thzfunnymzn

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Posts posted by thzfunnymzn


  1. 17 minutes ago, BTB said:

    So, one rather broad comment I'll make is that if this does get coded (Seibaby and D both jumped on it a lot faster than I thought they would), the logic would probably only be smart enough to check for the dominant esper in a given build at best. Therefore, it's prudent to have a name for every esper, even if it's only a small variation on the same build (i.e. Shiva vs. Siren Celes). Things like 25 Alexandr Celes are stupid, but frankly I think 25 Terrato Sabin is also stupid, but people do it anyway. I'd rather have weird classes coded in and considered, even if they're not builds that people really use.

    (Also, "Valkyrie" is a personal favorite term that I was bound and determined to get in there somewhere >.>)

    I'll comment a bit more once I settle into work tonight.

    Iow, hybrids won't get any fancy in-game name. The community will have to come up with officially unofficial build names for them. Fair enough.

    Still don't see why certain builds can't share a name. (Shiva vs. Siren Celes). Shouldn't that be as simple as coding both those espers to show the same text? Not particularly keen on giving a variation like that two completely different names.


  2. Thanks for the prayers. We're all tucked in away from the hurricane now. Until one of our coders chimes in about the feasibility of putting build names in-game, I'm going to focus mostly on the standardization of build names.
     

    Spoiler

     

    ALL

    Base/Hybrid - If we're talking about standardizing the build names, I don't like hybrid builds getting the same name as the base class. It confuses the character with a specific hybrid build, and it also confuses all possible hybrid builds of said character together into one build. Which isn't good, since some hybrids are viable. (Edgar, Sabin, Celes), whilst many hybrids are stupid and don't deserve a name (for example, Terra with Tritoch & Bismark ELs). Also, some hybrids are really not hybrids, they're just variants of another class. (for example, vig Cyan with a few early game Kirin levels).

    Instead, let Base have one name, Defined Hybrids have their own name, and Undefined Hybrids all default to ???.

    HP ELs - The amount of HP espers a build can take without converting to the "HP build" depends on whether or not the HP build is defined. If HP is undefined, a build can probably take up to an equal amount of HP espers and still remain the same. If HP is defined, it probably changes much sooner or converts to a hybrid. Hybrid builds, otoh, can't take as many HP espers and still be defined as the hybrid build (obviously). Though maybe the hybrids can take a 1:1:1 ratio of key esper : key esper : HP esper and still remain the same?

    Terra
    Mage (Base) - Sounds good.
    Battlemage (Bismark) - Fair enough.

    Black Mage (Maduin) - How about Sage instead? After all, they were the "ultima"te magic class in FF3, and mag Terra is the premier magic build of the game. I don't like Black Mage, b/c Terra has extensive white magic. My sister recommends "Magic Mage" for this build. (Sigh)
    White Mage (Unicorn) - Yup. The line between mag Terra and HP/MP Terra might be a little fuzzy. They're both taking HP/MP/mag levels, it's just the ratio the defines the build differences. Might be a case where 1:1 key esper:HP esper actually is defined by the HP esper instead of the key esper.
    Omega Mage (Tritoch) - Hmm, not liking this one. Sounds tacky. How about Sword Mage? IIRC, Swordmage was a bulky Defender class in D&D4e, Tritoch Terra is fightery, and she's limited to Atma/Omega swords. My sister recommends Saber Mage instead, b/c it sounds cooler. (At least she's not recommending Regen Potato anymore).
    Red Mage (Phoenix) - Merge with Unicorn's "White Mage". Phoenix is the same as Unicorn/Carbunkl, it leads to HP/MP Terra. Therefore, it is also dubbed "White Mage."
    (Carbunkl/Ragnarok) - Remains as the default "Mage". It's not completely stupid (unlike, say, Tritoch + Bismark). It changes to "White Mage" or "Sage" depending on how much HP or mag ELs are added respectively.
    All Other Possibilities - Default to ???.

