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[FFRK] I am free to pursue my real dreams: Hip Hop

38thDoe38thDoe lets never be stupid againwait lets always be stupid foreverRegistered User regular
edited June 2022 in Games and Technology
Final Fantasy Record Keeper
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This is the thread for talking about Square Enix's F2P Mobile game Final Fantasy Record Keeper (FFRK) for iOS and Android. Initially met with skepticism after some of SE's lackluster F2P entries in the past, it has grown in scope and popularity to the point where it gets as much discussion as any other mainline Final Fantasy game. This game has lasted a long time and has only gotten more complex.
If you are a new player feel free to ask any questions in the thread because this game has a ton of systems. Here are the past discussions for this game:


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The game features the Active Time Battle system you've come to know from many previous entries. You can take up to 5 characters, made up of all your favorites from past games (and several original characters) as you journey through the cliff notes version of all the Final Fantasy games. Each Final Fantasy game is a world, made up of "Records" with several stages. There are also limited time events that occur every week featuring additional stages, characters, and rewards.

All F2P "Gacha" games have an ingame currency, and FFRK's is Mythril. Using it allows you to pull relics (weapons and armor that can be worn by anyone, but give new Soul Breaks to specific characters) from the various banners that are currently active. Mythril also allows you to recharge stamina, and to try again if you happen to be defeated in a stage.

You can spend real money on Gems which have the same function as Mythril, but for a new player it's possible to clear many month's worth of content without spending a dime. And for a smart player who plans ahead, it's possible to clear even the hardest content over time, also without spending real money. This is thanks to several quality of life features implemented by DeNa, chief among them the Friend Summon system and Guaranteed 5*, which gives you at least one high-rarity item per 11-pull you do. Additionally, generous amounts of free Mythril are available between a combination of login bonuses, stage completions, event participation and quest completion.

New Player Tips!
1) Build your relic pool. Save up your Mythril so you can spend it, 50 at a time, to do an 11-pull on an active banner. This will get you at least one 5* relic, and a variety of those will enable more strategies for you. Save your mythril for special Realm and Element Draws which give the same 11 pull but for the first time cost of 15 mythril. SAVINGS!

Acolyte Archives: Missions that unlock new systems of the game and give you free draws and bonus relics that you can pick. Start here!

2) Take advantage of Synergy. Characters get a ten level effective boost when brought to a mission in the realm they're from. Equipment from that realm gets an even more dramatic boost.

3) Offensive Buffs on your party, Offensive Debuffs on the enemy, and Defensive Buffs on your party are extremely important. A difficult fight often becomes a routine one after application of these categories, and the game's hardest content (Magicites being the one notable exception) demands all three.

Consequently, these constraints will guide some of your first decisions as a new player. Your first 4* Abilities should include Power Breakdown and Magic Breakdown, Protectga and Shellga. Your 5* Ability will almost certainly be Full Break. Some of your first prize possession relics will be those that grant Soul Breaks that combine Hastega + ATK or MAG Buffs, or that provide Wall (a very strong stacking DEF/RES buff.)

Remember, you can summon a Roaming Warrior to provide what you don't personally have to help you clear events. Other missions have fixed RW choices.

4) Learn when to reapply buffs and debuffs. How long does Power Breakdown last? What about Protect? Wall?

Unfortunately, except for status effects like Blind, Haste, Silence, etc, you rarely get any visual indications on when Buffs expire. Taking an unmitigated hit that kills or nearly kills a character is usually how you find out, and that's not fun. The following rules of thumb assume your characters are Hasted.

Offensive Debuff Abilities, like Power Breakdown and Magic Breakdown, last a fixed 15 seconds. You'll want to reapply them on the third turn.

Defensive Buff Abilities, like Protectga and Shellga, are a little trickier. Their duration scales based on the caster's Mind stat. At zero Mind, they last 35 seconds, but with every 100 Mind they last another 3 seconds. For most White Mages you'll want to recast them after ten+ turns, but often you'll be finishing a fight by then at the worst.

Buffs and Debuffs from Soul Breaks typically last 25 seconds. The extra time is to maintain coverage while you build and spend another SB gauge. The exception is SBs that provide Haste, Protectga or Shellga; since those durations are based on MND to begin with, their durations when caused by SBs are also based on MND. Basically, if you pull Ramza's Shout, try to get him close to 200 Mind.

