Mishrak
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My Information
- Member Title:
- Improbability Breaker
- Age:
- 32 years old
- Birthday:
- March 7, 1985
- Gender:
- Male
- Location:
- Texas
Contact Information
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- Private
Topics I've Started
-
BNW 1.8 Character Build Guide [WIP]
26 February 2017 - 04:49 PM
Note: This is a massive WIP. Stuff will likely be completely overhauled as time progresses, including the format and other such things. My view on some of the builds could change and/or expand, and thus change stuff substantially. I also am quite receptive to feedback on characters and if anyone has a build or concept that has worked for them that I don't cover please feel free to add your experience. Also I really want to encourage build discussion, and the intent of this guide is not to establish the "best" builds, but simply to explain what a build does. The premise is that MOST builds in BNW are quite viable. This also means I will avoid complete specific EL loadouts for builds and instead seek to educate people on what will be the result of their decisions.
Table of Contents
1. Intro
2. Stats
3. WoB Build Practices
4. Characters
- I. Terra
- II. Locke
- III. Edgar
- IV. Sabin
- V. Shadow
- VI. Cyan
- VII. Gau
- VIII. Celes
- IX. Setzer
- X. Mog
- XI. Strago
- XII. Relm
- XIII. Gogo
- XIV. Umaro
The purpose of this guide is to provide an understanding of the thought process behind building characters. While playstyles change from player to player, good building practices are nearly universally applicable. The primary aim of this guide isn't to give exact builds, but to help point the player in the right direction and explain the results of their decisions.
Before discussing specific character builds, it's helpful to know some overall concepts.
Hybridization of ELs should generally be avoided.
It's beneficial to focus a character down a specific path, rather than try to make them fill several conflicting roles. An example of this would be mixing Stamina and Vigor ELs on Cyan. While he gets access to skills for both stats, only one will be in play at a time when Cyan uses an ability. In effect, one of the stats becomes a "wasted" stat as far as abilities go. Neither stat gets high enough to perform well so the character ends up being fairly average at multiple things rather than good at one thing (which admittedly is desirable sometimes).
A tl;dr for this is: Avoid mixing Vigor ELs with Stamina and/or Magic ELs.
Know their (your) role.
Evaluate and consider what a character's role will be before building them. Will they be a damage dealer? A healer/support? An offensive caster? What abilities will they use? This may change during the course of a playthrough, but it goes a long way towards making a build more effective.
Do what seems fun.
It's really hard to totally brick a character. Worst case scenario, there is a respec option available. If a build is working out, stick with it! - I. Terra
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BNW Beginner FAQ
11 January 2017 - 08:01 PM
This isn't meant to be comprehensive. Just a list of some common questions and concerns I've seen new players have. If anyone can think of other questions, feel free to ask them in the thread and I'll answer them/add them to the list. Hope this helps!
How is BNW different from Vanilla?
The biggest difference is that the characters are more individualized. Espers are now restricted by character, so everyone has their own spell list and access to specific stat boosts which allow them to be built in a number of different ways. Every major bug (i.e. the evasion bug, sketch, vanish/doom) has been fixed as well as most of the minor ones, and every mechanical aspect of the game (i.e. all enemy scripts, damage formulas, etc) has been addressed while largely retaining the look and feel of the original.
Nothing has gone untouched. Things that weren't useful before now serve at least some purpose. Brave New World operates by a different set of rules than the original game and should be treated as a completely new one. While it looks the same and feels similar, it is very different under the hood.
Is this a hard type / difficulty patch?
Definitely not. BNW is considerably harder than Vanilla was, but kaizo-style/arbitrary difficulty is minimized. There are very few party-wide 1HKO attacks, and those that exist are usually avoidable or able to be mitigated in some manner. The two kaizo-ish instances in particular (the Whelk Shell and stealing from monsters) are entirely preventable as the game explicitly warns the player about them.
There's also a general lack of situations where the player is required to have a specific ability or item to progress; after Kefka at Narshe, pretty much every play style is viable. Most of what makes BNW hard comes from either not knowing enemies or playing it like it's vanilla FF6 rather than a separate and different game.
Do I have to min/max?
Not really. The game rewards it, but only marginally. The balance is such that a player can finish all the content with however they build their characters. It really doesn't matter. On that note...
Can I brick/mess up a character?
Nope. There is a character respec option in the World of Ruin, but even so an un-ideal distribution of stat bonuses will not make it much harder to complete the game.
Do I need to grind levels/gp?
Nope. Level progression follows the exp curve just fine if all the player fights is the randoms they encounter normally. Players may run into GP issues if they want to stock up on lots and lots of things and/or buy every piece of equipment they see - it's always a good idea to consider what to buy carefully before spending a lot of GP. Worst case, the game does have a few decent spots to grind GP and there's quite a lot in chests.