    Celes
    General (Base) - Sounds good. Could also use "Magic Knight" as her base, since she'll progress to either a "Knight" or "Mage." Though you lose the General title, which is disappointing. (Here D&D4e's Warlord build was a non-magic supporter dude, so yeah, definitely would like "General" to stay somehow).
    Holy Knight (Ramuh) - Fair enough. Mixing with Phantom leads back to the default General.
    Dark Knight (Phantom) - Yup. Mixing with Ramuh leads back to the default General.
    Valkyrie (Crusader) - Eh, not sure I like it. My guess is that it should parallel the Siren/Shiva "Holy Mage," just like Phantom's Dark Knight parallels Ramuh's Holy Knight. From what I understand, Crusader Celes is basically a variant on Siren Celes. Though ask @Mishrak for more information.
    Vanguard (Alexandr) - Eh, not sure I like it. Maybe merge with "Cleric"? Unlike Sabin, not sure Celes wants a pure Alex build. Alex+Seraph is definitely a Cleric build, even if it's a 3:1 ratio of Alex:Seraph. Alex + anyone else probably leads to ??? or another build?
    Magic Knight (Siren) - Merge with Shiva Celes, use "Holy Mage" name. Magic Knight sounds like a fighter build. Don't use for a mage build.
    Holy Mage (Shiva) - Merge with Siren Celes, keep "Holy Mage" name. They're the same build.
    Cleric (Seraph) - Yup. Another case where I wonder if 1:1 Seraph:Siren count as Cleric or count as Holy Mage.
    Red Mage (Vigor + Speed) - One of Ramuh/Phantom with one of Siren/Crusader. Shiva doesn't count, leading to the undefined ??? build, because she doesn't boost speed. Otoh, a 1:1 vigor:Seraph maybe counts as a Red Mage?
    All Other Possibilities - Default to ???.

    Locke
    Thief (Base) - Yup.
    Fighter (Ramuh) - Hate it. Change to "Rogue".
    Maybe Ramuh + Kirin can be Fighter or something. Rogue should be preserved for Ramuh(+Ifrit), obviously with a few HP espers being fair enough. Ramuh+Phoenix I think leads to a Red Mage hybrid.
    Paladin (Kirin) - Yup. A handful Ifrit or Phoenix ELs won't change it. Too many Ifrit or Phoenix probably leads to ??? though.
    Rogue (Ifrit) - Hate it. Instead, Ifrit Locke remains as the default "Thief."
    Red Mage (Phoenix) - Hate it. Change to some other type of Mage.
    Red Mage is more for Ramuh + Phoenix. Phoenix(+Ifrit) is a more pure mage. Phoenix+Kirin is probably undefined.
    (Ramuh/Phoenix) - Let this be the "Red Mage" build.
    All Other Possibilities - Default to ???.

    Edgar
    Engineer (Base) - Eh, not bad, but Engineer works better for mag Edgar. Maybe both base & mag Edgar are Engineer? Not sure you want to do that for a main build though. "King" for base Edgar?
    Alchemist (Siren) - No. Use "Engineer" here. An Alchemist suits an Item user better. This is support Tools Edgar, so Engineer fits very well.
    Sentinel (Golem) - Merge with "Dragoon." Two-handed and dual-wielding wants HP, and Sentinel fits Unicorn Edgar far better. Also, most people take 10:10 Golem:Palidor anyways. I guess you could leave a pure Golem build as ???.
    Phalanx (Unicorn) - Yup. Actually, Sentinel might be an even better name for this build.
    Dragoon (Palidor)  - Yup. Like with Golem, a pure Palidor could actually be ???. Most everyone takes 10:10 Golem:Palidor for good reason.
    (Vig + Mag) - Hybrid Edgar, needs some sort of name. Siren + either of Palidor or Golem should be both probably be this build.
    All Other Possibilities - Default to ???.

    Sabin
    Monk (Base) - Fair enough. Though I've been using this for his stam build. Dunno what else to recommend for his default though. "Martial Artist"?
    Shaman (Stray) - Eh. Not seeing it. He's a martial artist.
    Godhand (Golem) - Hmm. Pulling from FF1, maybe Master or Martial Artist instead?
    Guardian (Terrato) - Maybe just merge with vig Sabin? Half of Golem is HP anyways, so vig Sabin is really HP/vig Sabin. 
    (Golem + Stray) - Hybrid, dunno on name.
    All Other Possibilities - Default to ???. Actually, only other possibility is Terrato. Could be cheeky and give Terrato Sabin a unique name, and then all possible Sabin builds have names. Still think Terrato Sabin is a variant of vig Sabin, but w/e.

