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Everything posted by thzfunnymzn

  1. FWIW, I like the name "Mirage Vest" better than "Stealth Suit."
  2. I was suspicious that the "it's too difficult" people were those type of people. Script & endgame boss HP are legit concerns, yeah. Though the Warring Triad has been taken care of recently. IIRC, it's mostly just Hidon now who has too much HP?
  3. The tiny featureless islands Reiker refers to are the islands just south of Albrook. The stat that an attack scales off of (magic, vigor, or stamina) always scales faster with that stat, rather than with speed. It used to be otherwise, but Nowea introduced a speed nerf to fix that. So, Gau's 3 stamina Rages have higher dps with his stam build than with spd build, alongside doing more damage per attack, and thus, triggering less counterattacks. Though, yeah, Gau's physical Rages (or hitting an elemental weakness) are his highest damage options, and stamina doesn't factor into those, only speed does.
  4. >_< Sorry. I don't know if there's a fluke in the programming, but if someone evades, they evade. There's no reason for the bodyguard to defend someone who evades, so they won't. "Cover Halves Evade" should simply mean that, when the bodyguard Covers someone, they are less likely to dodge (and, therefore, nullify) the attack they just Covered. I'm starting to understand yours and SuperHario's position on Cover Spear. I can't say ya'll are wrong. Otoh, it's not like "Counterattack" on Spears really meant much. Or, for the matter, it's not like the old "Back Row Friendly" on spears meant too much. Maybe Cover Spears will turn out more useful than we think? Lots of Palidor ELs, some Terrato, equip Moogle Charm, and Jump a lot. Death by a thousand cuts. Plus great speed for utility stuff, like Item or grey magic. (1.9 is introducing Haste into his grey magic). Mogoon, IIRC, is one of the better bulky fighters in the mod. Huh True, Carbunkl is less useful if you've got a dedicated Mana Battery. Otoh, by the numbers, Maduin's mag+ barely does anything until Ultima anyways. Might as well give her some MP ELs so that the Figaro Bro is freed up to do other things. I retract my newb trap statement though.
  5. I must not get out a lot. I rarely hear people complain about BNW.
  6. ................... ................................... I can read, don't look at me like that! >_< Herp. Huh, he asked spd Gau with Mantodea vs. stam Gau with Mantodea. I should so calculate that out. >_> (stam Gau still draws less counterattacks though)
  7. In terms of raw dps, spd Gau with a proper Rage utterly crushes stam Gau. Cephalid & Mantodea simply cannot hold a candle to a speedy Dragon beatdown. spd Gau will also use the elemental Rages better for hammering weaknesses. (Blizzard Orb's magic boost cares nothing for spd vs. stam, it only cares for mag+ gear). I'll also add that spd Gau can utilize Tumbleweed & Mesosaur quite effectively. The numbers aren't as intense, though they can still be decent with a Blizzard Orb. However, the sheer number of turns Gau spends healing can be useful. It can be especially useful if you're trying to counter status effects with Tumbleweed, since the Remedy effect of Harvester doesn't depend on stamina. Tumbleweed also comes with immunity to pretty much any status. That being said, yes, spd Gau will trigger a lot more counterattacks. spd Gau also has to pay attention to which Rage guards against which status or pick Rages that give immunity to everything (like Dragon or Tumbleweed), whereas stam Gau has a nice buffer.
