of your mage >>>>>>>>>>> damage output, since it should be very high anyway.
PSN: PalaceBrother
BUT IM NOT.
The real question is after getting the Tynar Rouge do i still need Alicia and Lavian? They are of no use to me.
I usually level them up then kill them off to give their skills to Cloud/Balthier/whoever.
That was always interesting.
What's the purpose of them? I'd like to hold on to the original one since he was sort of a "story" recruit.
PSN: PalaceBrother
You can still get them all, but Cloud starts at level 1, so you'll have to pump him up manually.
According to people using whatever, supposedly official, arcane methods the PS has for playing PS1 games, the original version of FFT runs better on PSP than it did on PS1; the isolated bits of slowdown during the most intense FX (like Bahamut) actually no longer slow the game down and everything else is normal. FFT: WotL was just ported incompetantly, despite the enhancements.
MONSTER HUNTER runs on PSP, and that's a graphically-rich, fully 3d PS2 game. PSP can obviously handle anything thrown at it, it's just a matter of who writes the port and whether they do quality work or not.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
Linky (Right-Click, Save As)
The harder the rain, honey, the sweeter the sun.
I've always dreamed of living in a country called Mime though. It'd be like Paris, only without the French.
T-shirts | Last.fm | Flickr | dA
LOL I just needed a background... I didn't even think of arranging it to look like cities.
Not a bad idea, but I am too lazy to change it now.
The harder the rain, honey, the sweeter the sun.
I was thinking of an "All-Peasant" team (Squires, Monks, Thieves, Geomancers, Bard/Dancer, Priests) this time.
You're going to end up with a team of four monks and a priest.
On the other hand, dancers/bards are super-powerful when combined with mimes. Picture this: two mimes, two dancers, one healer (priest / bard). Dancer1 performs wiznaibus, which gets mimed twice. This goes from 2 or so castings per turn to 6. At 30 damage each, that's 180 damage per turn. Dancer2 can do either nameless dance or slow dance. It doesn't really matter, because Dancer1's wiznaibus should take care of the rest anyway.
The priest / bard should take the MP song if you have MP Switch on. Since it casts 6 times per turn, your enemies would have to hit you with a double-sword attack which depletes your MP in one hit and your HP in the next hit.
Even more powerful: Black Mage w/Arithmeticks and Magic Attack Up, One Dancer, One Singer, Two Mimes. Your turns might take forever, but it is damn fun locking down the opponent with the constant multi-square effects.
I've always found it fun to try single classing people. If one character is going to be a squire for example, don't give them any abilities unless it is squire-based. So they get counter tackle, jp boost or monster skill and move +1 along with squire abilities.
A team I found amusing, but only for maybe a chapter or so, was a team of mystics and mediators or some combination. You pretty much work with status problems and they all have skills that can be used on pretty much anyone. I guess I always had fun reducing enemies to walking around as chickens, zombies, statues or otherwise.
I read that "defense rings" help, but I don't have any....my party is all at around level 22.
PSN: PalaceBrother
The sleep attack is the one that probably gets you. I might suggest bringing someone with an AE attack of some sort whether that be a geomancer or black mage to wake people up.
Do you think you could do 400-500 damage if all of your characters got hit with doom? I think he's got a decently high faith value due to one of his bio spells he can use, so you can try blasting him with magic.
Otherwise, if you have a priest, do you have re-raise? I'm not sure you'd have anything to prevent KO at this point. Another thing that may help, as it is a tactic I've used on tough bosses in any games, would be to debuff him somehow. Make some faster characters and give them the ability to break speed or something.
Otherwise, do you have mystics? Their drain life is based upon the max hps of the creature and deals 25% of that. That can help you.
I just finished the Chapter 2 battle where
The battle has like..2 thieves, 2 archers and 2 summoners to fight. I beat it in one shot but had a hell of a time doing it.
The archers would do their range damage to me, the thieves kept charming my white mage, and the summoners would raise their dead/deal damage/group heal
they were also using my WM to raise their dead until she ran out of mana. Fuck was I ever happy to beat that battle. It also doesn't help that Mustadio at that point has like.. 58hp when you get him, and one of the thieves stole my armour from ramza. It felt good to finally get close and hit some summoners for 80HP of dmg with ramza :P
The only method of dealing with that would be to equip items that prevent charm/invite or doing something to the potential infractors first, like charming them or killing them etc. The other method involves not taking the opposite gender into battle when faced with a bunch of thieves. So if they are all male, don't take female characters into battle.
The troops outside keep kicking my ass hardcore.