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Posts posted by ronlyn

  1. 1 hour ago, Emmy said:

    Don't forget also that I had made br/fa changes no longer permanent, and 1.3 did not.  The reason I did this is so that if enemy uses chicken race on you, it's not automatically a reset; while in 1.3 it is because you can't buff it back and too many battles rely on the rng of reactions going off.  

    Touche. But doesn't solve the problem of Br having more impact on the long run against Fa since not being able to use Auto Potion can make your tank a corpse while not having spells means you need equipment to inflict those status effects

    1 hour ago, AbnormalVoid said:

    I feel in 1.3, too many jobs tried to do too many things, instead of being focused around doing one role really

    I can accept some experiment: Marksman was interesting and it could be decent if the creator bothered to refined such class. Alas, it's another case of "doing stuff half-way is even worse than don't bother at all" 


  2. OK, since this whole jungle bumble is really hurting my brain (I blame hours of gaming for that), I would like to simplify things so we can close some points and pass up to other things that needs to be discussed (example: 1.3 awful endgame, that thing needs help ASAP)


    - About Br/Fa: I see two strong points out there and I see the wisdom behind them, but I do side with the idea of just put fixed Br/Fa and said stuff can either change via jobs bases or just left the thing like that because let's be honest here: Since I got Auto-Potion, I haven't get off the damn thing because how reliable is to have 72 br and yeah, that's good but it also downgrades Fa since up to this date, I haven't see ANY reaction being activate via Fa and Br buff/debuffing only matters when someone who can turn you into chicken is nearby (And even then that isn't balanced enough since we have MT where when that happens I just petrify/poison/stop/charm/don't move/don't act the first time he does that and push him to hell until it dies or 1.3 where losing even the tiniest of Br means you're death because surviving is now 0% possible)

    note: at least MT has you distracted with other threats so you forget about that menace, 1.3 just outright push that boot up your butt without warnings

    -About Death: I do feel instant death needs something to be attractive since failing the spell means wasted MP/CP. I do like however how Trails in the Sky make his approach: all attacks that have instant death attached to them have about 60 or 80% of the damage you do with a physical attack, so it doesn't feel like a waste when death doesn't proc but also makes you think if you should use it so it procs or just stick with normal attacks/arts

    -About the USELESS jobs (Yes, I call them that if their only function is to reach samurai/ninja): Archer just outright needs to be rehashed from scratch, maybe giving him some tools to keep the enemy at bay OR even better, do something about the bowgun: some skills that works with bowgun (maybe some hard hitting abilities) while the bow does less damage but have nice debuffs/elemental attacks to keep it attractive.

    Now, since Emmy did find out a way to make Dragoon less sucking, I........really don't have anything since the possibilities are endless while at the same time, all mods were balance only with jump while MT just patched up the problem. Dragoons are just.....weird and that's all I got


    Sorry if this whole post seems pushy but when I see the four pages long threat that only talks about three points while the whole deal feels unsolved I feel waaaay back at ID so I feel this one needs to be more dynamic while picking up some slack from the past


  3.  I feel the whole zodiac and Br/Fa deal can be only archive if we erase completely the soldier hiring option in the game and every generic the players has access to has said characteristics. I also got inspired by a fire emblem modder which gave several patches which you can use to change the experience each time you play the game (example: one patch have three male/one female generic at the beginning and other has two male/female units with different signs and stats compared to the last ones)  

    Of course, this world of possibilities is tied to the modder's patience to deliver such patches since they aren't hard but tedious to handle without screwing something along the way


  4. 1 hour ago, AbnormalVoid said:

    A system where each Zodiac offered specific benefits and detriments, such as innate status buffs/debuffs, or innate stat bonuses/penalties, etc. would have been far more interesting. It would synergize nicely with existing systems, and create a huge opportunity for character building depth.

    Oh god.......I think I'm in love with that idea

    Don't mind me if I steal it for later


  5. 40 minutes ago, Nakar said:

    If nothing else I don't see how you'd do Zodiacs except either having them be fixed per battle for consistency's sake (which makes them exploitable with foreknowledge and doesn't help with random encounters) or leaving them random and just accepting that they'll alter the AI's behavior in potentially large ways each time you approach a battle.