  8. How Much Is Damaged Improved by Vigor/Magic Reiker, I just re-calculated some quickie calculations for a level 30 Celes with Illumina and a level 30 Relm with Flare. Going from 60 Vigor to 80 Vigor does indeed only boost the Illumina strike by 1,000 damage. Likewise, Relm going from 60 Magic to 80 Magic raises Flare's damage by 1,000 as well (if Crystal Orb is equipped, raised by 1,300). Fighter Celes will take, what, 10 - 15 Ramuh or Phantom ELs, the rest into Alexander? So that means that Ramuh, even at endgame, will only do about 500 - 750 more damage per swing. Less earlier in the game. (It also means that spd & stam Relm aren't doing too much less damage than Zoneseek Relm. Though they lack the raw MP that mag Relm boasts). Phantom Celes, Other Cover/Counter Synergy, & Cover Evasion Extra status evade, Cover chance, and counterattack rate (incl. counterattacking on Cover) can indeed compete with an extra 500 - 750 damage per turn. In fact, stamina's benefits to Celes now may swing things more in favor of Phantom than Ramuh. Stamina gives many benefits, she's still got decent vigor, and Illumina hits hard. Do not use the Omega Weapon on stam Celes. Omega should only be used by Morph Tritoch Terra and by dual-wielding Kirin Locke. The mistake you made with Phantom Celes was giving her the Omega Weapon. Don't do such. The Omega Weapon is used either for Morph Tritoch Terra or dual-wielding Kirin Locke. Phantom Celes should still use the Illumina. For the new swords: Rune Edge is now a WoR filler sword with higher power (140), dual-wielding Spd+ swords exist in WoB and WoR, and flails are now defense-ignoring weapons, Morning Star being especially designed for vig Celes in the IMF. Figher Celes changes greatly in 1.9. Perhaps she is the most improved of all come 1.9. As for other Cover/Counter synergy, there is still Cyan, Mog, and Umaro. Evasion was halved on Cover b/c playtesting proved Cover Shadow to be overpowered. It's the same reason why Image & Cover aren't allowed to work together. Cover is meant to allow your party tank to absorb hits. It's not meant to provide the player with yet another Golem/Fenrir option, wherein they can have on person completely nullify all enemy physicals. Cover Spears Reiker & SuperHario, don't look to spears for Mog's Cover/Counter. Rather, look to Rods. Rods hit much harder than spears, and it is Maduin that gives Mog stamina, not Palidor. I haven't tested it out (I'm hoping someone will for 1.9), but I'd theorize that Cover/Counter Mog is more of a Maduin build with Punisher / Elemental Rod as his weapon, Hero Ring + Black Belt equipped, and either ignoring Dance for Fight, Item, and grey magic, or dancing Earth Blues / Forest Suite for some healing / magical damage while Covering & Countering with Rods. Mogoon, it is true, does not make for a good Cover/Counter build. I see no problem with this. Mogoon is all ready Mog's best damage build & arguably his best utility build. Let him stay in the back row, where he won't Cover, and let Mogoon continue to do his normal thing. Maduin Rod Mog can play "party tank." Unicorn Edgar, I will agree, doesn't look the best. He's got the raw HP to two-hand spears for improved counterattacks (Gungnir Unicorn Edgar should hit 2.5k HP by endgame), he's got Palidor equip for Haste, and he can still take a few ELs of Palidor for a little more vig/spd. However, he's weighed down by his low stamina (poor Cover/Counter rate), which will effect his ability to make up damage loss with counterattacks; his only option for counter being the Black Belt; and he's lacking the speed of his vig & mag builds for utility & support. I'm not certain he's wholly bad as ya'll say, but I doubt he's going to be great. Unicorn Edgar was born of me brainstorming ideas for how Edgar could utilize Cover/Counter. He's got the raw HP/defense to pull it off, the pure HP/stam is something that his other builds don't have (granted, not that they need it), and it is a niche that his other builds simply do not perform as well in. I grant, though, that he's hardly the greatest Cover tank. Mag Terra Reiker, Gem Box does not come until the end of the game. An endgame respec to Maduin / Ragnarok for Ultima abuse is certainly possible. Something I should actually add to my build guide. But I'm curious: for the late-WoB and for most the WoR, how do you use the tier 3 elementals? They're quite expensive without Gem Box or any MP levels. Also, the other reason I called Maduin a newb trap is because of "How Much Is Damaged Improved by Vigor/Magic" up above. Maduin simply doesn't add a lot of damage to Terra's magic. mag Terra is likely still taking HP & MP ELs (Unicorn & Carbunkl), so that leaves precious little room for Maduin's puny +1 magic to add up to anything significant. I will also add that tier 3 elementals, thanks to Morph & Terra's base mag / mag+ gear option, hardly need Maduin ELs to do utterly ridiculous amounts of damage. Without Gem Box, the main limiter on her tier 3 elementals is her MP pool, not her damage output. Therefore, Maduin Terra, for most of the game, simply looks good, without really doing anything. It's not until the very end of the game, when Maduin has finally built up to something significant, when Terra's got the Gem Box & pure MP esper, when the player has a fat supply of Ethers, and when Terra's finally got the proper attack to pair with Maduin's improved magic stat (Ultima); only then can mag Terra finally do something. Before then? The HP, MP, and stamina do far more for Terra than Maduin's magic does.
