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  1. Today
  2. I made my own personal analysis below, a tier list of sorts. It's hard to break individual characters into a tier because of how many different builds they have. For the sake of this analysis I'll be looking at end-game builds (So the fact Stray Gau and Kirin Cyan are incredible in WoB doesn't factor into the ranking) and not considering Hybrid builds, just the more extreme focused builds. This is also for 1.86, many builds that are low on here may get a significant boost in 1.9. It's also only my opinion, and I may not realize the full potential of certain builds I ranked as lower. Terra: Maduin (Magic) Build-(A-) Mostly Maduin with some Carbuncle for MP makes for an incredible potent mage who can reliably hit 9999 cap from backrow, and since Magic and MP are linked to Stamina being in Morphed form isn't as detrimental as it might seem. Really capitalizes on Terra' offensive and restorative strengths and superior regen ticks Bismarck (Vigor) Build (B-)- The ultimate glass cannon, astonishingly squishy in morphed form and requires a LOT of support to stay alive but is capable of dishing out arguable the best damage in the game. Does not make the best use of one of Terra' best assests, her incredible spell list. The frailty of the build prevents this from being any higher in my eyes. No Stamina focus which is so paramount to Morph and her regen ticks. Stamina Build (Unicorn OR Tritoch Focused) Build (A+)- Mixed in with a few Carbuncles levels to provide MP is IMO Terra' strongest build and also IMO the best build of the game. It eclipses Maduin build because having higher HP and Stamina correlates to much more survivability and Terra is able to damage cap without Maduin evels and RegenX/Life 2/Reraise makes her the quite possibly the best white mage of the game, only possibly beaten by a Sage-Stone Locke. Terra doesn't lose out on much by not building Magic and gains so much here. Factor in Omega Weapon and Gem Box to bring this build just way over the top. She's a Tank, a Offensive Powerhouse with access to almost every possible weakness and a Primary Healer all together in one incredible package. As a side note, a Phoenix Terra is viable too, but you're so much better off simply going a few Carbuncle levels for MP than switching to Unicorn if you're considering that route due to how important Stamina is on her. Locke: Vigor (Ramuh) Build- (B)- Gau and Shadow are somewhat forced into DPS/Glass Cannon type builds due to lack of options, and both of them can do a lot more damage than Locke. This build makes Locke to frail to be a very reliable Healer and Double Life 2 user but also somewhat redundant and unnecessary when you already have Gau and Shadow to fill in for this role. Locke's access to very good evasion helps but magic damage will tear this Locke apart and fails to capitalize on Locke's best assets. This build can work great though if you're very careful. I believe if you choose this route it's better to go a Hybrid of Ramuh/Phoenix to make Locke a balanced and well-rounded party member. Stamina (Kirin) Build- (A-)- Shockingly a great build despite Locke's magic list having no synnergy with Stamina due to Omega/Valiance combo working so extremely well with this build. Locke can provide very consistent high damage with this tanky build using those 2 weapons and make incredible use of his Drain magic, while saving his precious MP for Healing and Life 2 spells playing the role of support in the mean time. Not quite as good as Stam Terra but damn close. Magic (Phoenix) Build- (A) Same HP as Kirin, replacing Stamina for MP. The end result is a Locke with massive magical reservoirs able to burst down bosses with Double Fire 3s and Bolt 2s both very common weaknesses while having plenty of HP for reliable healing. The sheer amount of damage that he is capable of coupled with the ability to perform actions such as Double Life 2 makes Phoenix Locke one of the most impactful players of the game. Granted, Stamina Locke can do this exact same thing but Phoenix Locke is a bit better because the massive MP boost allows the player to be much more liberal with his magic and negates the need for MP support. Edgar: Vigor Golem/Palidor mix (B+): Fantastic Spear damage with Dragon Helm consecutive attacks and tools and with the auto-crossbow buff really impressive Random Encounter wave clear potential. Can apply strong Golem summon support, but has weak Cure 2s, Mana Battery and Defib support with this build which prevents him from being an A level Magic Siren Build- (A-)- The speed coupled with Magic really makes Edgar shine being able to provide constant HUGE MP boosts, Defib revivals that can come quite close to Life 2, Flash Damage for randoms and massively powerful Cure 2s. He has surprisingly high damage for