    Zodiacs aren't even that important tbh since there are three conclusions to reach with them:

    -If you have good compat, just target that unit with status effects and take your distance since things could get messy if said enemy does the same to you (I suggest poison)

    -If you have bad compat, the unit (or the whole team if you somehow managed to do that) should abuse the fact that the enemy also does less damage and piledrop on him while buffing yourself to sail the point home

    -If you have neutral compat, just have fun and see what works best for you 


    Br/Fa are just there so you have an excuse to use abilities to enhance those in hopes to have better hit/damage with magic and better chances of activate something like auto potion/damage split   


  6. 57 minutes ago, Quad said:

    Meliadoul was interesting and very similar to Izlude. You just have to stop any counterplay for half an hour. The AI takes forever to come up with a move and it's probably unplayable at 60 FPs. 

    Finath River makes me want to stop playing. This is basically 1.3 all over again, where you have to plan the first few turns in advance. I guess I could grind some different monsters with secondaries and train Agrias, but don't really feel like doing that atm. 

    I haven't hit a wall at all (Although, having some kind of knowledge kind of helps). My only advice for now is that after I watched your team I did noticed most of your team is lagging a good ten levels behind Ramza. I suggest doing an extra battle or two between fights to help you catch up while getting nice stuff as return (Hell, you can even replace your low level monsters with shinning new ones at party level).

    Also, Agrias is the only one should tag along almost every time since having TWO trump cards tends of solve any kind of AI trickery overrall


  7. Interlude: Review and Analysis of CH3


    After forever, I finally decided to stop goofy around and do some proper job, so here we go!!!

    "What's your core idea behind CH3?"

    "I made stuff more complex so the player gets prepared for CH4"


    CH3 take the previous CH2's difficulty spike and smash it into the floor with fury: Most enemies will be out for your blood and most of the time, discerning who's the mayor threat is a must to avoid a party wipeout. Emmy not only deliver the pain using more complex but overall "old tricks", but also brings to the table brand new toys so you can scream to the screen with more passion (nice,isn't it?)


    "But you said that already"

    "I know random lurker, then I ask you: What does Silent Lucidity and which situations would be best used against the enemy?"


    So yeah, I don't like to repeat myself but I need to clear something so I don't need to touch it again: YOU NEED TO TOOLTIP EVERYTHING TO LEARN IT FOR FUTURE BATTLES!!!

    Emmy did A LOT of changes and unless you got a super computer inside your head, you won't know by memory EVERY SINGLE SKILL/REACTION/PASSIVE OUT THERE, so stop complaining and get going. I know it sounds harsh, but later on you will be grateful when one million of actions are taken in the spawn of five minutes and you can discern where to go from there since you got a basic knowledge of everything (Of course if you have Quad's levels of awareness by this point you can probably just outright abuse synchronize to buff yourself while also drawing enemy to a Leviathan previously cast by another unit of yours and absorb said damage because of equipment and thus you don't need to read this, you monster)  


    "I noticed no one else focused on bosses and monsters, so I decided to see what I could do with them"


    Every single boss out there is quite the puzzle and CH3 has nothing to scoff at: Izlude is a race against time, Zalmo is the perfect nightmare when left unchecked, Velius is frigging sonic.......All kind of stuff that gives a fresh new air to a TWO DECADES OLD game. I just can't grasp the whole ordeal Emmy had tu pull off to manage that, but I'm very grateful that she could reach her goals and this hidden gem could make his way to all those thirsty players who wanted a better experience for this game (myself included)


    "What is the exact purpose of Extra Battles?"

    "It's just a place where I toss all my experiments"


    I haven't touch the whole deal at all (something I'm planning to do on CH4), but extra battles are for me a nice little place where you could grind while getting useful units, maybe some broken items (not so much for me since they can be got at CH4) and enhance your experience, so please don't just beat the final boss and throw the rom to the nearest garbage tin: The extra stuff here is actually fun (unlike Ghost of Fury which can go and suck my di-)


    6/10 (First timer)

    5/10 (Normal Player)

    4.8/10 (2nd Playthough)

    CH3 average: 5.2

    Will come in with more gameplay soon and a suprise for those who read between lines (only clue in giving: time is about gaining and losing to move forward)