5) Tyro and Cloud, your first two characters, should be the first two characters you level to 65 (and apply Memory Crystal IIs to.) The reason for this is that they both have Record Materia which, when equipped to any character, give that character a full SB gauge at the start of battle. This allows you to start boss fights with two utility/buff Soul Breaks.

Additional various game and system information:

1) Quests.
From the home screen, the Missions button in the upper-right features Wayfarer, Normal and Special missions. The Wayfarer missions are meant for new players and will guide you to some of the game's basic features, as well as giving you some nice ability and item rewards. Move on to the Normal missions from there. Special missions typically involve defeating some of the game's highest difficulty level fights with certain team limitations, which are usually "only use characters from this realm."

2) Stamina.
You can see the current / maximum Stamina numerically in the upper right corner of your Home screen. Below that is an orange bar that shows the same thing, but below that bar is a set of 5 hexagons representing your current Stamina Shards. When you get 5 Stamina Shards, you refill your stamina to full and your maximum goes up by 1. The filled in hexagons show you how many stamina shards you have towards the next stamina refill and maximum +1.

Stamina Shards can only be collected by running the Story Dungeons, available from the lower-left archway on the main menu. It is to your benefit to collect that fifth shard when you're running out or empty of Stamina. Efficiency is good! If you do a Stamina refill with Mythril/Gems, however, you'll get your maximum Stamina added on to your current, which means you'll have a surplus available. You won't start recharging Stamina again until your current drops back below your maximum.

3)Record Info.
When reading about the record in question, several tabs will be available with story, reward and boss info. Here you can read about the story background, rewards, and boss strategies as well as any medal requirements.

Upon completing any given stage in a record, your performance will be ranked. For any stage without a boss, you can earn up to 9 medals. You will lose medals if more than one party member dies, or if the party takes too much damage or uses too many actions to clear the stage. Earn enough medals and you will gain the Expert or Champion rating for the stage, which provides 150% and 200% experience, respectively.

Upon finishing the entire record, there are 3 reward levels; Completion, First Time Completion and Mastery. You can get the Completion bonus every time you complete that record. However, the other two can only be achieved once and typically include excellent rewards. To attain Mastery rewards, you must have earned 83.33% (5/6th) of all medals within the record. Remember those boss medal requirements? Each gives 3 medals if completed or 0 medals if not, so for records with few or only one stage, boss medal requirements can be crucial for obtaining Mastery rewards.

4) Newcomer Dungeons.
In the Events section are three Newcomer Dungeons, one each for FF7, FF10 and FF13. They feature 10 Records apiece that grant characters, Memory Crystals, growth eggs and Mythril, and have easier difficulties.

5) Events.
Typically, there's 1 or 2 events running at any given time. These events start at a very low difficulty that even first day players can participate in, and end at very high difficulties that even longtime veterans can have trouble with. Rewards for completing event stages can include new or returning characters and their Memory Crystals (used to break level caps), weapons, armor or accessories from the event's realm, orbs, upgrade materials and of course Mythril. Events typically run for about two weeks and overlap, and you should definitely try to complete as much of each event as possible.

6) Unlocking Characters (and breaking their level caps.)
Each weekly event features a specific realm. Completing the first half of these events will get you several characters from that realm, as well as a Hero Soul (more on this below.) Completing the second half of these events will get you Memory Crystals for those characters, as well as a Memory Crystal Lode (again, more below.) Completing the bonus battles for these events will get you Memory Crystal IIs for those characters, as well as a Memory Crystal II Lode (ditto.) Completing the Ultimate battle will get you a Memory Crystal III Lode.

To unlock characters who aren't currently featured in events, you'll visit the Hall of Rites. Hero Souls can be turned in for any character, and MC Lodes can be turned in for their various MCs. MC1s are used to break past level 50 and enable the Record Materia slot. MC2s are used to break past level 65, and MC3s are used to break past level 80.

7) Record Dive.
The Record Dive system allows you to power up characters who have reached level 65, adding small amounts of stat points, percentage boosts to certain types of abilities, adding or increasing ability ranks, adding additional equipment options, or even unlocking exclusive character-specific Legend Materia. The available powerups are different for each eligible character. You unlock these power ups by expending Spirit/Wisdom/Bravery/Dexterity/Vitality Motes, which are a special type of currency obtained from a variety of sources including Event rewards. 4* motes are attainable by completing the harder difficulties of weekly multiplayer content. 5* motes are attainable by completing harder difficulties of weekly single player content. Some exceptions may apply.