bosses due to his selection of elemental sword jumping (and 50% proc rate from Dragon Soul) allowing him to utilize his high magic to hit enemy weaknesses. A very well rounded hero who misses out on A status due to frailty especially when compared to HP focused Terra/Locke builds that can do similar things to Edgar. Golem summons are also mediocre on this build. Unicorn Edgar-(D+)- Low speed/Magic/Vigor means weak and slow healing and damage. Has high HP/Magic and status resistance and will be Edgar's best Golem summon build, but why do this when you could do a Golem Edgar, giving you ALMOST as much HP and having useful Vigor so you're a Tank who also has a cannon to fire rather than an unarmed tank? Sabin: Golem Build (B-)- Pretty good damage when striking weaknesses with double claws, reliable Bum Rush and still has good Mantra/Chakra/Golem summon support skills. Cannot justify an A placement due to weak defenses secondary to a lack of shield on top of needing front row for full effectiveness, which makes him a lot less of a tank than one would imagine. He also has no revival skills. Sabin's natural access to a plethora of status options and spammable AoE keeps this in the B range, but if I was not factoring that in I might have gone C+ Stray Build (C-)- Stamina does a surprisingly poor job of fueling Chakra/Mantra, and Aurabolt is simply too weak. Like above, Sabin's other talents not related to Esper growth really help remedy this, but it's still mediocre and I find myself consistently disappointed with this build every time I tried it. Terrato Build (B+)- IMO Sabin's best option, he's probably the only character who can truly build all HP and still dish out numbers that are high enough for him to stay relevant. This is due to his naturally exceptional Vigor and how Mantra, Drain and Golem scale so tremendously well with HP. He still suffers from Golem's weak defense issue, but no matter what with 3,000+ HP he won't be going down easy. He can brush off 1,000+ damage hits with ease and use Drain to restore it all back and go right back supporting and attacking. Incredible Golem support with sky high HP. This Sabin is not A because his damage is sub-par, he has no revival skills and Mantra is a much less reliable healing skill to Cure and Regen magic. Celes: Vigor Build (B)- Ramuh with a relatively even mix of Alexander can make for a tanky and reliable hard hitting build. Only having access to Life 1 and Cure 2 without a magic investment makes her fairly average for supporting. Magic Build (Either Shiva or Siren mixed with Seraph)- (A-) - I personally prefer Shiva but I feel either one is viable. Cure 2 is now strong enough for reliably healing and magic offense with Shiva can be competitive with a Morphed Terra. Illumina doesn't lose out much due to Holy Procs here either. She lacks the elemental diversity and spell selection of Terra and revival potential of Locke. She still fits A tier here due to ??? for MP free random AoE giving her an advantage and the extremely powerful although Niche Merton Spam set up. With MP support and Flame protecting gear for the team she can obliterate battles and keep the team healed at the same time. It's an incredible combo that no one else can pull off Crusader Build (Stamina/Speed) -(B+) ??? Spammer. Really inspiring damage, great regen ticks, can maintain backrow safety and support when necessary. Lack of Runic is rarely an issue and no HP investment isn't so bad due to backrow/shield and high Stam for mag defense and status resistance. Suffers from same issue as Vigor, poorer magic/mp means less support capability. Cyan: Vigor Build (B+)- Bismarck with a relatively even mix of Alexander. A MASSIVE damage dealer with Tempest but even with the Alexander investment front row + no shield can take it's toll. Fortunately access to Empowerer means the enemy really needs to kill him before he can get his next turn. Poor party support/healing, very much a one trick pony. Can function as a "field medic" for long dungeons extremely well. Stamina Build (C+)- This build seems a lot better early before Tempest and Alexander becomes available, making dungeons very manageable with AoE Eclipse and limitless Cures and Lifes saving you on item costs. The criterion of this tier list is late-game though, and late game he is tank with relatively poor damage/healing output Shadow: B+ Not going to bother distinguishing these builds. He has extremely valuable Haste X and Fenrir support coupled with being a powerful glass cannon damage. Interceptor and high evasion gives him a great edge over Gau. I personally wouldn't put him as an A since he falls too easily in battle and lacks healing abilities. Excellent in a tanky team to provide much needed HasteX support and damage. Gau: Speed Build- B- Gau is the only person I'd even consider doing pure speed with since