  8. On 29/12/2017 at 7:17 AM, Quad said:

    Have to admit that I really dislike the design for Doguola Pass. I mostly used 6-7 Speed units, and placing Goblins right where they are sure to disable two of them on the first turn means that I'm never getting any turns. If the panthers decide to charm my support units it's almost over. Speed should never decide a battle on the first turn like that, it's really 1.3 design but reversed. Additionally, 3 Plagues are overkill, especially since they're getting hasted. If you focus on damage output, they will outheal and revive you, and if you focus on status they'll just cure it. The Sacreds are very tanky and can deal a lot of damage. So basically, the enemy team has the initiative right from the beginning, and is also super tanky and offensive. As a player it's just frustrating in the wrong way, because the mod keeps being very unpredictable. I'm sure there are some easy ways to deal with this fight, like using Counter Magic, but as of now it seems too limiting. 

    It really depends on what kind of difficulty you're aiming for, but Doguola did not really fit in with the previous battles. 

    Managed to beat it after replacing Rafa with a Revenant. Ramza was previously a Monk/Knight to farm JP and he was completely useless. Even with a lot of PA he can't one shot anything. Rafa's cast times seem to hurt her utility a lot. Still, I'd recommend removing or replacing one Plague and maybe changing the Goblins' positions. 

    Hmm............perhaps I should stop screwing around and actually start playing CH4: That sounds kind of worrying 


  9. I agree with the 50% minimal hit with status effects since I just use steal for REALLY specific fight (riovannes roof for example) or Charm to give myself a little advantage at the beginning of the fight and then toss it aside

    Also Windows X, you should avoid speaking from everyone in regards of their tastes: Difficulty comes in all flavors and doing that is kind of offensive for everyone involved here


  10. tbh, I think everyone should avoid any kind of "meta-game" and just do whatever the hell they want since in the end the experience each player have wildly differs from another one (foe example, I found out that hybrid Sabin is a helluva fun despite BTB's dislike for hybrid builds, so there's that)


  11. 35 minutes ago, AbnormalVoid said:

    For status effects, yeah, I think straight-up static evasion amounts are probably for the best. Scrap the both the character evasion and faith evasion checks, altogether.

    Protecting from bad statuses any more than that can be the job of status protection items.

    Just have to keep the RNG in check. For statuses and otherwise. Nothing below 50%. Anything below a coin flip is pure tedium.

    There must be some exceptions however: 50% Charm without any compat is outright ludicrous

    And about Windows X rant, I just saw that one coming so that´s why I cut out some chase and put that post before


  12. 10 hours ago, A Dummy said:

    Might as well put my thing out since I finished it, plus I'll be busy tomorrow as well.
    I made a Mega Man level with the free fan-made Mega Maker for @ronlyn , which I admit I actually have no idea if he likes Mega Man or not but it was the idea I came up with so I rolled with it.
    Hopefully it doesn't feel too amateurish, I tried to at least make sure it's not too difficult, but even if certain parts do end up being more difficult than I realize you still get some tools like the Magnet Beam and Rush Coil to help. (Or you can also just run through the whole thing using only the Mega Buster, that works too.)

    Download link for the level.!4Qx3hSpa!liF2ewLBUpQ8mHP3ygMwzZrsMe--mMrUuufEepqIEHc
    (I think it can just be placed directly into the Mega Maker Levels folder found in Appdata>Local and it should show up, but I don't actually know from experience)

    If you'd rather get it from the in game servers themselves the level ID is 176954
    Mega Maker itself can be downloaded from here

    I'm sorry about there being some assembly required for my gift, but as I said before it was what I came up with to do so I rolled with it.
    I'm also additionally sorry if this is bending the rules a bit, as I myself didn't make Mega Maker of course, but I figured it would be okay since it's completely free and all. (And the level itself is still all me putting it together)

    Of course I love megaman. I'm actually thinking of record my run of it

    Thanks @A Dummy


  13. On 19/12/2017 at 8:20 AM, Quad said:

    I'm now in chapter 2 and this time I went with an offensive caster Ramza, which I feel is a tiny bit broken. He now has Analytic, Arcane Focus and Amplify which is a lot of fun to use with Quick to support him and there are enough means to heal MP