Record Dive is also where one can spend 5* Job Motes (like Thief, Spellblade, Ninja, etc), which enable the use and provide copies of certain 6* abilities. Sources of these motes are few and far between.

This is a complicated system with a lot of moving parts and limited resources and there are not nearly enough motes to unlock every character's everything. Feel free to ask questions in the thread!

8) Daily Dungeons.
Each day has a specific set of 2 dungeons. You can only get the First Time Completion and Mastery rewards once, same as the records, and those rewards don't refresh from week to week.

Each day offers two rotating Daily Dungeons with two difficulties apiece. The first is great for farming 5* orbs, the second is great for farming 6* orbs. You can also access Upgrade Materials, Gil, and EXP dungeons any day of the week. Sunday offers enhanced versions of the latter trio.

Enemies in the daily dungeons can drop Gysahl Greens, and you also get some upon completion. These Greens can be exchanged for orbs, eggs, gil or upgrade materials at any time, and once per week the Special Shop will restock a variety of Major Orbs (at half price, relative to buying 10x Greaters), MC lodes and Mythril. Additional purchases may become available from time to time (accessories, items, etc.)

9) Nightmare, Mote, Torment and Magicite Dungeons
The Nightmare area is now permanently open, and features a set of 12 dungeons with 5 challenging boss fights apiece. Each dungeon culminates in a special fight where all characters with 5* rank in a specified ability will get full synergy for themselves and all equipped items, regardless of what realm they or their equipped gear are from! These final fights are like puzzles that must be solved and typically require planning and tactics instead of super powerful gear.

Completing the final boss of a Nightmare dungeon gives you a Record for a powerful 6* ability, which require 6* crystals to make. These crystals are somewhat slow to acquire, so spend them carefully.

There are five Mote dungeons which are individually open for two days on a rotation, like the Daily Dungeons. They each feature a single boss fight where all characters start with one SB gauge and cannot earn more. Clearing them for the first time awards a large amount of 4* Motes for Legend Dives, and they can be repeatedly cleared for lesser amounts, with bonuses for faster clears.

There are Torment dungeons. Each features a single boss fight in three difficulties. There is one for each realm and the bosses scale in difficulty depending on how many characters from the realm you bring. Rewards include 5* Orbs, 6* Crystals and 5* Job Motes for specific ability schools.

Then you have Magicite dungeons, which take the throne as the game's hardest content (and can't even be accessed until you clear all the Nightmare dungeons!) Each features a single dungeon with a single stage, and you are challenged by an incredibly powerful Esper. If you can defeat them, you can gain a copy of them and other Espers as Magicites, which can be equipped on the Party screen and benefit the entire party. You can even call on your Main Esper to fight alongside you with a variety of positive effects. These battles feature ZERO Synergy bonuses, you can't bring any of your Roaming Warrior friends, and the Espers have an 80% resistance to Break effects, so they're quite a challenge! Fortunately there's a mysterious ally who can help you out...

Magicites are leveled up and have their level caps broken just like characters do, and you can only finish one Esper fight per day. This is a very deep system which we're just beginning to scratch the surface of. Here's a post written by silence1186 which has some great info on which Magicites are good for what.

10) Relics.
The Relics page, accessible via shortcut on the bottom right of most screens, is where one can "pull" from a variety of "banners" for items. Banner pulls are always at least 3* rarity, with a lesser chance at 4* rarity and a ~13% chance at 5* rarity. Doing so costs Mythril (in game currency) or Gems (purchased with real $$$).

All banners have "Guaranteed 5*", which means every 11-pull comes with at least one 5* item. The likeliest result is two 5* items per 11 pull.

One can do a single pull for 5 Mythril, a triple pull for 15 Mythril or an 11 pull for 50 Mythril. In this modern era of Guaranteed 5*, it is most efficient to do 11 pulls and only 11 pulls. Aside from that, on a per-draw basis your odds of drawing a 5* item are the same no matter how many items you pull at once and no matter which currency you use to pay for them.

11) Stacking Debuffs.
A relatively common feature of relics these days are an SB that includes stat debuffs to the enemy targets. A good party setup might include one or more of these SBs, and a key piece of information is that they stack if the affected debuff/debuffs are different combinations. One ATK/MAG debuff won't stack with another, but an ATK/MAG debuff will stack with an ATK/DEF debuff and an ATK/RES debuff. This rule of thumb goes for Support abilities as well; see the second post for more information.