    Cyan
    Samurai (Base) - Eh, fair enough. Personally been using this for vig Cyan, but Swordmaster is OK, I guess. Samurai probably is the only fitting thing for base Cyan.
    Templar (Kirin) - Eh, don't really like it. Maybe something else? Could even just call this the "Dragon" build, for obvious reasons.
    Swordsmaster (Bismark) - Eh, fair enough. Could do Samurai for both this & base, but not sure you want to. Note: a little bit of early game Kirin shouldn't classify as a hybrid build. (iow, 1:2:1 Kirin:Bismark:Alex still counts as vig Cyan). Though a flat 10:10 Kirin:Bismark would count as a ??? hybrid.
    Vanguard (Alexandr) - Maybe just axe this? See Alex Celes above.
    All Other Possibilities - Default to ???. Unlike Sabin, there is some undefined stuff here (Kirin + Bismark), despite how few espers Cyan has.

    Shadow
    Ninja (Base) - Yup.
    Ninja (Hybrid) - For him & Gau, the base & hybrid should be the same. Could be cute and just use "Shadow" for the hybrid. Shadow's Shadow build.
    Assassin (Phantom) - I guess you could. Could also use Mishrak's Tiger.
    Shinobi (Fenrir) - Just a fancy way to say Ninja, though I guess you could. Could also just use Mishrak's Lotus.

    Gau
    Hunter (Base) - Swap with Fenrir. It's not just one particular build that is a berserker. Gau himself is a berserker.
    Beastmaster (Stray) - Eh, I guess.
    Berserker (Fenrir) - Swap with Base.
    Hunters & Beastmaster ain't the best, but then again, if you're sticking with Final Fantasy names, I dunno what better option you're gonna get.

    Setzer
    Gambler (Base) - Eh, fair enough.
    Undertaker (Shoat) - Maybe? Almost wanted to use Death Mage, but Shoat aside, Setzer's Poison & Death magic never really took off as a big thing. Still kinda wish it did. (Like, say, with Poison Darts >_>).
    Pilgrim (Starlet) - Eh. This is a Paladin build, but I don't know what you call a gambling, money-tossing, off-beat Paladin like Setzer.
    Cleric (Seraph) - Fair enough, though I'm still partial to "The Bank."
    All Other Possibilities - Default to ???.
    I think the only other possibility is Shoat + Starlet, which, yeah, should remain as ???.

    Mog
    Moogle (Base) - Fair enough.
    Elementalist (Shoat) - Could also use "Black Mage".
    Unlike Terra, mag Mog isn't a big healer. IIRC, mag Mog is really the closest to a Black Mage that you get in this mod. He even gets the Black Mage's Haste with 1.9.
    Geomancer (Maduin) - Fair enough. Maduin + Shoat should probably classify as Elementalist / Black Mage. Definitely not a hybrid, too little stamina to properly classify as a dance build.
    Dragoon (Palidor) - I vote leaving it as "Mogoon".
    Guardian (Terrato) - Maybe axe it? See comments on Celes & Cyan.
    All Other Possibilities - Default to ???. Palidor & magic don't really hybridize well. Palidor could with stamina, but the old stam+2 is gone.


    Strago
    Blue Mage (Base) - Fair enough.
    Wizard (Shiva)
    - It's hard to recommend giving Strago specific build names, when I only see one build as viable (mag Strago). Therefore, it's kinda hard to me to see this build as something besides the base Blue Mage. Though Strago definitely fits the frail old wizard trope better than anybody.
    (Zoneseek) - Merge with Shiva.
    Sage (Odin) - Feh. Leave Sage for Terra's magic build. As far as I'm concerned, this is still joke build without any real defining feature, except some very slight & indirect synergy with Holy Wind & being a magical tank. Kinda hard to recommend giving Strago specific build names when I only see one build as viable.
    (Carbunkl) - Remains as default class name. See comments on Terra above.
    All Other Possibilities - Default to ???.