    Ramza and Agrias should be seen as wild card: You don't need to think of builds around their characters but rather "what they need to synergize with the team at hand". Or at least I like to do that (Also, casters are OP when silence/reflect aren't prominent in a fight

    22 hours ago, Quad said:

    The dragons are some of the most annoying enemies ever, and they synergize extremely well with panthers. They're extremely fast and hard to take down

    Wait until you see the new battle Emmy added at Goland. I bet you will tear your hair apart 

    22 hours ago, Quad said:

    This is a really good example of how FFT balancing should be done. There should be a lot of "broken" stuff which can easily be countered by the AI, instead of nerfing everything to the point of where it's just a game of targeting priorities.

    MT is a really obtuse game of "who is weak against X monster" which I really love since there's variety.

    However I also poited out the use of healing/reviving skills everywhere but I guess it's just a minor thing

    A side note: When all fails, spam boosted summons. You will be amazed how things fall like flies


  14. My two cents on this whole deal is.....what if we wait for an actual rehearse of the mod and give out opinions and suggestions?

    This feels repetitive when we had a 5 pages long discussion on Insane Difficulty.

    If someone wants to make FFT 1.4, just do it and we play it and give out our reviews to enhance the experience, don't you think?


  15. On 5/12/2017 at 0:38 AM, Davzz said:

    Maybe you mean that they should get a completely new skillset or something, but I kind of feel that their abilities are pretty crucial to their character. Truth will get a Revival skill next version so that's a buff incoming.

    Not exactly. What I would like is that said moves have the same treatment as sword skills: different vertical/AoE between skills, different hits per caster (Malak could use 3 to 6 hits while Rafa 1 to 3 but with more power), some of them can even being single target so the whole point of "expert assassins" is reflect on the gameplay. They just need more creativity in their tools

    On 5/12/2017 at 0:38 AM, Davzz said:

    Defy Pain got removed to return Accumulate... probably. Or maybe that's in the version that I have which isn't uploaded yet. I think it's interesting that you think its broken because I've never really found it that useful - enemies tend to kill my characters before they can be healed and it was mostly just really annoying when the AI still used it.

    Wild Swing has been gone for quite a while. True that Mimic Ultima is pretty silly good on Chapter 1, but eventually it becomes an AOE (Non-Element) Thunder Spirit with Charge Time and I don't think anyone is clamoring to use Skeletons in Chapter 4. Still, I could consider cutting it for another utility skill.

    Defy Pain is actually quite handy when you learn CT management: Someone toss phoenix down on a fallen ally reviving with 1 hp, then said unit uses defy pain so the enemy has to expend MP on a spell strong enough to take out the unit, so the process can be repeat until either the player get away with the kill or said player run out of resources while the AI wins by default.

     Defy Pain shines when you first encounter Miluda alongside a thief with basic skills and two healers to boot 

    On 5/12/2017 at 0:38 AM, Davzz said:

    I always heard that Wizards need more utility compared to the other skillsets - it looks really bad when Summoners kill faster, doesn't need to care about friendly fire and ALSO has utility like Revival. The issue is Black Magic's identity in the Final Fantasy series so this is kinda the best I can do maybe unless I get divine inspiration.

    Though in the current version, enemies and especially bosses are no longer super sanic speed so getting spells out is much more viable (and in the next version, I'm cutting Summons damage down a bit)

    Wizards are OK in terms of damage potential and if you really did tone down the absurd speed of enemies in CH4 they may as well being pretty terrifying now


    Must admit, now you got me interested. Good luck with your mod


  16. Entry 42: Riovanes Rooftop

    4/10 (First timer)
    2/10 (Normal Player)
    2/10 (2nd Playthough)



    The end of CH3 is nigh and you can bet you ass I'm gonna go out with style


    I knew I shouldn't have made that phoenix wright reference



    "And you want to know why? Because I own you and your phony brother.....You two are a complete waste of space in this world and I gave you a reason to live.....Now, tell me, do you wish to attack me?"

    "She's can't, but I would do it with pleasure"

    "Malak, W-What are you doing here?"