12)Festivals
Every 3 months there is a festival. These will have banners of high quality, typically debuting new relics, and higher relic tiers. They also bring back a lot of the most powerful relics from between fests. There will be five festival banners. There will also be three lucky banners which have a specific pool of items and an 11 pull only costs 25 mythril. There will also be superbosses and event bosses. Fests are preceded by a Luck of the Realms where you can get 3 relics from each realm for 5 mythril and 1/3 are guaranteed to be a 5 star relic or better. This is crazy value even if a lot of them will be duds.

13) Artifacts You can redeem artifact stones to make artifacts. They come in elemental and realm models and every type of weapon. Artifact stones come from events, and then you need to grind up your old relics to make rainbow crystals to power them up.

Histy Crystals
These released 6/10/20 and I don't understand them yet but try this:
https://www.reddit.com/r/FFRecordKeeper/comments/f3q6vm/everything_you_need_to_know_about_historia/

Multiplayer!

We have a Discord channel set up to coordinate PA runs of Multiplayer bosses. You can join it with this link; https://discord.gg/mNKVTKf

FFRK Acronyms 101 (thanks to @Bluecyan for the initial list of these)
MC - Memory Crystal [MC1s break a character's level 50 limit. MC2 is used to break their level 65 limit, and MC3s break the level 80 limit.]
RM - Record Materia [New equippable slot on a character once their MC1 is used. The RM slot for a character, as well as that character's RM1, are unlocked by using that character's MC1. Successive RM are acquired from level broken characters in a variety of ways.]
LM1/LM2 - Legend Materia 1/2. Special character-specific RMs that use separate slots and are acquired by spending 5* motes on a character's Legend Dive.
LMR - Legend Materia Relic. A category of LM that's acquired by pulling and mastering Record Materia equipment.
SG/SSII - Sentinel Grimoire/Stoneskin 2 [Also refered to as Wall. These SBs apply a massive defensive buff to the whole party.]
SB - Soul Break [Powerful abilities learned by acquiring character-specific relics, then equipping them until mastered.]
SSB - Super Soul Break [Like an SB, but stronger, with a variety of bonus effects.]
BSB - Burst Soul Break [Like an SSB, except they also grant Burst Mode, which changes your Attack and Defense commands to something else for a limited time.]
- C1 - Command 1 [Replaces the Attack command during Burst Mode]
- C2 - Command 2 [Replaces the Defend command during Burst Mode]
OSB - Overlimit Soul Break [6* items! They're very powerful SBs that hit only once, but can break the 9999 damage limit.]
USB - Ultra Soul Break [6* items! These are what utility/healer characters get instead of an OSB. Bundles several beneficial effects into one. There are also DPS character USBs now, because fuck precedent.]
CSB - Chain Soul Break [6* items! These are like Elementally themed SSBs, with a 15 second party elemental damage buff that increases with each hit of that element.]
En-Element - An SB that gives the user a buff that vastly increases their damage of a specific element.
Imperil - An SB that afflicts enemies with a debuff that increases damage taken of a specific element by 20%. These stack up to 3 applications, to 60%.
GxO, MxO [the middle x represents which type of orb is being talked about, i.e. MPO for Major Power Orb.]
_*++ - Blank is a number 1-5 which represents an items base rank (not combined). Every plus after the * represents how much its been combined. [A 3*++ will show up as a 5* in game but will be only about as powerful as a 4*. Rule of thumb is every item combination adds about half a rarity level of power.]
RS - Realm Synergy [Applies when a character or his equipped items matches the current realm. An example would be Cloud in any FF7 dungeon or an equipped Blitzball in any FFX dungeon. This adds about 10 levels of stats to a character or about a rarity level in power to an item.]

Mister P's PDF is a compilation of super useful information about FFRK. Ability damage multipliers, character skillsets, soul break details, information on stacking buffs, mechanics calculations, etc.

Enlir's spreadsheet includes information about damn near everything. What various soul breaks do, what Burst mode commands do for which characters, who gets what Record and Legend Materia, etc. And it's current through JP content, so you can use it to look ahead and see what your favorite characters are destined to receive.

Kaonohiokala's spreadsheet is specifically great for looking at the contents of upcoming Relic banners. You can see the order in which these banners appeared in JP, as well as the contents of them. IF we get an Event (and we skip most of JP's collabs with non-FF content, sadly), we typically get the exact same banners. Our Festivals have different contents, however.