  9. Reiker, might I add that you forget that a Cover tank has a chance to counterattack any attack they Cover. This is a nice boon to Cover tank with strong counterattacks such as Phantom Celes, Kirin Locke, Kirin Cyan, Maduin Rod Mog, and Umaro. This is a big thing you're missing with Celes/Cyan as Cover tanks. (This is a nice boon even if counterattacks had remained as a straight percentage. 1.9 is also having the counterattack rate key off stamina, so this is a further bonus to Cover/Counter tanking). Also going to mention that 1.9 is giving Celes (& Terra) some much better filler WoR weapons to use while waiting for Illumina. So fighter Celes ain't just "Shock until Illumina comes around." She can actually legit hit things for proper damage now. Leo's Crest gives both Cover & Counter, so Phantom, while sacrificing a little raw damage, also gives her more opportunity to counterfish while Covering her allies. If you complain that that's unreliable, I retort that Ramuh Celes isn't exactly doing huge amounts of extra damage over Phantom. Even endgame, it comes out to, what, 500 damage per Illumina swing? Hardly much. You can argue that that little bit adds up during a boss fight, but extra counterattacks will also swing things in Phantom's favor. Extra Cover/Counter will also swing things in Phantom's favor for randoms. That's alongside the extra status defense & improved Shock. Crusader Celes might be fine with Cover, but her counters are weaker than Phantom Celes. And, again, she's basically an endgame build: I'm argue against balancing Cover because of an endgame only build, especially when Celes has another stamina build that's using both Cover & Counter now. You also asked about 2k HP tanks. My answer is: Kirin Locke. IIRC, he had 2.3k HP with a Phoenix equip at around lvl. 30. Had some 23 ELs of Kirin, with some Phoenix. No Ramuh or Ifrit, just raw HP. Dual-wielded Omega & Valiance for 4.5 - 5k damage come endgame. Could single wield Valiance too, abusing "more damage with HP loss" on a character with as much / more bulk than stam Cyan. As for Cover Kirin Locke, Kirin Locke has every reason to equip the Hero Ring: HP+ for tanking, MP+ and mag+ for healings, and vig+ for Valiance. By endgame, I think Kirin Locke may be a better party tank than stam Cyan. (If you want other 2k HP tanks, stam Cyan should reach 2k HP by endgame. Sabin's no tank, but I've got Golem Sabin to 2.5k HP with some Terrato ELs, even at normal endgame levels). Also, you misread my Terra. I mentioned a Unicorn/Carbunkl build. Carbunkl's really the important esper for a "mag" Terra. Maduin is a new player trap. Rather than mag, Terra needs enough MP to use tier 3 elementals & Ultima. Which, thanks to MP+50%, Gem Box, Ragnarok ELs, and Morph + boss weaknesses, really isn't that many ELs. You can easily get away with 2-3 Carbunkl for the WoB, and anywhere from 5-8 for the WoR (with a Ragnarok). All the rest can go to Unicorn. Terra's also got the Phoenix equip for even more HP. Even if you did take Maduin ELs, I can tell you from experience that a Unicorn / Carbunkl / Maduin set-up on Terra is plenty bulky to eat hits for the team. If we're talking "Cover magic attacks," this Terra can easily equip Force/Minerva to tank tier 3 elementals, plus the Phoenix equip to help out with Holy/Flare tanking. (And in all this, there's also Tritoch terra with Omega to consider). I shot down Gau as a Cover tank b/c he lacks raw HP & defense. Characters Cover with only half their evasion, so blink tanks like Shadow & Gau may not turn out so well. Hurts Sabin & Locke too, but they've got HP (and shields, for Locke). I will grant that Unicorn Edgar probably won't beat the ole' traditional Golem/Palidor vig Edgar. Then again, vig Edgar is a really, really high standard to live up to, for any character in this mod. IMO, even mag Edgar has a hard time comparing to Golem/Palidor Edgar. Something you did miss, though, is that Unicorn Edgar also increases counterattack rates. So Unicorn Edgar can Cover/Counter while two-handing a spear (like the obscenely powerful HP+50% Gungnir). I haven't played Unicorn Edgar, so iunno for certain, but for a grounded Tools Edgar, the extra counterattacks should help moderate the dps loss from not building vig/spd. Also should mention that this will be Edgar's best build for Golem, a summon that will be severely nerfed come 1.9. (Defense dropped from 192 down to 128).