    "Well, there is no point hinding it from you: Yes, both of you were my dolls all these years and I would have control of Ivalice if your little sister wasn't that stubborn with that black and white mentality. But don't worry, I will put an end to her insubordination"

    "Rafa, WATCH OUT!!!!!!!!!"


    *Is heavily implied he got shoot in the face*


    "Oh crap, I know where this is going. Now, just step back slowly and-"



    "Do it now or I will fill her body with hot iron"


    Squidward for the left with amazing speed and grabs the ball, tresspass all defenses and going in with a dunk.........




    "Elmdor!! You seems....quite unique now"

    "I know right? this new haircut is just too much for the señoritas"


    "Fuck that noise: By this point I'm pretty sure another disaster went down just because she was kidnapped"

    "Brother's love in all it's finest"

    "Shut it you"


    So today's map......IS DANG EASY. In fact, I got a five steps plan to get dispose of everyone while getting awesome stuff:



    1) Use Rafa's Seismic Wave and chip down their HP so one of the inevitably use chakra on the other


    2) Then put someone with low magic damage reduction near (Mustadio is perfect for that) so he gets targeted, while someone apply reflect


    3) Go in and steal Elmdor's armor since he gets Holy absorption so he gets pelt down with heals and such 


    4) Kill everyone but on squid and put it to sleep or something


    5) Have fun


    In other news: WHY I CAN'T STEAL YOUR STUFF!?!?


    Ripperoni, rest in ravioli you filthy casual


    Ehh, I will probably take a stroll around the place before even think about it


    Ohhh stop being dramatic: He just got shot in the head. I'm pretty sure Oersted was even impaled by a lance and he's dandy

    Ending of CH3



    I would joke about this whole situation but this is just too jarring to watch. Take notes people: When you have a fantasy world where death it's a slap in the hand, at least make sure when someone die that said person expired because of an extreme wound or explosion. #RuleOfRPG's


    "Rafa....I think is time to go"

    "Yeah...... your brother would like you to live as a homeless hipster in the wildness"

    "You ALWAYS have to be a dick, don't you?"

    "I wouldn't do this if all of you would think at least for a second"



    "Now, Rafa please let us go out of here and- What are you doing with that stone?"

    "My brother.......I need him back......"

    "Wait, Rafa DON'T-"


    Well........that's certainly new


    "Your sister decided to use a diabolus ex-machina that convert everyone who use it so far into some abomination on you so she wouldn't be alone in this world"


    "I hope you enjoy your new boobs"





    "I don't know how to put it, but I was floating in a sky, near a white door which open. Just when I was about to enter, an voice came out of nowhere and told me to go back to my loved ones"

    "These stones....they just cast miracles to those with strong desires without any discrimination. If this world was cleanse for evil, perphaps......No, if this world NEEDS this power to flourish, maybe we are less worthy to exist here than I thought"


    And with that, the twins have join our crew. I also got a Jelly but fuck that noise, I don't want a snack 



  17. Good thing I just got the time to read the whole deal. I must say this is a 5/10 in my books just because how crazy or outta nowhere some of the stuff is there or how he could manage to NOT FIX some glaring problems with 1.3. Here, let me start with it:



    Your starting party now consists of a group of highly trained individuals that have multiple job levels in a 2nd tier job (Knight/Archer/Black Mage/White Mage) and 72 Brave (the maximum possible in 1.3), speeding up the early game from boring Throw Stones fests. In addition, there are two Squires with Mime unlocked who start with much unspent JP to spend freely as they unlock classes.

    So......he basically just eliminate the point of having starting classes. I mean yes, you will eventually move from squire and never use it once again, but , now you can outright ignore the whole class


    Heaven Knight (Rafa)
    *Significantly improved Stat Growths
    *C.EV 10% -> 24%
    *Can now Equip Shields

    Hell Knight (Malak)
    *MA Multiplier increased (100 -> 120)

    *JP Cost decreased
    -Asura / Back - 200 -> 100 JP
    -Diamond Sword / Back - 300 -> 150 JP
    -Hydragon Pit / Back - 400 -> 200 JP
    -Space Storage / Back - 500 -> 300 JP

    Those buffs are meaningless if said skills still are useless outside of very specific situations. I haven't use Rafa and Malak EVER and I'm happy with that since I do not have to keep my focus on silly things like vertical terrain while my party is been pummel down just because I want to be fancy with the kill. We need more PRACTICAL skills


    As the only class that has the distinction of being obsolete as the game goes on, these changes are intended to give them a chance to potentially be in your party.