If you're looking to fill out your Friends list now that RW lists can be refreshed during selection, I recommend this site, which features a searchable list of Friend Codes that constantly updates and can be sorted by realm stats.

Farming-lite 5* Magicite deck guide:
https://imgur.com/a/uyUWhwz
More in depth guide to Magicite Inheritance.

Legend Dive Information:
(includes current JP content. This section courtesy of Jragghen who is less lazy than I am.)

Who uses what motes https://pbs.twimg.com/media/Dg8uttUVMAMMrMO.jpg
Dualcast LM2 https://pbs.twimg.com/media/Dg8u6ZLU8AA_FSH.jpg
Imperil LM2 https://pbs.twimg.com/media/Dg8u8b8V4AAzF5a.jpg
Progressive stat boost LM2 https://pbs.twimg.com/media/Dg8u_FbV4AAfZ7i.jpg
Quickcast LM2 https://pbs.twimg.com/media/Dg8vBM5VAAEq3Yw.jpg
Trance LM2 https://pbs.twimg.com/media/Dg8vHjHU8AUOw55.jpg
Start with haste/instant LM2 https://pbs.twimg.com/media/Dg8vKAgVAAExkZC.jpg
Chase effect and Other LM2 https://pbs.twimg.com/media/Dg8vMRVU8AA9S2W.jpg
Dualcast by school, both LM2 and LMR https://pbs.twimg.com/media/Dg8vSCzUYAACaSw.jpg
Series of images in this tweet for hastega per realm


Big Thanks to @silence1186 and @Rius for running previous versions of this thread.

38thDoE on steam
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Posts

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited September 2020
    EVEN MORE INFO:(Are you intimidated yet)

    Magia System: Level 99 characters earn 1 Magia point for every mission they complete no matter the amount of stages or difficulty. This can be used to gain stats but it takes grinding to get it in great numbers since you slow down earning it as you get it. The best things to put it into are Main Stat, Elemental Damage, HP. At this point it will be a ton of battles to get a point and you are better off swapping characters.

    Anima Lenses: A system to allow players to convert event rewards and duplicate pull relics into new SBs not available on banners anymore. There are three grades of Lenses, and when you accumulate enough, you can teach an old SB to a character without the appropriate relic. List of what's available here. These lenses will be used to upgrade a future soul break.

    New Player 3* and 4* Ability Hone Recommendations:

    Mitigation is king in the game and never stops being useful, so Shellga, Protectga, Power Breakdown, and Magic Breakdown should be at the top of the priority list. The regular breaks are useful too, just because a different set of characters can use them. AoE Mitigation (without damage) is offered by the Dancer line; 3* dances match up with 3* breaks, 4* with 4* breakdowns, etc. Good Dancers include Faris, Lenna, Penelo, Cait Sith, Mog, Rikku and Yuffie. Bards have their own 4* abilities which are identical in effect to Protectga and Shellga.

    Abusing Retaliate's mechanics can cheese you through a LOT of content and it's a 2* ability, so is incredibly cheap to hone up. You can pair it with Draw Fire (also cheap) for extra cheese with cheese on top. Give the rest of your team copies of Double Cut or Tempo Flurry and use them against your Retaliator.

    Self Boosts are useful to increase a character's damage before you pull relics with Party Boosts. Many jobs have access to them; Monks have Punishing Palm which deals damage and increases ATK, Samurai have Mirror of Equity which does the same. Thieves have Steal Power which doesn't do damage but does debuff the target's ATK at the same strength as Power Breakdown. 4* Darkness users have several options depending on which stat they'd like to boost; Casters can use Memento Mori which increases MAG but also Dooms the caster. Physical characters can use Death Throes which increases ATK but also Dooms the caster. And Physical users can opt for Dark Bargain which raises ATK but lowers DEF.

    If you want to get into Black Magic, start with the Water line in each tier as opposed to fire/lightning/ice; Water is infrequently resisted and easier to hone than the primary elements are. Plus it casts faster, so it does more damage over time not counting resistance/weakness.