    Relm
    Illusionist (Base) - I guess? If we're going with class names that don't mean anything outside the character's story, why not just use "Pictomancer" from the other versions? She draws picture, not make illusions.
    Sorceress (Zoneseek) - Fair enough, I suppose. Only other option is "Ms. Overkill." Which I actually will vote for over Sorceress. Ms. Overkill Arrowny.
    Priestess (Starlet) - Eh.
    ??? (Ifrit) - Truthfully, this is Relm's support & healing build, not Starlet. (Starlet is a bad attempt at bulk, not support). Raw turn count for Rerise, Radiant Brushes, timely Cure 3's, & timely removal of Sap (RegenX). RegenX is weak, sure, but you really only need to set it once, then switch back to Cure 3. First strike for Meteor & higher turn count for Flare spam is a definite plus as well. So, maybe a "Mage Thief" type name?
    All Other Possibilities - Default to ???.

    Gogo
    Mime (Duh)

    Umaro
    Yeti (Double Duh) - Change to "Berserker". Yeah, same as Gau, but that is what Umaro is after all.

     

     


  3. Yeah, fled with my family to elsewhere.

    Hmm..I have little knowlede of this game's asm, so I don't know of this idea is feasible. Coming up with a system so the game can intelligently tell the player what build they're playing? Sounds like a fun challenge, but iunno if this idea will actually make it into the game. There are definitely a LOT of cases to consider with this idea.

    Again, once I have my computer, I'll give more comments on the builds.

    • Upvote 2

  4. Tsk tsk. Accusing me when you and Mishrak are just as guilty. We've been slowly standardizing the names. (See: recent update, where I adopted Mishrak's names for Shadow's builds). Still, I won't turn down an attempt to standardize names beyond just "vig Edgar," "mag Strago," etc., etc.

    The major issue I'm seeing here is that naming the build after one esper, with the base also being a hybrid, doesn't really match up with whag the builds really are. For example, something like 10/10 Terrato/Stray on Sabin is definetly a stamina build. Or, something like 7/7/7 Unicorn/Carbunkl/Maduin on Terra is a (bulky) magic build. Also, stuff like Siren vs Shiva on Celes is definitely nitpicking at build differences.

    I know the above is kind of a nitpick. I also know that we're limited by whay can be put into the game. Just pointing it all out.

    I'm on the phone right now, so I can't comment too much more. I definitely prefer keeping stuff like "The Bank" over something like Cleric or Gambler for HP Setzer. (What does Gambler even mean, as far as combat is concerned?). Also want to note that Phoenix Te/Lo should be White Mage, and that you forgot spd Relm.

    I'll look at this again after hurricane evacuation. Later.

    • Upvote 2

  5. Updated Reference Sheet (pastebin) & Character Guides (forum) for 1.9.

    Spoiler

    Terra: Split builds more properly (vig, stam, & stam/mag). Updated vig & Omega Terra for self-Berserk strats. Updated vig Terra for new weapon selection. Updated Omega Terra for increased counterattack rate. Updated mag/stam Terra for Cover Allies option. Updated Terra's strengths & weaknesses to reflect exchanging Sleep magic for Berserk.

    Locke: Updated Kirin builds for new counter/cover mechanics. Split Ramuh/Phoenix away from Paladin into its own separate build (Red Mage). Updated Rogue build now that I know its dps is actually really, really good.

    Edgar: Created new Unicorn build for counter/cover mechanics. Dubbed the Phalanx build.

    Sabin: Updated hybrid & stamina builds for new stamina-based counterattack rate.

    Celes: Updated Ramuh & Phantom builds for significantly better weapon selection & counter/cover mechanics using ??? (esp. Phantom). Updated the Phantom/Crusader hybrid build for counter/cover as well. Updated strengths & weaknesses to reflect exchanging Berserk magic for Sleep.

    Cyan: Updated stam Cyan for increased counterattack rate & Cover chances.
       
    Shadow: Stole Mishrak's names for the two builds. (Phantom build is Tiger, Fenrir build is Lotus). Updated Phantom build for cover/counter mechanics.