    *Improved Stat Growths and Multipliers
    *Innate Monster Skill
    *Added Yell to abilities list.
    *New ability: Mimic Ultima.
    MA * 9, Range 5, AOE 2v3, 10 MP, 4CT. JP Cost 800
    *Cheer Up now adds Regen & Defend.
    *Heal now improved to remove more Status Conditions (same as Esuna)
    *Wish now revives with 5% HP, Range 3.
    *Defy Pain can now be used under the following conditions - Confusion/Critical/Slow/Death Sentence. Can now be used on other characters at Range 1. JP Cost increased to 300 JP. Also less used on the AI side
    *Wild Swing Formula Change - Now (Rdm(1..9)*(PA*3+10)) (a.k.a Repeating Fist Formula). Vertical Tolerance up from 1 to 2. JP Cost increased to 600 JP (AI chance to learn 100% -> 50%)
    *Target Damage Formula changed - SP * WP, CT 4
    *Can now equip Robes, Poles, Books and Knight Swords.

    Note that outside of the skill changes, these changes apply ONLY to Generic Squires.

    I would keep Yell to generics (of course I would nerf the hit rate now that everyone can use as early as CH1), Mimic Ultima sounds broken for a basic class, Cheer looks more on line with the class (Protect+Shell is more game-changing), Heal/Wish are OK, Defy Pain was broken and now is outright ludicrous, Wild Swing and Target should be test for their utility and the new equip options should be limited to Robes


    *Gains "Don't Move"
    *Gains "Zombie"
    *Zombie AOE increased from 0 -> 1
    *"Comet" - now 5 CT, 40 MP, Fire Elemental, Faith-Independent MA Formula. 500 JP.
    Essentially an boss-killing nuke alternative to Dark Holy.
    *Cyclone - 200 -> 150 JP
    *Meltdown - 280 -> 80 JP

     And now I must ask.......Why? The real problem with the poor Wizard is that, by the end of Ch3, most enemies and allies will get their turn before the spell goes out (EVEN if we add short charge to the mix). They need faster spells rather than new spells


    Special Monsters such as Boco have had several experimental improvements made to them. Note that there's only so much I can do since they're used as enemies as well, which means any buff I make to them might roll over to the enemy versions.

    Secondary + R/S/M.
    Boco: Steal. Hamedo. Monster Skill. Ignore Height
    Worker 8: Move-Find Item. Removed Immune: Haste.
    Holy Dragon: Talk Skill. Dragon Spirit. Monster Talk. Move-HP Up
    Archaic Demon: Time Magic Secondary. Counter. Magic Defense Up. Move-Find Item

    Boco is kind of OP now along Worker 8 since haste make him a juggernaut with few weaknesses. Reis and Byblos are just the same


    Many reactions were too expensive/weak to see much use. While changing them to be stronger may be beyond the scope of this project, there has been some adjustments made such that these weaker abilities may gain some usage.

    MP Switch - Moved from Dancer to Knight, 300 -> 50 JP
    Counter - 300 -> 100 JP
    Distribute - 150 -> 50 JP, moved to Chemist.
    Finger Guard - 250 -> 50 JP

    Regenerator - 350 -> 150 JP.

    MP Restore - 400 -> 25 JP
    Absorb Used MP - 200 -> 25 JP

    Critical Quick - 700 JP -> 150 JP

    Catch - 200 -> 50 JP
    Gilgame Heart - 0 JP (Unsalvageable!)
    Caution - 150 -> 200 JP. Now adds Haste + Poison instead of Defending

    Mediatate - 800 -> 400 JP, Moved from Sage to Summoner.

    (MP Switch got a knee jerk nerf in the latest version of 1.3 where damage would now "spillover" into actual HP, making it almost pointless. I still don't think anyone is going to use it at this cost but I can't revert the change so thems the break.)