    If you want to get into Summoning, note that Summons only have one use per rank, plus one extra use at R1. Having said that, the 3* primary element ones are an ok place to start for lesser difficulty fights. As for 4*, Carbuncle is occasionally useful at R1 but the others take a lot of resources to hone. Once you have a large pile of 4* Summon orbs, Maduin is useful where AoE is needed. With regard to elemental 4* summons, the good ones are Alexander, Leviathan and Fat Chocobo. Syldra is an upgrade from Ramuh, and if we ever get Noel then that's an upgrade from Shiva. The only 4* fire summon is Phoenix and it does not hit twice, so it is not recommended.

    With regard to White Magic, Curaga will suffice until it doesn't (party level ~55-60+), and then you'll make Curaja. Renewing Cure is an alternative that heals for less than Curaga but applies Low Regen. Memento of Prayer applies Low Regen to the entire party. The Dia line is really only viable if the target is weak to Holy or if you pick up some MND gear/RMs and +Holy% gear.

    With regard to Status Effects, the Machinist line is a series of 4* abilities that have a high chance to apply a status effect, and deal additional damage if the target already has that effect. White Magic has access to high proc chance Slow and Silence, while Black Magic has access to high proc chance Blind.

    If you need to Dispel beneficial effects from opponents, Knight has a 4* ability called Banishing Blade that deals Holy damage and Dispels. Also, White Magic has a 3* Dispel ability that will do so without dealing damage.

    With regard to Spellblades, the 3* abilities are fine. It's not really necessary to push into the 4* ones.

    After that, it all depends on your relic pulls. We're at a point in the game where pretty much every smaller population job is fleshed out with 3*, 4* and 5* abilities, so there's plenty to choose from.



    Thanks again to @Rius who ran these threads for several years over many iterations.

    38thDoe on
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  • JragghenJragghen Registered User regular
  • rattletraprattletrap Registered User regular
    Thanks for making the new thread 38thDoe!

    In other news I finally found enough free time to sit down and beat Alexander. I've had the necessary tech for months but 6* magicite is so frustrating I kept putting it off.

    Team:
    Tyro USB4 and Sentinel Grimoire (no really - since Elarra can cast her glint I used this to save Tyro's meter)
    Elarra USB1, AASB, G+
    Sephiroth AASB, USB2, Glint+
    Gaffgarion AASB, USB, Glint+, AOSB
    Gabranth CSB, imperil BSB, glint

    I feel real bad for anyone who does Alex without reading the AI since he's got so many auto-wipe triggers. I even misread the AI and didn't realize he wipes if you hit pain level 6, and I wiped several times before I figured out what I had missed.

  • silence1186silence1186 Character shields down! As a wingmanRegistered User regular
    Where did 5.5 years go.

  • ArcTangentArcTangent Registered User regular
    Gogo LMR.

    A hearty fuck you to you too, game.

    ztrEPtD.gif
  • JragghenJragghen Registered User regular
    Shadow arcane.

    Nice to have a new toy for him after so long

  • lionheart_mlionheart_m Registered User regular
    ArcTangent wrote: »
    Gogo LMR.

    A hearty fuck you to you too, game.

    Well I'm back in the Rainbow parade too. Kefka LMR.

    3DS: 5069-4122-2826 / WiiU: Lionheart-m / PSN: lionheart_m / Steam: lionheart_jg
  • UrQuanLord88UrQuanLord88 Registered User regular
    Where did 5.5 years go.

    back in my day people were pulling to get Cloud's OP Organix
    those were the days

    http://steamcommunity.com/id/urquanlord88
    urquanlord88.png
    Streaming 8PST on weeknights
  • EnlongEnlong Registered User regular
    VI gave me a really strong result this time.
    Celes’s Awakening, and Locke’s Sync.

    Celes is not exactly fit for Valefor, because her Awakening decides instead to boost her Holy and Ice attack levels instead of doing a switch draw. Still, between this and her row quickcast Ultra, I’d say she has plenty of reason to go into my FFVI Cardia teams.

    Locke’s Sync is more obviously good stuff. And finally I have a third cap-breaker for Fire that isn’t Samurai-based. It’s a bit odd in that it wants me to use command 2 to power up command 1. Command 1 hits 6 times, and gets stronger each time I use command 2, up to 3 times. Command 2 hits 3 times and alternates between mug bloodlust and Imperil Fire. Gotta say, I wish that was the other way around. And weirdly, it doesn’t play nice with his Hero Ability, which is also a mug bloodlust effect.

    Pretty incredible.

  • FryFry Registered User regular
    You don't need ice aura to shred tornadoes, and Celes has an AOE unique ability. Just saying.