  10. Cover Spear isn't made for Dragoon Edgar. It was made for Unicorn Edgar. Likewise, Mogoon shouldn't be Covering. Instead, you'd want to use Maduin Mog for Cover/Counter shenanigans. Rods are far more powerful than spears could ever hope to be for counterattacks, so this works out very well in Mog's favor. Maduin Mog also has Earth Blues & Forest Suite to use for healing/damage. Phantom Celes does not want to be in the back row. She wants to be in the front row, smacking stuff upside the head with Illumina. Crusader Celes wants to be back row, certainly, but Crusader Celes also doesn't even exist until basically the end of the game. Why concern ourselves with Crusader Celes? Kirin Cyan can survive the front row. In fact, he probably doesn't even care at all. Dragon & Eclipse may be back-row friendly, but the front row does strengthen his Flurry & counterattacks. A Unicorn/Carbunkl Terra is another stamina build you didn't mention. Is all of her stuff back row based? Sure. But she's also so bulky that she doesn't mind being in the front row, taking hits for her allies. Kirin Locke wants to be in the front row, swinging Omega and/or Valiance. He's also plenty tanky to be running Cover. Gau is a terrible choice to be running Cover. Therefore, stam Gau wanting the back row is a moot point. The only character I'm going to give you is stam Sabin. My counterpoint, though, is that hyb Sabin exists. Hyb Sabin, while not the best Cover candidate, can do so. He's also got some actual HP, unlike stam Sabin (for most of the game), and he benefits from the front row for his Blitz / claw attacks. So, no, not every Cover builds wants to be in the back row. Quite a few of them want to be in the front row (Celes, Edgar, Locke); some of them are too bulky to really care one way or the other (Terra, Cyan); and some of those you mentioned shouldn't have even entered into the discussion (Gau). Also, Covering magic attacks means you can have your 2k HP tank Cover Holy/Flare. That can be a useful means to prevent character death. I will grant that there are an awful lot of ways to block physical attacks. Image, Golem, Safe/Shield, Guard Rings, etc. Heck, as is, I've long felt that Safe/Shield are overshadowed by Image/Golem and the existence of Guard Rings/Death Ward. Golem is at least being nerfed for 1.9. Though I'm still advocating for Golem to simply become an AoE Safe (Cover is the new Golem anyways), and for Image to be nerfed somehow. Oh, and don't feel bad about not playing 1.9. 1.9 hasn't come out yet. So few of us have actually played around with Cover.
  11. Mog's mid-game magic and his options for hitting elemental weaknesses are all solid. The elemental rods especially are ridiculously powerful. Pretty sure he can slam any elemental weakness in the game. Past the mid-game and without an elemental weakness, however, I've found that he's best just going on auto-pilot with Earth Blues or Forest Suite.
  12. Stamina Gau is limited to those Rages basically. Conjurer & Tumbleweed are extremely strong Rages. Brawler, Cephalid, and Mantodea form a solid trio of stamina attack Rages. I think spd Gau is still better all-around, but if you want, those Rages should still serve you well. Late in the WoR, Gau will gain the Snow Muffler, which is a big boost to his survivability.
  13. Dancing Mog can go in the front row. He's got the bulk & HP. Same with mag Edgar, provided he's even bothering with a spear. Covering adjacent allies would make sense in something like Final fantasy tactics, but not in FFVI.
  14. Row: Front Row only. Cover is about forcing the enemy to pay attention to the tank, not the frail wizard. If the tank is hiding in the back row, they can't force the foe's attention on them. Image: Tank Covers, but they take the hit, and Image is immediately dropped. Big, obvious sign to any player that Image & Cover doesn't work, whereas simply disabling Cover when under Image isn't as obvious. Defend: Either selfless or compromise. Actually interested in seeing how compromise turns out.
  15. I'm all for having more control over what attack I get from Sketch. A long delay on Sketch would actually favor spd Relm, since she'd have the spd to use it in any decent amount of time (like she currently can with summons). Since Sketch is desirable to conserve MP in randoms, you don't want a long delay on Sketch. Just stick with stamina affecting the accuracy. Granted, spd Relm can still throw turns at Sketch until she Sketches, but that's only likely to be useful for boss fights with interesting Sketches (like Inferno). Currently, I think the Sketch formula just checks Relm's level vs the enemy's level. Dunno what exactly what a new formula would look like. I imagine this change would be more interesting with more interesting Sketches like Inferno's Sketch. Stuff like "free magic attack," while nice, isn't terribly much different from what mag Relm can all ready do with her magic + Osmose.
  16. Spitball: Rename Phoenix Locke to "Phoenix Mage", instead of Red Mage. Why? Because Phoenix Locke is known for his X-Magic Fire 3 and Life 2 (and Cure 3). Just like a Phoenix. Otoh, iirc, he's not really known for being a mixed physical fighter/mage. Red Mage Locke is more fitting for Ramuh + Phoenix. And, lo and behold, naming Ramuh "Fighter" and Phoenix "Phoenix Mage" means that the hybrid of Fighter + Mage = Red Mage, which is exactly what that hybrid is.