he will act automatically so the speed never feels wasted. His DPS is hilarious with Dragon and Cerberus here. Like Shadow he can provide HasteX and Fenrir support. To me, Shadow is superior due to his controllability and access to the AoE and blink support of Shrurikens and scrolls. Sure, Gau in theory has MUCH more options than Shadow, but because he is locked into a rage and 1/3 of the time you don't get the action you want, I simply find Shadow more useful. Speed Gau still has to remain in B tier since he can shut down even end-game bosses before they can wipe out the party, provided he can stay alive in the front row! Stamina Gau (C+)- Another example of an early bloomer. Lower DPS takes away Gau's boss wrecking prowess a bit, though he is more likely to stay alive here. The bonus of being able to heal with certain rages is far too unreliable to be useful for my tastes. He makes for an excellent random clearer but not super helpful in boss fights after setting up HasteX and Fenrir Relm: Zoneseek Build (B+)- Osmose, high MP and powerful healing and damage but lacks revival and falls quite easily in battle Starlet Build- (D)-Regen X is nice I guess? Murdering Shadow to give her interceptor? This need helps Speed Build: (B)- A better option to Starlet, mixed with Bahamut for MP levels it's not too bad. Lower magic power and higher turn rate however will translate to huge MP guzzling, will require MP support and use of Sketch to stretch her ability out. Can be a speed healer with brushes Strago: Magic Build- (B+) Osmose and massive magic damage, decent elemental options. Cure 3/RegenX replaced with Holy Wind which is less reliable in general. Amazing support options compared to his granddaughter Stamina Build- (C)- Stamina synergizes with nothing at all for Strago, even Relm at least has Regen X. It does VERY indirectly help his supporting ability by keeping him alive with regen and stat resistance, but Magic Strago can support as well while still maintaining the option to nuke enemies hard with insane magic damage. I'm not really feeling this one. Setzer: Magic Build- A- Once you master slots, and with pausing the game isn't that difficult, Setzer is god like. You might never even need to his magic, his healing and offense is reliable and powerful. Seraph is an excellent support Esper that I forgot to mention with Celes which helps to make up for his lack of life spells. Seraph levels can be used to improve his tankiness though I feel the MP bonus is a bit of a waste on him Stam Build-B+ Gil Toss is great and keeps getting better with each update, though it still pales in comparison to the utility, healing and pure power of Slots. Needs to rely more on his MP for healing this build is really requires some Seraph levels. However, stellar Regen ticks and Stam defenses is a major plus Mog: Maduin Mog: B Balanced Healing and Damage and reliable Dances. Dances are unpredictable and may not heal/dmg when you need it. Magic Mog- B+ More geared toward utilizing his Magic skill and is quite powerful with all damage dances such as Water Rondo. Dances may fail and healing with this is poor. Jumping with elemental rods in conjunction with the high magic stats and proc rate elevates this build above Maduin for me. Vigor Mog- B a step below Edgar (who is B+) because unlike Vig Edgar who can use the Vigor for his tools, Dance does not synergize at all with Vigor, so you end up basically giving up most of Mog's utility. Mog also does not have elemental swords but rods instead, which don't synnergize as well with Vigor. Tier List Synopsis: A Tier A+ : Stamina Terra A: Phoenix Locke A-: Maduin Terra, Kirin Locke, Magic Edgar, Magic Celes, Magic Setzer B Tier B+: Vigor Edgar, Terrato Sabin, Crusader Celes, Vigor Cyan, Shadow, Gogo (infinite versatlity poor stats), Zoneseek Relm, Magic Strago, Stamina Setzer, Magic Mog B: Vigor Locke, Vigor Celes, Maduin Mog, Vigor Mog, Speed Relm B-: Bismarck Terra, Golem Sabin, Speed Gau C Tier C+: Stamina Cyan (late game), Stamina Gau (late game) C: Stamina Strago C-: Stamina Sabin D Tier D+:Unicorn Edgar D:Stamina Relm D-: Umaro (Uncontrollable almost no utility)
  3. Glad to see Cure taken off of the Shiv. Holy damage & anti-undead, huh? Sounds brutal.
  4. Yesterday
  5. Quick summary of things that have changed on my end since the last RC: • The "Leader" battle with Cyan no longer interrupts his theme • Unchecked "can't run" from Mammoths • The Demonsbane now does holy damage in addition to being anti-undead • Fixed an error in the HasteX animation • The Healing Shiv no longer teaches Cure • Corrected a typo in the dialogue • Corrected the Blizzard animation • Adjusted the power of the Wind Slash/Aero sword procs
  6. All chest traps and Dragon Emperor - though the later doesn't matter unless you go above 99 which is not possible without cheating.