  • EnlongEnlong Registered User regular
    Fair point. That said, I already did my time with physical Valefor, so I’m content for now to just ready her for Cardia stuff.

  • DarklyreDarklyre Registered User regular
    VII: Red XIII LMR (dupe). Expected value, I suppose!
    VI: Setzer G+. I thought it was completely useless, but lo and behold I actually have one of his dark-elemental USBs (I have absolutely no idea when I got this thing).

  • EnlongEnlong Registered User regular
    This is gonna sound silly, but I wish Locke’s Sync commands were Sharpshooter instead of Thief. The only thing he has that focuses on Thief actions instead of Fire is his Bubsy, and being able to Sync Trinity Bombshell to make Sync commands faster would be hilarious.

  • RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    Still going strong! Can't believe it's been years since I stopped playing. I still recognize tons of the op, lol.

  • ArcTangentArcTangent Registered User regular
    edited September 2020
    Enlong wrote: »
    This is gonna sound silly, but I wish Locke’s Sync commands were Sharpshooter instead of Thief. The only thing he has that focuses on Thief actions instead of Fire is his Bubsy, and being able to Sync Trinity Bombshell to make Sync commands faster would be hilarious.

    His commands sync on Fire, not Thief.

    E:
    Ah, I get what you mean. They're already quick-cast though, and his Trance gives more QC so...

    ArcTangent on
    ztrEPtD.gif
  • JragghenJragghen Registered User regular
    Rius wrote: »
    Still going strong! Can't believe it's been years since I stopped playing. I still recognize tons of the op, lol.

    We're mostly on autodrive. The latest difficulty jump. Is kinda stupid

  • EnlongEnlong Registered User regular
    Yeah. Dreambreaker fights are... aptly named. One of those things you just need to say “fuck off” to until power creep happens.

  • silence1186silence1186 Character shields down! As a wingmanRegistered User regular
    Matoya USB dupe on the daily draw today. Sigh.

  • silence1186silence1186 Character shields down! As a wingmanRegistered User regular
    Question: looking around the Ruby Shop, what is Torrential Assault, and when did it debut?

  • MaytagMaytag Registered User regular
    It's the 5-hit water spellblade, it debuted not too long ago I believe. Together with Bartz' water aasb I'm thinking?

    Leo AASB today! Can't believe I'm finally getting to use Leo in any capacity. I was so sure he'd join my party back in the day playing ffvi.
    A shame he doesn't have an en-earth relic in the lens shop though.

    3DS: 1392 - 5070 - 7853
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    The difficulty level on Greg seems perfect. Not too easy like the events but still a ton of options to clear. 6* magicite and DB really require too specific of things or just more time then I want to give this game. I could probably beat Shiva but having to input commands flawlessly for hours isn't rewarding in this game.

    38thDoE on steam
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  • EnlongEnlong Registered User regular
    edited September 2020
    Yeah, Greg is pretty much very well tuned for the current power level. You can most likely take him down with lensable stuff, and you don't need to lock yourself into a highly specific strategy to deal with his mechanics. It's mostly stuff like clearing status ailments or carrying extra ways to Haste or Dispel.

    edit:

    After testing Locke out, I find that my favorite part of his kit is still his OSB. Quick-casting cap breakers are hilarious when he's had time to build up a lot of meter.

    Enlong on
  • lionheart_mlionheart_m Registered User regular
    Wait there are others besides TGC?

    3DS: 5069-4122-2826 / WiiU: Lionheart-m / PSN: lionheart_m / Steam: lionheart_jg
  • MaytagMaytag Registered User regular
    Wait there are others besides TGC?

    Locke's OSB has the same casting time as a regular ability, but less power. It's not really the same thing as tgc, but it is really cool and a nice ragebreaker now that it's only one bar.

    3DS: 1392 - 5070 - 7853
  • EnlongEnlong Registered User regular
    There's only a few OSBs with an extra effect beyond different types of damage multipliers.
    • Cid Orlandeau's provides Thunder God's Might, but has a longer cast time.
    • Locke's has a faster cast time, but a lower damage multiplier than most.
    • Noctis's gives him a 30% max HP Bubble and boosts his damage and casting speed while he has a Bubble, but is non-elemental.
    • Tyro's gives the party an ATK/MAG/DEF/RES buff, but is non-elemental and is also so weak that it might as well not even *have* a damage component.