    Gau: Updated stam Gau slightly.

    Mog: Updated strengths & weaknesses for gaining the Haste magic. Requesting people to test out X-Mog with new Haste & Love Sonata. Requesting people test out Maduin Mog for counter/cover Rod shenanigans.
      
    Setzer: Updated stam build for new & improved GP Toss, plus Cover allies.
       
    Strago: Updated stamina build to mention possibility of Rod counterattacks. (I still dislike this build).

    Relm: Updated strengths & weaknesses to reflect gaining the Stop magic. Slightly updated mag/spd Relm to mention that mag is more offensive, spd is more utilitarian (my error for not mentioning this earlier).

    Umaro: Updated Umaro for new counter/cover mechanics. Also made mention of his Blizzard Orb set-up as well.

    Again, requesting people to test out X-Mog with new Haste & Love Sonata. Also requesting people test out Maduin Mog for counter/cover Rod shenanigans. I'd like to hear results back on these before updating the mag Mog section under either the guide or the reference sheet.

    • Upvote 1

  6. 28 minutes ago, Franklin_WI said:

    This is a total beginner perspective (first timer, working my way through Kefka's Tower in 1.8.6), but I'm struggling to make use of Relm. There are so many attacks that just overwhelm her low HP, and IMO it means she can't actually function as a primary healer. Given the difficulty of recovering from death-revive-death-revive loops, this is kind of a problem for the other HP-less characters too (Gau, Strago, Shadow), but for a primary healer it's kind of a dealbreaker. When Shadow goes down, it means my offense suffers temporarily. When Relm goes down, and she does, it starts a cascade. I'm having a hard time either satisfactorily mitigating that or finding her other strengths good enough to overcome that. What party, in what circumstances, would be stronger for Relm's inclusion?

    You may want to consider using Relm as a primary attacker instead of a primary healer then. Flare spam is a mighty fine dps strategy. Not quite as good as Shadow, spd Gau, or Valiantsuken Locke, but with Relm's speed & magic, it's one of the game's best damage sources. In this case, consider her more of a secondary healer.

    I presume you have Bahamut equipped all the time for the auto-Safe? You could also try setting Image, but your only reliable Image setters are also frail (Strago, Gogo, Shadow). Summoning Golem is another strategy (Edgar & Sabin ain't frail), though it won't last the whole fight (could last a while though). For boss fights, you could also try and equip the right combo of Hide + shield to resist any elemental attacks, then equip Black Heart for a mighty HP+50%. (Black Heart will also null Holy & Poison attacks. Float might be helpful as well). Just be aware that equipping a Black Heart means you'll be relying on RegenX healing instead of Cure 3.

    Could also try Rerise spam.


  7. So, even though I've complained a few times about the mg.eva stat in this hack, I've never actually sat down and crunched the numbers for various builds. I have corrected that. I have run true evade numbers on mg.eva (and, why not, def, mg.def, and eva) for "all" builds, assuming 120% spell accuracy as the standard. (Most spells are either 120% or never miss. I did include true evade numbers for 100% and 80%).

    https://pastebin.com/ZEiCGDzP

    Highlights:

    • Even a 0% mg.eva character still has a 30% chance to dodge Meteo. Lol.
    • A lot of builds don't have a lot of true mg.eva (if any!) despite what the in-game numbers might say.
    • 22 mg.eva is required to gain even 1% true magic evade for most spells (120%).
    • Because of the above, Edgar, Cyan, setzer, and Umaro have 0% true evade, except in certain circumstances / set-ups.
    • Most high mg.eva set-ups include Force gear or Hides. These builds, obviously, have little need of mg.eva.
    • Only Locke, Shadow, & Relm can actually get respectable true mg.eva without also boosting their mg.def to ridiculous levels.
    • Dropping the "standard" spell accuracy from 120% down to 100% seems to mostly boost low/medium mg.eva set-ups.
    • Upvote 1

  8. I believe I all ready mentioned that X-Locke can blow up Fire weak foes with Fire magic. : p I've dumped Locke's MP into axe-murdering a boss with Fire magic before. I simply mentioned that, when the boss ain't weak to Fire (or doesn't have low mg.def), it's probably not worth dumping his MP for. For 10k+ damage, 96 MP is fair game. For 5k damage? ehh.....