  7. Alright thanks. Are there any other bosses that do similar attacks?
  8. Ok, then its normal - those two skills deal more damage for every level you are above the "caster".
  9. I'm level 84, mobs are level 70 (5 god beasts down). Meaning Xan Bie and Landumber are level 72?
  10. Depends, what's your level compared to theirs (random mob of same area +2)?
  11. Xan Bie's heat beam and Landumber's crashball deals 999 damage. Is that supposed to happen?
  12. The pressure is on!
  13. Cat Hat Relm: Or remake the sprites.
  14. Last week
  15. Not likely since the new cover code overwrites most of the monster cover functionality. When I wrote it, I asked BTB if I should preserve it (the functionality is there in vanilla, but unused) and the answer was no.
  16. Are we going to see Cover & Counter on monsters? >_>
  17. I completely agree with your statements. It's really hard to make a balanced classic mod. Some jobs has unusual uses that often ignored and re-balance often ignore those aspects. Moving skill or add mechanics will easily ruin the game and classic feels. Not that I'll do any better but I'll try to stay faithful to vanilla. I'm doing FFT mod for real now unlike the past noob me who thought giving this into the game would be more fun. After trying 1.3 vanilla and other vanilla mods, I feel the urge to make my own to have good balancing with Tactics Ogre and Wild Arms XF. They're great SRPG games in my book. Innate abilities can't have reaction since it'll enforce its own into battle so I'm working with different reactions and might move some skills to balance between jovs better. This might sound little bit strange to talk about my project on someone else's thread but I believe this information will also be useful for him too.
  18. I've been out of the FFT scene for long, but nevertheless I've yet to play a good rebalance FFT classic mod. So I'll be following both FFT projects closely! I'll give my insight to both independently in the future as well.
  19. Although I made fun of it, I wish more escort missions were like this one in Ring of Red. It is exceptionally easy to manage. Ring of Red's maps are pretty cramped. There's often a road or bridge and moving away from that puts you in terrain that delays turns by a lot. It makes for some tough decisions that I enjoy overall.
  20. No matter what happens, enemies are due for a buff here anyway. Especially with the cover and counter system implemented, monsters were ALREADY slated for a boost at some point. So adding classes on top of that... you can expect to run into some tougher stuff later on, that's for sure.
  21. Regarding Ultima, either you perfectly time it or you don't deal 9999.
  22. Oh I don't mean you specifically, I just mean in general. I was a huge fan of the work for a long time and no internet for a while and missed the V9 open test, it sucks. It's not like no longer making it public took the file from people so Idk why make it no longer public if he's busy for the past 6-9 months. Simply seeing true damage is beyond intriguing in my opinion, it sucks not being able to. Did I perfect time that Ultima? I'm not sure if it hits 9999 on the 2ndary timing aswell.
  23. With 1.9's new (& useful, finally) Cover, Unicorn Edgar now boasts something unique over other Edgar builds. Whether or not it's really a great build in the grand scheme of things is questionable (Edgar's stamina is low), but I think it's a mechanically unique enough style to be worth mentioning. If anything else, it's better than relying on really weird Omega damage formulas as a unique gimmick, like some old stamina builds used to. BTB seems like going all-in with Edgar's defenses with spear & shield. I'm guessing that two-handing a spear, assuming you equip a counterattack relic (Black Belt), is more worthwhile in the end. Especially once you get Gungnir, with it's ridiculous HP+50%.
  24. P.P.S.: You're talking to the reason those changes exist in v9.
  25. I wish so bad I could get my hands on the v9 Beta or Alpha.. you lucky person you. It feels completely and totally unfair that some people were able to get it and others aren't, whose to say some of us aren't just as big of fans of the work as others T>T.. Just being able to see the true damage of the hits and remove Mario from the party are exceptional options I wish they could be added to V8
  26. Any damage dealt beyond 30k is wasted. In other words, 10k+10k+10k has the same effect as 14k+14k+30k. Ideally, you'll want to take a life every two hits. P.S. v9 will fix this and also makes Mario optional.
  27. Oh okay, but regardless if I boosted his atk all the way up to 255 base, he should still continue doing additional dmg per point, there should be no cut off where his points into attack are wasted and not adding anything on the harder bosses? Seeing as past like mid-game Mario becomes somewhat useless IMO as a magic attacker I just wanted to make sure. I wish so bad that Mario was removable from the party T.T, I wish I knew how to make that an option wish there was a game genie code for it or something it feels like Kefka has just kinda disappeared.
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