  17. You wouldn't be the first to argue that. Nakar has said that many, many times before. I'm inclined to agree. Sketch is useful in some places, like vs Atma Weapon on the Floating Continent, vs Inferno in Kefka's Tower, or vs some randoms like Succubus/Lilith. Unfortunately, many times, it's useless, or even downright counterproductive, like vs the Dragons. Also, like Rage, it's unpredictable and enemy dependent, but unlike Rage, has no documentation. Also, unlike rage, it's completely different for each battle, making it further unpredictable. Ideally, both Sketch & Rods would be useful tools that Relm would rely upon to stretch her MP further. Realistically, Sketch is unpredictable & bad, most of Relm's magic isn't really that expensive compared to the MP pool she can attain (only really expensive ones are Meteor, Bahamut, ?and Starlet?), Relm has Osmose, and Tincture/Ether/Chakra/Battery is easy enough come the WoR. Osmose has been nerfed recently, which is good. Still partially think that Flare still should cost more MP. After that, make Sketch more useful, and then maybe stamina affecting Sketch's success rate might be useful. Though I still also like the idea of Brush Cover as well.
  18. artemi, if this is about getting information on 1.9 Mog: I also play slow, so I'm willing to wait to hear on your feedback.
  19. Stamina Sketch has been discussed many times before, and has been rejected each time. Main problem is that, come the WoR, Sketch doesn't do too much that Flare & Meteor can't do, except save on MP. And even that one is questionable, since a lot of enemies have bad Sketches. I pitched having caster's magic/stamina affect the strength of buffs/debuffs before. It was rejected because it would be impossible to code. Dunno if "check user's stamina for accuracy" is impossible to code, but I'm betting it probably is.
  20. You can still use Forest Suite & Earth Blues as solid healing / magical damage dances. He won't be the best healer, but it's free, it takes pressure of your main healer, and you have your choice of either a really powerful attack (Earth Blues) or an added Remedy effect (Forest Suite). Just stop trying to use him as a solo / primary healer.
  21. Spitballs for Setzer: Seraph: Random low % chance to cast Magic (but not Summon) for free. Shoat: Random low % chance that any Slots command will also follow up with a random esper summon. Starlet: Random low % chance that GP Rain will be used for free.
  22. With stamina affecting several unique character mechanics, Cover/Counter, and status evade, I'd say that stamina does have as much an impact on the game as vigor, magic, and speed. It's mostly Strago & Relm who don't make good use of stamina. They are poor candidates for Cover/Counter. They also either lack unique mechanics for stamina (Strago) or said mechanics aren't of major importance (Relm). Characters like Sabin or Mog may or may not make the best use of stamina, but that's less of a "stamina is a useless stat" problem and more of a "individual character balance" problem.
  23. IMO, from a balance perspective, stamina needs to be catch-all in order to keep up with the other stats (vigor, magic, speed). For Cover specifically, that's a defensive strategy, so it's logical for the defensive stamina builds to be better at covering the party. I'm apathetic to counter keying off of stamina though. I wouldn't mind stamina affecting both magical damage variance and physical damage variance. It seems more intuitive than "stamina for magical damage, vigor for physical damage."
  24. Idea: Shiva Strago Ignores Elemental Resistance (iow, elemental attacks always do at least neutral damage) Magic/Lore has a 25% chance of an extra Poison proc (X-Magic would have two chances for an extra proc) Odin Strago Resist: Poison damage. (Not status, but element. Poison chosen to avoid abusive resist stacking with Black Heart)
  25. Please put everything into one topic. I will answer your other questions here. The Drill is bought in South Figaro. The mystery egg is something you'll have to PM the creators about. The Rage Belt acts as a Power Glove for Gau. For stamina, IMO, the major things it does is provide a higher status evade rate; raise the counter/cover rate; and occasionally strengthen an attack, heal, or unique character mechanic. The magic defense portion of stamina & the physical defense portion of vigor are insignificant. Regen ticks are strengthened just as much by HP levels as by stamina, with HP also providing a higher maximum HP to boot. Weakening poison/sap ticks, IMO, is more of a nice extra rather than any significant benefit. I should also mention that, of the 3 significant things that stamina does, only the status evade is truly universal. Not all characters have a stamina-based attack, heal, or unique mechanic to use. Also, not every character is in a position to actually use counter or cover. Also, the base counterattack rate is all ready ~50%, and the strength of counterattacks depends off of vigor. Stamina provides a lot of little stuff, certainly, but for some characters, all of those little things either don't add up to anything important and/or their basic character design just doesn't get a lot of use out of lots of stamina (excepting status evade). For example, see: stamina on Strago or Relm. (Though others will contest me on that point).