    I did forget about the Lazy Shell though. I'll add that in.

     


  9. 1 hour ago, Reiker said:

    I think it might make sense to give the Muffler the Cover Allies ability now, no?

    Also, I played a couple patches ago and ran into a problem where I wanted to test out different builds but the respec was prohibitively expensive. I kinda felt locked out of the mod's features without heavy grinding, unless there's an encounter somewhere that rewards a ton of money and no experience that I couldn't find. Ignore this if the cost has been changed in the past couple of updates.

    Super unlikely wishlist item: A version of this mod that keeps the original Woolsey translation intact (except for things like changing Gau's rage explanation) so I can finally recommend this mod as the definitive version of the game. (Not looking for a debate on this, I know it's been done to death, and I know it's a lot of work to bring back the old translation, I just really wish the option was there so I could recommend this romhack to people who haven't played through FFVI before)

    There's a forest north of Jidoor with a Mover x3 encounter. This encounter gives a LOT of GP, for relatively little (maybe no?) EXP and EP. Grind that if you wish to respec many times.

    That said, I wouldn't try to play every build in one playthrough. It's not just the cost & time spent grinding. You'll also miss out on how different builds plays the WoB, early-WoR, or different WoR dungeons.


  10. Brainstorming ways for various characters to use new Cover & Counter mechanics:

    Spoiler

     

    Vigor vs. Stamina: Vigor builds will have stronger counterattacks but lower odds for counter & cover. Stamina builds are reverse. Should be how it works for most characters.

    Terra: Tritoch build should get a very high counterattack rate. Black Belt, Morph, self-Berserk (esper magic change), & pretend your vig Terra. Cover might not work so well with Morph Omega *cough*, and Hero Ring probably ain't as good for stam Terra as Black Belt, but it is still an option. Cover + Counter isn't an option without sacrificing the Power Glove. vig Terra has more reason to choose Genji instead of Aegis or Minerva. Cleric Terra probably doesn't care, though I guess Hero Ring + heavy armor is available?

    Locke: Kirin Locke with Omega & Valiance, equip Ninja Mask with Hero Ring & Thief Glove. Should Cover Evade like a champ, and has plenty of HP to tank hits even if evade fails. Good damage too. Might need to be careful with heals. Obviously, Valiantsuken vig Locke is the "higher damage, lower cover/counter chance". Probably shouldn't be using him to Cover, unless you just really like gambling with his ultra high evade.

    Edgar: Unicorn Edgar + Cover Spears + Genji armor = a brick wall to guard the team. Don't forget Nirvana band. Not sure how good a set-up it really is, but ladies and gentleman, Unicorn Edgar has been born. Imma call him Phalanx Edgar. Kinda overlaps with his own Golem summon though.

    Sabin: stam Sabin with Ocean Claws, Hero Ring, & Black Belt? Loses Death Ward & Life Bell, & he's got Golem to cover the party anyways. But he does have the highest Cover chance alongside Strago & Umaro. & Sabin is a much better bodyguard than Strago.

    Celes: Phantom Celes should now work better as a proper alternate to Ramuh Celes. (And they both love the new weapon changes). Leo's Crest gives both Cover & Counter, so enjoy slightly higher counterattacks with Illumina. A Phantom + Crusader hybrid could also do stuffs, provided the player gives her the HP to properly tank. Cleric Celes may also do something? She's got good reason to equip the Crest anyways, so maybe a heavy armor bodyguard to go with the healing & buffs?

    Cyan: See "Vigor vs Stamina" above. stam Cyan gets Cover.

    Gau: stam Gau with Hero Ring, Black Belt, & Defender Rage for some automated party defense? Eh, Mog does it better.

    Shadow: Phantom Shadow gets more counterattacks than Fenrir Shadow. Works out well since he's also the one with better vigor. (iow, keep him in the front row with Ninja Mask & Kagenui equipped). Please don't use Shadow as team bodyguard.