What about the script? Is the story still the same?
The story is still the same, and a legitimate effort was taken by the developers to clean up some of the dialogue issues (e.g. dialogue that didn't belong to anyone but was still spoken) while leaving the best of Ted Woolsey's work intact. Some liberty was taken to add references and homages to other games/music/movies/pop-culture/etc., where it is appropriate and doesn't detract from the story.
Note that the Beginner's School is a deliberate 4th wall break (as it was in vanilla FF6) and so the dialogue there is generally not indicative of the rest of the game.
Do I need to know everything in this huge Readme/Printme?
Nope. They're both designed to be reference materials, much like a normal manual for a new game. Their original intent was actually so the developers could document their changes. Use them to look up things, such as the stats on a piece of equipment or who can equip what esper.
DO go to the Beginner's School though. It's a lot to take in all it once, mind, and is worth revisiting later on when much of what is discussed there comes into play.
Why do enemies have so many death counters?
Actually, very few enemies have death counters. Enemies DO have lots of command-specific counters (i.e. Fight, Magic, Tools, Blitz, Bushdio...), so they look like death counters when those attacks are fatal. These counter rates are very high in the early stages of the game in order to teach the player how they work.
Are status ailments actually useful?
Absolutely. Most enemies have some weakness to at least one debilitating status affect. Most bosses, while immune to most status ailments, can be afflicted by Slow or Sap if they don't have inherent Haste or Regen, respectively.
Conversely, enemies love to throw these at the player; it's very important to protect against them or the party will find itself incapacitated pretty quickly. This includes status ailments that were not particularly potent in vanilla FF6, namely blind/darkness. The Goggles, they do something!
On the same token, buffs are also very useful and should not be neglected; proper buffs can make or break a fight, and in some cases completely nullify an enemy's ability to do any real damage to the party.
Shadow bailed, where's my stuff?
Check the inventory! He's automatically unequipped in every situation but one: if the player returns to Narshe after recruiting him at Kohlingen. This was an oversight on the developers' part that wasn't addressed due to how unlikely it is to occur.
My character isn't gaining ELs!
Make sure an Esper is equipped!
What platform(s) can I play this on?
Most/all major emulators are supported: ZSNES, SNES9X, BSNES/Higan, RetroArch. Console is also supported either via flash carts or repro carts. -
HELP Registration is borked!
20 November 2016 - 02:16 PM
Come join us and hang out in discord.
https://discordapp.c...tUe7L5MByjYi5d1
I dunno when it'll get fixed, or if it ever will. This is the best way to join the community, get updates, etc. -
[2.0] Esper Equip Bonuses
25 August 2016 - 08:56 PM
My first idea for this concept was to have each Esper have multiple options to chose bonuses from, like an affinity or talent that each Esper permanently acquired after a certain point in the game. After a discussion with Think0028 and dn, they explained to me the limitations of SRAM as the major factor why a decision driven, affinity-style system would be pretty close to impossible to code. They also clarified some thoughts about how adding Esper abilities would work. After more conversation, I realized we can still implement a system for BNW that makes Espers unique and interesting. Here's the concept:
- All Espers gain a bonus that's already available on existing relics, or listed here: http://i.imgur.com/uUiCfuq.png
- Esper bonuses are unlocked upon reaching EL 15. This puts the character at about level 25 and should be around the middle of the WoR unless the player grinds. This is also per character, and unlocks every Esper specifically for that character. So everyone will need to be 15 to get the extra affects.
- EL/Stat Gains/Spell Learning/Esper Summoners still behave as normal.
- There are no duplicate or overlapping bonuses across Espers.
Rules I tried to follow:
- Give the player more options, and potentially free up some relic slots in some cases without completely obsoleting existing relics.
- The bonuses generally flow thematically with what the Esper's normal role is. This doesn't stay completely consistent as I run out of ideas.
- Don't give characters bonuses that would be insanely overpowered or give them abilities they wouldn't normally have access to.
Lastly, keep in mind we're pretty limited in what we can actually do for Espers. No new effects (like elemental boosts), no flat HP/MP gains, and nothing super crazy (like allows 2hand weapon). I also decided to avoid giving flat stat gains since the game is already balanced around the existing EL. No reason to add more. Please discuss ideas and thoughts!
**BTB will obviously balance this stuff correctly. Don't Panic
Auto-Status Espers:
Spoiler
Status Immunity Espers:
Spoiler
Special Effect Espers:
Spoiler
HP/MP/Damage Espers:
Spoiler - All Espers gain a bonus that's already available on existing relics, or listed here: http://i.imgur.com/uUiCfuq.png
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