    A Save - Moved to Geomancer
    MA Save - Moved to Meditator

    Mp switch sounds awesome now, Caution is WTF (or at least the modder should rename the thing). Outside of all that, everything is OK since no one likes to spend hours grinding for jp


    The Deep Dungeon now has all enemies at a set level of 40, allowing you to potentially outlevel them if you wish.

     This one is just stupid. I mean, why would you go there if the WHOLE reason to be there in the first place if to have a challenging post-game experience? At least crank the whole thing to (party level) and reduce the speed multipliers of some enemy classes


    Overall, this guy just added stuff without seeing how it would affect the balance in some places. Now Ch1 is the EASIEST chapter ever since now Squire are quite powerful for the enemies you found there. Of course, I wont undermine his whole job since some things were awesome (like having an actual reason to use books outside of throw and katanas having their draw outs as proc along extra stuff)


  18. Entry 41: Riovanes 3

    7/10 (First timer)
    7/10 (Normal Player)
    7/10 (2nd Playthough)





    Oersted is the embodiment of "You can't touch this" while Agrias decides to cosplay Ovelia of all things

    Learned Skills:


    Sturdy: Survives a mortal attack with 1 hp (The more hp you have, more chances you have to trigger it)



    "Alma, what did I told you about walking aimless?"


    "HA! this isn't my first time dealing with the undead, What's the worst that could happen?"


    Uhh Oersted....You might want to go and check your sight, because these guys aren't joking around (Also, good job eating dirt as soon the first one moved Alma, I always knew I could count on you)


    Some first time players would dismiss the danger and think this is just a field trip to those with healing magic. That is until we compare said goblins with say....Mustadio, and find out they outspeed him by TWO POINTS.

    So yeah, Emmy added a new flag called "Evil Brand". Said brand has the amazing property to grant it's user +2 PA/MA/Speed and Innate: Undead. To give you an idea how frigging nightmare fuel is this whole situation: Velius had 14 speed and could run circles around my units and pack some punch. But he was one.....and you could land don't move to suppress the annoying factor. Not so much luck here since not only we don't have the resources to outspeed said bastards (meaning: THEY'RE GETTING THE FIRST TURN NO MATTER WHAT) but also the fact that you fight SIX OF THEM, turning this into a massacre if you don't know what to do and go YOLO to your death.

    (For the record, I lost six time before this footage came out. And all those game overs happen in the lapse of fifteen minutes. Yeah)


    first off, let's have reraise on all my dudes for good measure (#StigmataIsUnderrated)


    And now let just watch as my plan almost got foiled because those dicks decided to focus on the one I need alive (Good thanks Bezekiras have good physical evade)


    Silent Lucidity has the nice feature of not only sleep them but also avoid their healing factor via Cone of Cold


    Not that this solves the problem of getting hit yourself with it


    BTW, Moogle+Sacred Boost kind of destroys them


    Sunlight will see "the light of day" in my repertory......maybe....eventually......nah


    Upping dat magic to get shit done quick


    Tactical Nuke by Arioch and Oersted eats a bullet so he can be killed (88 damage looks low right? that's because Oersted reduces all physical damage received by 45% via his armor, otherwise that harmless punch would have done around 160-180 damage. Yup, don't waste any time here)


    More shenanigans from my end and done with this pain of a fight


    "Could you stop getting kidnapped? If you keep going, you will catch up with frigging



    "Awww......I knew you had a soft side on you, Oersted."

    "Shut up boobs, I'm talking with my sister here"



    "OH SHIT, give me a sec"


    "Technically.......they cannot die"


    "Ohh that shambling skeleton? I killed the real deal waaaay back when I was escorting Ovelia and her brainless guard"

    "Hey, show some more respect: I was able to rescue AND lead her back to the castle and ok, I didn't know Draclau was evil, but that isn't the case here!!!"

    "Ohhh sorry, my fault. Ovelia and her USELESS guard"

    ".......You know? I hate you sometimes"

    "You're welcome"


    "Like hell I'm letting you go with my sister without a fight!!!"

    "Ohhh you? I have something prepared for you.......LOOK, THERE'S DELITA"

    "Heh, like I would fall for tha-"



    "TA-DA" *dissapears*


    "Good going, hero"

    "Just shut up and follow me"

    And with that note, we end this here. See you soon