    Mog: Maduin Mog gets a little interesting. He can now boast higher counterattack rate with Punisher, over Shoat Mog's pure magical might. While Mogoon's still the best dps with Rods, Maduin Mog could pull of a Hero Ring + Black Belt + Punisher + Earth Blues / Forest Suite for an automated party healer/bodyguard who throws out some good attacks. Kinda neat actually. Otherwise, only change is that Mogoon loses spear counters in exchange for a small chance to cover allies. Not ideal, but not critical either.

    Setzer: Eh, iunno. He wants Heiji's Coin + Daryl's Soul + Hero Ring + Black Belt for ridiculous Cover/Counter with X-FixedDice counters & GP Toss for his action. But we can't have it all, can we? I guess Heiji's Coin + Hero Ring would be standard if you want a bodyguard stam Setzer. Daryl's Soul + Black Belt is an option, but I think the new GP Toss is probably better for stam Setzer.

    Strago & Relm: Please don't use either of these as bodyguards. For that matter, I wouldn't consider the increased counterattack rate that important for either of these two either. I mean, I guess Punisher Odin Strago could try to be cute. Maybe. He's got Shield. Maybe?

    Umaro: Now has a choice. Rage Belt with Mog for mass damage, or Knight Cape + Black Belt to be the parties Big, Dumb Bodyguard. (Muffler gives HP+25%, so use Knight Cape for the small speed & evasion boost). Huge stamina with good HP/def, so hilariously, Umaro may actually be the premier user of the new Cover & Counter mechanics. Best paired with a RegenX user?

    Gogo: Please don't use Gogo as a bodyguard. Rod Rage Gogo is dps Gogo, but Rage counterattacks don't get the Rage multiplier, so my guess is that Gogo shouldn't bother.

     

     


  11. The Shiv, this early in the game, is basically a full heal to one character, but it sacrifices Locke's physical attack. (You can still Mug, but Healing Shiv doesn't have bonus multipliers like Butterfly's "2x damage to humans" or Full Moon's "Randomly Throws for 2x damage"). I think it's actually almost always a full heal on a single target, even later in the game. IMO, it's stupidly powerful for the IMF & remains useful throughout the WoB; part of my opinion being because I'm not a huge fan of Fighter Locke in the WoB, unless I'm going all-in with Kirin levels.

    That said, you seem to prefer having Locke hit stuff rather than playing field medic, so it might not suit your playstyle. It's not totally necessary for the Southern Continent - plenty of the other veterans here don't bother with it. You could maybe give a few more attempts to snag it, and if that fails, just continue the game.


  12. 2 hours ago, Nakar said:

    Something worth noting about Cyan's healing: He's not a particularly great in-combat healer due to low Magic and Speed. Useful for patching up or reviving your real healer if they go down (since odds are Cyan isn't going to be the one dying first), but not particularly reliable even after getting the Nirvana Band. However, Speed is completely irrelevant outside of combat, and Cyan has very little use for his MP other than healing, so Cyan is one of the best "field medic" characters in BNW, able to blast a flurry of Cures and a couple Lifes after a hard fight to get everyone in shape for the next one.

    Because Empowerer almost always steals enough MP to completely refill Cyan's reserves, you can just use Empowerer every 2-3 battles when his MP is dwindling and get a full restore. Result: Cyan can sustain a party throughout a dungeon's random encounters without needing to use expensive items and with no need for Tinctures/Ethers or other forms of MP restoration. This is incredibly useful in the midgame WoB where Tinctures are expensive and Ethers barely exist, and remains incredible all the way through due to the prevalence of long and dangerous dungeons in the WoR (Phoenix Cave, Narshe if you're doing the whole thing in one go, etc.).

    You are absolutely right, we've been over this a thousand times, and I'm ashamed that I forgot about that when talking about Cyan's strengths & weaknesses.

    Edited the guide above. "Great Out-of-Battle Healer (thanks to Empowerer)" has been added to the list of Cyan's strengths.

    • Upvote 1

  13. That's actually a pretty unique way to maximize Umaro's damage output. I really like it.

    1.9's changes to Cover & Counter also means Umaro will have an actual alternative set-up to Rage Belt. He'll be able to choose Black Belt + Knight Cape for a nearly 50% Cover chance and a nearly 100% counterattack chance. As someone in Discord described it, he'll be the parties Big, Dumb Bodyguard.