    Of those, Orlandeau's is the most obviously useful, with Locke following behind because sometimes you just want a rage break done quickly (or your buffs are enough that it caps anyway). Tyro's used to be the worst, but Dreambreakers now do an ATK/MAG/DEF/RES debuff, so his OSB is suddenly useful for clearing off that debuff entirely.

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Pull Fire ticket, get Edge AOSB.
    But of Course!

    38thDoE on steam
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  • EnlongEnlong Registered User regular
    I’m sad that they never really tried to expand ninja magic. It was so good back in the day, and used alternate elements, but they’ve slowly let powercreep desrroy it.

  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    Looked to sharpen up my characters, so I figured I'd burn some realm tickets. One of my mains is Onion Knight, so I dropped in a ticket on the III draw and gave it a yank, and watched the little lights swirl around-

    -and that's a hell of a lot of discos.

    5/11: Arc Awakening, Refia Arcane, Desch USB, Onion Knight USB3, Onion Knight Realm Chain. None of which I had.

    I'm starting to look like I might have a FFIII team to whip into shape.

    steam_sig.png
    I can has cheezburger, yes?
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited September 2020
    That's amazing. I've just pulled 10 fire tickets in a row and I've gotten 1/11 every time.

    38thDoe on
    38thDoE on steam
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  • JragghenJragghen Registered User regular
    Huh. I didn't realize how native 7* relics are still quite outclassed by realm artifacts.

  • lionheart_mlionheart_m Registered User regular
    Yup, my combined sync Lightning weapon is still weaker than a realm artifact by a lot. Like outside of sentimental value, there's not a lot of reasons to hang on to some relics except for a few fringe cases.

    3DS: 5069-4122-2826 / WiiU: Lionheart-m / PSN: lionheart_m / Steam: lionheart_jg
  • DarklyreDarklyre Registered User regular
    edited September 2020
    Enlong wrote: »
    I’m sad that they never really tried to expand ninja magic. It was so good back in the day, and used alternate elements, but they’ve slowly let powercreep desrroy it.

    It still works for breaking rage without needing constant meter, though that's pretty limited to Edge and Fujin. It'd definitely be cool if they changed it to be the mblink/RES-piercing version of the physical ninja skills.

    Darklyre on
  • JragghenJragghen Registered User regular
    Took the FF7 Dreambreaker for a spin. Got to 55.9% first try. Which isn't super impressive, but apparently I did not have my Tyro kitted NEARLY enough for MND so all that damage post-70% was dealt with the full break debuff, so it's not too bad?

  • FryFry Registered User regular
    If you bring Tyro to the VII Dreambreaker, he needs a realm artifact and also a MND buff, either from a samurai attack, or perhaps from Grace. Otherwise he'll be stopped for a long time.

  • JragghenJragghen Registered User regular
    Fry wrote: »
    If you bring Tyro to the VII Dreambreaker, he needs a realm artifact and also a MND buff, either from a samurai attack, or perhaps from Grace. Otherwise he'll be stopped for a long time.

    Oh, THAT'S what that ability was in the video.

  • ArcTangentArcTangent Registered User regular
    Kelgar BSB dupe

    Lovely

    ztrEPtD.gif
  • lionheart_mlionheart_m Registered User regular
    well...disco...dupe Greg USB. Wow this LOTROP has been pretty crappy except for 11. And Sync Lightning I guess the RNGods thinking they were doing me a favor.

    3DS: 5069-4122-2826 / WiiU: Lionheart-m / PSN: lionheart_m / Steam: lionheart_jg
  • JragghenJragghen Registered User regular
    Bartz AASB2. Reasonably good get, I'd say

  • rattletraprattletrap Registered User regular
    Dorgann AOSB. Not great, but not terrible. Maybe useful someday?

  • EnlongEnlong Registered User regular
    edited September 2020
    Kelgar Arcane dupe

    Lovely


    Ah well. I get the feeling I'm not going to ever get Bartz's Awakening until it's completely obsolete, haha.

    And actually, that might already be the case. I'm doubtful he'd easily take a slot in my Wind, Water, Fire or Earth teams, given what I have for them at this point. Wind is the most likely, due to his USBW, but Cloud, Fang, and Faris are kind of a lock for the team, and the Tyro/Elarra core is hard to break up. I would still very much like another Awakening for FFV Cardia, though.

    Enlong on
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