    With your fancy set-up & an actual second "build" to Umaro, the dumb Yeti is showing some surprising nuance to his strategy. I....don't know what to make of this development.

    • Upvote 1

  14. Congrats on killing him. Dadaluma's a bugger.

    ***

    For some post-battle notes, a strategy I like to employ is to actually use the NoiseBlaster to confuse the Brawlers, rather than kill them with BioBlaster. Every attack against Dadaluma will count up his "counterattack meter," but NoiseBlaster isn't an attack, so it bypasses this. Also, his goons will then occasionally hit him, which also bypasses his "counterattack meter." Also also, it gives you a buffer against whenever he calls for more goons.

    Downside is that NoiseBlaster lends itself more to a slow, tanking set-up. Drill Dadaluma to set Sap, confuse his goons, and let Sap do a lot of the work while you only use a few big attacks to minimize how many counterattacks you eat. (Having Locke use Healing Shivs is nice for this, though you had Celes at healing).

    Also, the next release will be giving Celes a new tool to help her out in Zozo & the Magitek Factory. I wouldn't wait on the next release before I continued playing, nor do I know if or when you'll replay this, but I thought I'd give you the FYI.


  15. The forest to the west of the Veldt has Phantom Train encounters.

    There's some random peninsula to the north, I think middle of the map, connected to the Lete River somewhere nearby; this peninsula has randoms from the Imperial Magitek Factory.

    Mt. Kolts & Mt. Thamasa can be re-visited. As can the Serpent Trench.

    The Lete River & the Cave to the Sealed Gate, unfortunately, I think are permanently lost once you've passed that point in the game.

    In the WoR, there will be some scattered islands south of Albrook where you can re-fight the randoms from the Floating Continent.

    Io, a WoR rage, is hiding in some dungeon besides just Cyan's Soul, so he's NOT unmissable.


  16. Mog's getting Haste in 1.9. This is awesome. It looks like a great new tool for X-Mog. (SlowX & Haste for setting up for a battle, X-Haste acting almost like HasteX, and then commence the X-Break beatdown with Love Sonata for restoring MP. Use Quake for the few times it's useful). Also, the Counter/Cover changes look like they could be quite nifty for a Rod Maduin Mog. (Perhaps even paired with a Dance like Earth Blues or Forest Suite, possibly without even bothering with the Moogle Charm).

    Unfortunately, I've committed to playing Mogoon next game. I've done mag Mog the past two games now, and desire to play vig Mog again. Also, I'm only one guy with one opinion.

    Requesting someone please play X-Mog in 1.9 and give some feedback onto how well he performs, now that he has some utility to call his own. Also looking for a second opinion on the new Love Sonata of 1.8.6 (Specter is 1st instead of 2nd, so better odds of MP restoration).

    Also requesting someone try out Maduin Rod Mog with counter/cover. With or without Dancing thrown in being up to the player to decide.

    Much appreciated.


  17. Thank you. Sketch isn't important, but opening up ??? & Bushido (cleave) lets the build be good for all-around offense, while Runic rounds out the support skill set.

    Double thanks, because now I know what to do with Gogo whenever I play him again. Which might happen sooner than later, now that I know what I'm doing.

    • Upvote 1

  18. I agree on support Gogo, and I'm pretty sure the guide reflects that. He's just so diverse.

    Damage Gogo, yeah, sounds like it's mostly Rod Rage for raw dps, and Cleave / debuffs / ??? for random clean-ups. Shame Rod Rage & Cleave are incompatible with each other. Combine with Tools for an all-around skill set for handling randoms.

    EDIT: The Gogo guide is properly complete now. Added Rod Rage, added Strengths / Weaknesses.

    • Upvote 1

  19. Ah, so the spellcasts gets multiplied, though the rod itself doesn't. I never saw that in my tests because I was blowing up Owzer's Mansion randoms in one hit anyways.

    OK, so I actually do have to fix my Gogo guide then. Derp. Not right this second, gonna ruminate and see if I didn't miss some other dps application for Gogo besides straight Rod Rage.